1. Path of Exile
  2. News

Path of Exile News

Path of Exile: Harvest - Cultivating Your Garden Crafting Outcomes

Path of Exile: Harvest launches this weekend and as you likely know, it introduces an extensive and uniquely powerful crafting system. We've prepared a how-to guide that outlines the steps needed in order to get the best yield from your grove. We've also prepared a full list of potential crafting options so that you know what to seek from your seeds. Be aware that this news post contains significant spoilers for the league's content and if you'd prefer to go in blind, this post is not for you!

[h2]How To Cultivate Your Sacred Grove[/h2]
In the Harvest League, you'll find seed caches in each area. Oshabi, a new NPC, can take you to The Sacred Grove, where your seeds can be planted, grown, and harvested for Raw Lifeforce. This Raw Lifeforce can later be converted to Condensed Lifeforce to irrigate your garden.

Raw Lifeforce is used to modify existing items in interesting and powerful ways. Each seed you find can offer a range of different crafting effects. They are usually tied to a certain theme or type of item or modifier (such as Fire modifiers), but the specific outcome won't always be the same. The most powerful effects are rarer and obtainable from higher-tier seeds. When you're done crafting with your Raw Lifeforce, you can Condense it, which stores it as Condensed Lifeforce that can be used to help grow higher-tier seeds. You should do this before you leave your Grove for an extended period of time (if the instance with Oshabi's portal expires, the Grove goes with it).

Higher-tier seeds can be found from slain monsters in the Sacred Grove and have special growth requirements: a minimum number of other seeds of a certain type planted next to them, as well as a certain amount of Condensed Lifeforce used for irrigation at each stage of its growth. That means that the layout of your seeds, and the infrastructure that enables their growth, is important.

[h2]Infrastructure[/h2]
There are four main types of infrastructure: Collectors (harvests your plants and lets you craft), Dispersers (uses Condensed Lifeforce to grow advanced plants), Storage Tanks (holds more Condensed Lifeforce for later use) and Pylons (used to connect pieces of your infrastructure). Oshabi will give you some infrastructure freely, but you can craft more later on.

There are three types of collectors which each correspond to a specific seed type and can only be used with seeds of that type.

When you plant seeds, you'll place them around Collectors. Tier 1 seeds do not have special requirements in order to grow, they'll simply tick over one growth cycle whenever you click a seed cache. When your seeds are fully grown, you'll use these Collectors to trigger the harvest, spawning monsters that must be slain in order to gather their Raw Lifeforce.

When the fight is over, you'll use the same Collector to gather that Raw Lifeforce and craft your items. Collectors can also store a limited amount of Condensed Lifeforce for later.

Be sure to use your Collector after a harvest to make the most of your Raw Lifeforce and to improve your items!

Higher tiers of seeds require Condensed Lifeforce in order to grow. You'll need to install a Disperser in order to spread the Condensed Lifeforce that you've stored. A Disperser must be connected to a Collector or Storage Tank to work.

Tier 2 seeds (and higher) have various requirements that need to be met in order for them to grow. Some need a certain amount of Condensed Lifeforce of a particular type (i.e. Lifeforce which has come from a particular type of seed). Some also need to be grown within close proximity to seeds of a particular type. This information is displayed on seeds before they're planted and still visible after they're planted.

A seed whose growth conditions are not met will not grow, and will flash red. As you climb the tiers of seeds, you may need access to more Condensed Lifeforce than your Collectors can store. That's where Storage Tanks come in!

Storage Tanks store Condensed Lifeforce. A Storage Tank must be connected to a Collector, and will store Condensed Lifeforce of that Collector's particular type. Dispersers can be connected to Storage Tanks to use the stored Condensed Lifeforce.

Finally, there are Pylons, which must be placed between each infrastructure element you wish to connect, and can be used to extend the distance at which each infrastructure element will function.

[h2]Changing Layouts[/h2]
The Sacred Grove is large, and growing high-tier seeds can be complex, so you may want to change your layout from time to time. You can pick up any placed infrastructure any time you want. It will break any connections leading to it but you can simply reconnect them when you're happy with the new placement. You can also pick up any seeds you have planted, but any growth will be lost. Don't be afraid to move things around to perfect your layout, or drastically change things to grow certain seeds!

[h2]Automation[/h2]
Each Collector has a button that will auto-plant any suitable seeds in your inventory around it. Take advantage of this for low-tier seeds! For higher-tier seeds, you will want to be more deliberate with what you plant and where you plant it.

Dispersers can also be automated, and will feed Condensed Lifeforce to seeds as needed, though you may choose to handle this manually when resources are running low.

[h2]Rewards[/h2]
Besides powerful crafting options, the highest tier seeds will also offer tough boss encounters with Unique item rewards that can only be obtained from them.

You may also eventually find a way to store crafting options for later use via a Horticrafting Station. This, like other infrastructure elements, will need to be connected to a Collector to function, but can store a limited number of crafting options indefinitely.

Harvest may seem complex initially, but just like gardening, a little patience and persistence will reap great rewards.

Click here to find out more about Harvest Crafting Possibilities

Path of Exile: Harvest Gem Information

The Harvest expansion launches in just two days! To help you plan your builds even further, we've prepared gem data at level 20 with 20% quality for all the new and changed gems in 3.11.0.

Check them out in this news post!

Get Your Dragon God Hat When You Kill Act 10 Kitava

It's been one year since our Korean community joined us. To celebrate this anniversary, we've created the exclusive Dragon God Hat which all players can get when they slay Kitava in Act 10! You'll only be able to get it during the Harvest league, so make sure you join the festivities and get yours!


[previewyoutube][/previewyoutube]

Game Balance in Path of Exile: Harvest

Every expansion provides an opportunity for us to reassess the current meta, improve game mechanics that are currently weak and reduce the power of those that are excessively strong. You'll see more detail in the patch notes tomorrow but in the meantime, our team has outlined some of the changes you'll be reading about and the goals we had in mind while making these decisions.

[h3]Game Balance in Path of Exile: Harvest[/h3]
In Path of Exile: Harvest, we're putting much of our balance focus on Brands, Warcries and two-handed weapons. As a result of Delirium going core, we've also taken the opportunity to balance cluster jewels and their place within the game. We've worked to improve two-handed weapons with big slow hits by improving these investment options across the board.

We've also lowered the output of some of the most excessively powerful builds from Delirium like those that utilised the Purposeful Harbinger notable passive and the Archmage Storm Brand builds. Simultaneously, we've also introduced many new options and playstyles for people to gain new levels of power.

[h3]Two Handed Weapons and Slow Attacks[/h3]
Two Handed Melee Weapons focus on having great risk for great reward, but over time their power has dropped relative to one handed weapons. We intend to bring this power back, while still keeping the risk. They're slower on average than one handed weapons, without the free mechanics that come with Shields or Dual Wielding, but now have more defensive advantages available to them. Slow, heavy hits now deal enough damage to stun even the toughest bosses without as much investment in stun mechanics. New sources of Area of Effect and powerful inherent damage from skills and supports free up passive points for life and defences if you choose to, including new options for a defensive Warcry effect and a new Armour keystone.

All high-level Two Handed Melee Weapons have been rebalanced, pushing greater disparity between weapon types. The goal is that every high-level Two Handed weapon has a role and is an ideal base type for someone. For most Two Handed weapon types, each weapon has its own implicit mod focusing on a specific mechanic associated with its weapon type.

There have been new additions to the passive skill tree providing power and utility, especially for melee characters, like the Tribal Fury notable that was once only available from Blight anointments. Leech passives give much more total recovery per second for life leech than before, so reaching maximum leech is much easier for slow attacks and two handed attacks with some accessible investment.

Many skills intended to work well with Two Handed Weapons have been reviewed. Sunder, Static Strike and Tectonic Slam were changed significantly, while many others had numerical changes. Some slow attacks with added damage have had it removed and their damage multiplier improved, as flat added damage inherently favours builds with high attack speed. Ground Slam, Earthquake, Ice Crash, Vaal Ground Slam and Vaal Earthquake have had their added physical damage or added cold damage removed in exchange for improving their damage multiplier.

Many of the new Warcries and the new Fist of War support for Slam skills greatly benefit slower attacks, synergising very well with Two Handed Weapons. There are now many powerful options to invest in for slow attacks, rather than the handful of mechanics that existed previously.

Herald of Purity has been changed from adding physical damage to granting more physical damage, giving 12% more physical damage at gem level 20. This was to provide an equal benefit to weapon attacks regardless of their speed.

Shockwave Support now has multiple cooldown charges. As the new Fist of War Support doesn't work with the triggered Shockwaves, Shockwave Support is best suited for slow non-slam attacks.

[h3]Dual Wield[/h3]
The Physical Damage multiplier when Dual Wielding has been removed. This was originally added as a fix from half a decade ago to improve the damage of Dual Wielding relative to the higher damage of two handed weapons and the overwhelming defensive power of shields at the time. This allows Two Handed Weapons to remain the kings of damage, while Dual Wielding is the king of speed, with some defensive benefits.

[h3]Brands[/h3]
The design of brands make them very powerful for clearing out areas with a very passive playstyle, as well as dealing damage to bosses with very little time spent standing still. This often meant Brand characters weren't engaging with many challenging mechanics, instead running around waiting for enemies to die.

We've known for some time that parts of these mechanics needed to change to tone down these advantages before we could introduce new Brand skills, and have endeavoured to make these changes without heavily impacting the core identity of Brands.

Brands now drop at their original or recalled location when the enemy they are attached to is slain. This prevents them chaining repeatedly out of the player's control, killing monsters that haven't had a chance to meet the player yet.

Brand Recall no longer refreshes the duration of Brands. We very much appreciate the utility of Brand Recall, but it has played a significant part in making Brand skills feel very passive. We want to move in the direction of players having to re-cast their Brands more often, with the option to invest in Brand Duration to reduce how often one must re-cast Brands.

Brand Recall has a longer cooldown and a lower value of cooldown recovery per level. We've added Brand Recall cooldown recovery to a number of places on the passive tree to give new avenues for investing in this rather than receiving the full bonus just for leveling the gem.

We've lowered the detached duration of brands to bring them in line with Mines, which also had their detached duration lowered when last reviewed. This is simply because the duration was unreasonably long, especially with the new and plentiful Brand Duration passives.

Because of all of these changes, we've been able to slightly improve the power of Storm Brand, greatly improve Armageddon Brand, improve the utility and power granted by Brand passives, add a new Brand cluster and of course introduce new Brands including the Arcanist Brand that lets you trigger many different spells using Brands. The Hierophant brand node has also changed, mentioned below.

[h3]Warcries[/h3]
Warcries have changed significantly. Using a Warcry is now far more powerful than before, but comes with a longer use time and a longer cooldown. Cooldowns are no longer shared between Warcries. More notes can be found in the Warcry reveal post.

The goal of these changes is to have Warcries be something that has a far more significant impact on combat, with great reward for taking the risk of standing still and using an ability while surrounded.

Using multiple different Warcries is now possible, and a reason to heavily invest in a mechanic that you're able to take advantage of multiple ways on a single character. For those that prefer the old playstyle, we've added the keystone that lets you use the Warcry instantly at the cost of being unable to take advantage of multiple warcries. This isn't a keystone that's designed for characters that have heavily invested in Warcries, but rather for characters that have a specific single Warcry they wish to take advantage of.

Many new Warcry passive clusters have been added, providing more avenues for investment in cooldown recovery, faster use time, giving powerful damage bonuses when using Exerted attacks, and rewarding the use of multiple Warcries.

Many existing Unique items with Warcry related mods have been changed significantly, with some giving entirely new effects, most notably the Warbands shields.

[h3]Stun[/h3]
Changes to the power of slow attacks have resulted in it being much much easier to stun bosses, simply because of how much damage you can do in a single hit relative to their health. Rather than increasing the stun threshold, bosses now become immune to stuns for a short duration after being stunned.

Most major bosses and Map bosses have a stun immunity duration of two seconds.

This duration is longer on powerful bosses like Guardians, the Shaper, the Elder and Sirus, lasting four seconds.

Stunning is now a great defensive advantage for slow, heavy-hitting characters without completely mitigating the threat of an encounter. Stun Duration becomes more important as you can no longer chain together many short-duration stuns.

[h3]Ascendancy Changes[/h3]
We've made some changes to the Hierophant, Chieftain and Berserker that we'll be revealing soon. These are changes to one major notable on each tree, focusing on creating powerful individual mechanics that greatly influence how you play rather than overloading Ascendancies with a plethora of related stats.

The Necromancer's Corpse Pact notable now has a maximum of 200% increased attack and cast speed from consuming corpses, as it was possible to get the value to self-scale to problematic numbers using Arcanist Brand.

[h3]Keystones[/h3]
We've added new keystones to the Marauder-Duelist section of the tree. These allow investment in slow Impale attacks, mitigating big hits with Armour, and making Warcries more accessible to non-Warcry-invested builds. Each of these allows you to improve some weakness that certain strength-based characters, especially two handed melee characters, could have.

Many powerful keystones that were previously only available from Timeless Jewels have been moved to the passive tree, such as Glancing Blows, The Agnostic and Wind Dancer.

[h3]Other Passive Tree Changes[/h3]
We've made a large number of changes to the passive tree, with the intent of supporting recently introduced mechanics as well as providing more variety to clusters, especially those lacking in obvious power.

We wanted to add support for mechanics that have been added in the past few years that as of yet do not have adequate support on the passive tree. Some of these mechanics include Rage, Unleash, Corpse manipulation, Warcries, Heralds and Banners. The Warcry clusters that affect Exerted attacks are very useful for slower attacks.

The Martial Experience cluster is a good example of how total recovery per second from Life Leech has improved; Now taking the longer path through this cluster will give 220% increased total Recovery per second from Life Leech, enough to cause a single hit to be able to leech up to 6.4% of your maximum life per second. These changes were made so a big hit against a boss still provides significant life leeched per second, rather than having to attack rapidly to reach maximum life leeched per second.

Many passive skill clusters offered the same thing as other clusters, with the only differences being the location on the tree and the number of passive skills in the cluster. In this patch, we have endeavoured to give each cluster its own identity and function.

Critical Strike Multiplier values have been lowered from almost every passive, as well as from some items. Critical-based characters far-exceeded non-critical characters later in the game; this will bring the two a little closer together.

We've added a new Indigo Oil between the Azure and Violet Oils. This has made more common oils slightly rarer, without making rarer oils even rarer. Some Notables will have updated oil costs as a result of changes to the passive tree. Not every Indigo Oil combination on Amulets will yield a notable yet. There are no new Blighted notable passives and two existing Blight notable passives are now on the passive tree. New Ring and Blighted Map anointments have been added.

[h3]Cluster Jewels[/h3]
Cluster Jewels will remain in the game, available from Delirium encounters. Delirium encounters will be less common, but will drop significantly more Cluster Jewels than before as we still want Cluster Jewels to be an accessible and major part of character development, especially if you're actively trying to find them.

Many Cluster Jewel notables were problematic when stacked multiple times. Rather than limiting notables to one, we've instead rebalanced or significantly changed these notables, or added caps to the maximum value you can receive from a certain kind of effect.

Of particular note, Purposeful Harbinger now gives "Aura buffs from Skills have 8% increased Effect on you for each Herald affecting you, up to 40%". This means that with five Heralds on you and one Purposeful harbinger notable, you can reach full effect, or you can use three heralds and two Purposeful Harbinger notables.

Changes to Warcries have meant that all Warcry Cluster Jewel notables have been reworked, which also introduces some new effects.

Some Cluster Jewel Brand notables have also been rebalanced.

Weightings of Notables and other modifiers have been adjusted, with the most powerful notables and two jewel sockets being much less common, as crafting an exceptional cluster jewel was far too easy.

The Unique jewels from the Simulacrum will still be available, though will be rarer as a result of Delirium not being in every area. Voices and Megalomaniac are unchanged, while Split Personality is now limited to two. This jewel was the go-to jewel for any attribute stacking build, so we want to push more variation.

No Keystones from any of the Delirium Unique jewels have been changed, though like the Simulacrum jewels, these will be less frequent as you'll be encountering the Unique bosses that drop them less frequently.

These Cluster Jewel Notables will no longer be available: Gladiatorial Combat, Deep Cuts, Intensity, Confident Combatant, No Witnesses. Any existing notables already on jewels will be retained. Some notables or some of their effects have been moved to the passive tree, with Deep Cuts being the only exception.

[h3]Vaal Molten Shell[/h3]
Vaal Molten Shell was providing too much damage mitigation for too long with too little investment. This resulted in Vaal Molten Shell being used on a huge proportion of characters, including those that didn't get much armour beyond a Granite Flask. We intend to keep it as the best defensive Vaal skill for Armour-invested characters, while bringing it closer in power to Vaal Grace.

It will still last for a long duration, but now requires a greater value of armour to reach its cap and mitigates a much lower percentage of damage. While active, it also gives More armour, instead of a flat value of armour, multiplying your existing armour value rather than giving an effect that is less relevant to armour invested characters.

Vaal Molten Shell also removes and is removed by other Guard skills. Previously it only had this effect with Molten Shell.

Molten Shell itself will remain unchanged.

[h3]Cyclone[/h3]
We have removed the stun immunity from Cyclone, but made no other changes to it. This immunity was originally added to prevent implementation problems when positional desync was common, not as a core part of the skill's design. Being able to move while dealing damage is already a powerful defensive benefit, and melee attackers are usually more resistant to stuns. The skill will still make you immune to knockback, and Vaal Cyclone still retains its stun immunity.

[h3]Archmage[/h3]
Archmage support provided too significant a power increase for builds when built around very heavily. We've made changes to bring it more in line with other builds, while still noting that it's going to be a huge source of power for mana-invested builds.

It now provides less added lightning damage based on mana spent than it did before, down to 108% of mana cost at level 20 of the gem.

We've changed most items that increase mana cost. Fevered Mind has been reworked, and is now limited to one. Voidbringer and Apep's Rage now add a flat mana cost, rather than a percentage modifier. These items provided too great a damage multiplier from a single unique, as their once downside had become an upside.

We've added a new passive cluster on the tree to let you increase the mana cost of your skills as a new avenue of investment, though at values much lower than what could be gained from those unique items.

[h3]Unique Rebalance[/h3]
We've made many changes to unique items that were either failing to achieve their desired goals, had fallen behind other competing items, or were not deemed interesting enough for our current standards for unique items. Our goal for each of these unique items is to make sure there is a place for them on characters, even if that place is while leveling, and to do this in more interesting ways where possible. Many of the changes are numerical, either because the item was already sufficiently interesting or because it would stray too much from a supporter's original intention when the item was designed. More information will be coming in the patch notes.

Two handed unique weapons have been reviewed and tweaked as a result of their base types being changed. Overall, Rare items should be more competitive with the most powerful unique items, and there will be a greater variety of useful Unique two handed weapons. A few unique weapons that provided too much power, especially after changes to their base type, have had some values lowered. Starforge, Disintegrator and Hegemony's Era will now have lower damage per second than on live, while other items remain the same or improved.

Starforge received the most significant reduction of damage. It provided more physical damage than any other unique weapon by a huge margin, as it was designed before pure physical damage was a competitive way to build skills. It is now more in line with the damage of other unique weapons while retaining its special Shock, Area, and Life modifiers. It now has a custom Implicit of 30% increased global Physical Damage, as the Infernal Sword base type now usually gives 30% increased Elemental Damage with Attack Skills.

The Circle of Fear, Nostalgia, Regret, Anguish and Guilt Unique rings that affected Heralds now give lower values of Reservation Cost reduction and lower values of Buff Effect. These rings provided too much power and were too obvious a choice for so many builds.

[h3]Threshold Jewels[/h3]
The Unique Threshold Jewels for Dual Strike, Magma Orb, Molten Strike and Fireball have been changed. They now provide effects that change how the skill is built or downsides to offset their beneficial effect, each acting as a way to change how you build or play a skill rather than a must-have boost at the cost of a jewel slot. Glacial Hammer's "Shattered Chains" threshold jewel will no longer drop.

All of these skills have been given increases to damage, area or utility to compensate for the power lost from the Threshold Jewel.

We'll continue to look at the roles of other Threshold Jewels over time, making changes when possible and appropriate.

[h3]Slower Projectiles[/h3]
The Slower Projectiles Support Gem now grants a lower value of Less Projectile Speed than before; This is because this single support was massively multiplying the close range damage of certain skills, and all of them were being balanced around the value from this support. It also means we can be more generous with projectile speed granted by other sources.

Molten Strike, Magma Orb and Ball Lightning have had their damage and some other properties improved, as their close range damage is now affected by lowered projectile speed.

[h3]Other smaller changes[/h3]
The Shakari Pantheon has had its modifiers changed to halve the duration of Poison on you, and prevent you being poisoned while you have at least 5 poison effects on you. This pantheon power trivialised a mechanic that was the core of one of the four major Guardians of the current end-game, and prevented poison being a threatening mechanic to any character.

We've made improvements to totem AI for certain skills that had special targets, like Blade Blast and corpse skills like Detonate Dead, Volatile Dead, Cremation and Bodyswap.

Hexproof now gives immunity to curses, on top of preventing any curse being applied. This means that if you gain Hexproof, you'll immediately remove any curses on you. This was an oversight that this wasn't already the case, and will mean that stealing Hexproof from enemies will now clear all curses off you.

[h3]Conclusion[/h3]
This outlines just a portion of the changes you'll see in Path of Exile: Harvest. They are still subject to change prior to release and you'll see more information in the patch notes tomorrow! We look forward to seeing how players wield the new power introduced in Path of Exile: Harvest and in the meantime we'll pour out a flask for our fallen meta builds.