Jun 19, 2019
Path of Exile - Natalia_GGG
Later today we're planning to deploy the 3.7.2 update with Legion improvements and some fixes we mentioned a couple of days ago.

Please note that the patch notes listed below may be changed prior to the release of this update.

Legion Improvements
  • Improved the visibility of the Legion Symbols that appear above monsters and chests that contain rewards.
  • Added an effect that is placed on your character while you are near the activation crystal in the Domain of Timeless Conflict.
  • Legion Monsters can now be Frozen and their corpses can be destroyed after being broken out from their crystals.
  • Legion Chests can now be affected by curses.
  • Re-enabled the Stygian Vise reward from Abyss rewards.
  • Reduced the range at which various Legion monsters will become aggressive.
  • Fixed a bug where the Brutal Restraint unique Timeless Jewel was not able to drop in the Domain of Timeless Conflict.
Skill Improvements
  • Improved audio levels of various sounds.
  • Improved the audio of Shield Charge, Leap Slam and Ground Slam.
  • Molten Shell visuals now render correctly when they come into view of the camera while they were already active.
  • Frostblink can now be supported by Totem, Trap and Mine support gems.
  • Bladestorm can now be supported by Multistrike Support.
  • Fixed a bug where Bladestorm's initial hit did not actually hit.
  • Fixed a bug where Fortify (and similar effects, such as Endurance Charge on Melee Stun) could not be gained when using Shield Charge with a Wand equipped.
  • Fixed a bug where the Blessing skill granted by the March of the Legion unique boots did not properly support the Pride skill.
  • Fixed a visual bug where your character would not correctly face each target when using Chain Hook supported by Multistrike Support.
  • Fixed a bug where Chain Hook's tooltip damage was not affected by area damage modifiers, such as Concentrated Effect Support. This was solely a display issue.
  • Fixed a bug where the Smite Aura granted by hitting an enemy with Smite could stack beyond 1. This was solely a display issue.
  • Fixed a bug where the Smite Aura was not gained when the area damage from the Smite skill hit an enemy.
  • Fixed a bug where all Auras would be deactivated when allocating or equipping an item that granted you Mortal Conviction.
  • Fixed a bug where Challenger Charges could not be gained when killing an enemy with damage over time while in Sand Stance.
  • Fixed a bug where the "35% chance to gain an Endurance Charge when you use a Fire skill" from the Chieftain Ascendancy did not work when using a Fire skill that was a Totem skill or when supported by various Totem supports.
  • Fixed a bug where Flame Dash could be cast multiple times, even if you only used the skill a single time.
Miscellaneous Improvements
  • Added 3D Art for Wreath of Phrecia.
  • Added Orb of Horizons and Horizon Shards to the Currency Stash Tab.
  • The Queen's Vaults prophecy can now trigger when defeating Atziri, Queen of the Vaal in The Temple of Atzoatl.
  • Increased the volume levels of all item filter sounds as they were quieter than intended.
  • Back Attachment microtransactions are no longer displayed on the clones created from the Dash skill.
  • Fixed a bug where the first hit with an attack against a monster would almost always miss if you did not have a 100% chance to hit.
  • Fixed the visual interaction between the Illusionist Body Armour and the Darkprism Helmet Attachment.
  • Fixed the visual interaction between the Illusionist Body Armour and the Zenith Weapon.
  • Fixed a bug where The Eradicator could become immune to damage after you had left and returned to his arena.
  • Fixed a bug where it appeared that the "Critical Chance and Gain Frenzy Charge on Critical Strike" veiled modifiers could be crafted on Gloves. They can only be crafted on Quivers. Tooltips have been updated to accurately reflect this.
  • Fixed a bug where things that would happen when you are hit were happening even if you had avoided the hit (such as via Dodge or Evasion).
  • Fixed a bug where a Graveyard Map that was occupied by The Elder did not disable interaction with the Altar, leading to players locking themselves in the boss arena.
  • Fixed a bug where the exit from the boss room in a Dungeon Map that was occupied by The Elder would not be unlocked after the encounter was complete.
  • Fixed a bug where Uber Hillock pulled Oni-Goroshi out of his chest multiple times.
Crash Fixes
  • Fixed a client crash that occurred when using Flicker Strike supported by Ancestral Call Support.
  • Fixed a client crash that occurred due to an animation having an event outside of its timeline.
  • Fixed two instance crashes.
Path of Exile - Natalia_GGG
We're excited to announce another race event, arranged by community member, Kammell! We're offering our support by providing an ExileCon prize package for the Rank 1 winner who will be flown to New Zealand to attend ExileCon and compete in the live ExileCon race finale!

The event will have players competing to reach level 80 in SSFHC Legion. There will be no additional mods aside from the Legion itself. The event is open for everyone (however, there is a private league cap of 2,000 players), so if you'd like to join, you can request an invitation here.

In addition to a cash prize pool, funded by Kammell himself, the first winner will get an Exilecon prize package which includes a VIP Exilecon Ticket, an entry into the grand racing finals at ExileCon, return flights to New Zealand and accommodation around the event.

The event will begin at 12pm Saturday 29th June (PDT). You can find a countdown here. Casting will be done by ZiggyD, Octavian and Brittleknee!

For more information about the event, check out Kammell's official post.

Best of luck to our racers! If you're unable to participate in this event, don't worry, we have two more ExileCon qualification events planned in the upcoming weeks, so keep an eye on our announcements! In the meantime, be sure to watch the action next Saturday on Twitch!
Path of Exile

This article was originally published in PC Gamer UK issue 331. For more quality articles about all things PC gaming, you can subscribe now in the UK and the US.  

When Chris Wilson was called a noob in his own game, Path of Exile, he knew it was going places.

Before the Grinding Gear Games co-founder had gone to bed, on the first night of Path of Exile's closed alpha test, he was running the highest level character in the game. When he woke up, he had the privilege of being insulted by the player who deposed him.

"The thing we were worried about with our closed alpha was whether or not people would actually keep playing overnight,” Wilson recalls. “This was basically us inviting our friends and family to play, and they’d play for a few hours to humour us. But if this person was willing to call in sick the next day and not go to work because he could be the number one player in the world in this upcoming action-RPG, which was his goal, then we had something.” 

Back then Path of Exile fizzled out in the prison sequence of Act One. Now, several years of free expansions later, it’s one of the best value PC games around. That initial player vigil turned out to be the first act of worship for a fanbase that now plays the action-RPG in the hundreds of thousands. But Wilson and his team almost didn’t make it. Success nearly killed Path of Exile. 

Like the exiles arriving in Wraeclast, Grinding Gear Games had to bring about order where there was none. The handful of established studios that existed in New Zealand at the time were not in contact with the five friends working out of Wilson’s garage. Potential hires would arrive in suits, and be walked past the embarrassed team’s laundry for their interviews. There was a budget, but it was tighter than the tighty-whities. 

“Our goal was to be smart,” Wilson says. “We wanted from the beginning to write code that could do the work, rather than put people on it. We planned, for every asset we made, to use it five different ways. We made sure that we leaned heavily on random item generation and monster properties. We wanted to write our networking code once and get it right.” 

Frugality shaped the initial version of Path of Exile. Meanwhile, in California, another team was working on a rival action-RPG with a far larger budget. “I met one of my two co-founders playing Diablo II online,” Wilson says. “There had been no Diablo game for six years at that stage, no sign of anything on the horizon.” 

Hardcore action-RPG

When Diablo III was announced, it was a cause for alarm—but Wilson and his team found solace in humongous shoulder pads. That World of Warcraft-like touch to Blizzard’s barbarian class reassured Grinding Gear that its chief rival was taking the genre-dominating series in a more accessible direction. In doing so, Blizzard had unknowingly left space for a gothic, hardcore action-RPG from New Zealand. It was the first potentially fatal blow Path of Exile had dodged. 

“If they had made Diablo III as a very direct Diablo II sequel, I suspect the timeline would have gone quite differently,” Wilson says. “But thankfully, that differentiation meant that we had a slice of the market that we could explore and double down on.” 

In the years since, Diablo III has not only survived a disastrous launch but recovered the series’ reputation. Yet Grinding Gear has discovered that life isn’t so bad in the shade cast by its looming genre mate. 

“The effect we noticed was basically that every time we were mentioned in the media alongside Diablo III, it had a large positive impact on us,” Wilson says. “We’ve realised that in a genre like this where there’s a heavyweight able to get a lot of marketing for its own games, it’s a rising tide that lifts all ships. And if Blizzard eventually announces another product in that franchise it will probably be good for all action-RPGs, because it will bring attention back onto the genre.” 

Grinding Gear made Path of Exile public for a weekend during Diablo III’s launch to drum up interest—and in early 2013, they began open beta. After running the game with a few thousand paying players, the studio didn’t know how many would show up on the shores of Wraeclast now the game was free-to-play. “This was the scary point,” Wilson says. “We knew it could be a lot more—potentially tens of thousands.” 

In the event, nearly 80,000 testers played concurrently. It was the outcome the studio had hoped for, and it was horrendous. Support tickets flooded in as server problems emerged, fielded by just 20 developers at the time. 

“It turned to hard mode immediately,” Wilson says. “Because now we’re expected to run a full-on games-as-a-service thing. Nowadays, we have dozens of people that handle all that stuff to make it seamless. But it’s tricky to decide to expand before you need it, because that feels like wasting money at the time.” 

Staffing up wasn’t a simple process. With a lack of experienced developers in the local area to pull from, Grinding Gear would have to make time to train new hires—time it no longer had. “There were a lot of sleepless nights and learning the hard way,” Wilson says, “as you do when the servers just keep crashing.”

Real-time strategising

The exhaustion is still audible in Wilson’s voice when he talks about that period in Path of Exile’s history. His life felt a little like an RTS—how could he spend his limited resources in order to save Grinding Gear HQ from being overwhelmed? If the team didn’t develop the game fast enough, the players would leave. If it crashed too often, the players would leave. If support couldn’t reply to customer tickets fast enough, or there was a community disaster the team didn’t address, the players would leave.

“Trying to tackle all the problems at once, with constrained resources, and also still sleep when there’s an eight hour period where we’re not able to solve those problems? It’s an interesting physiological challenge,” Wilson says. 

Eventually Grinding Gear’s enemy had a name: desync. When the studio had built Path of Exile, it had plumped for a predictive networking model. Every time you attacked an enemy or moved an item, the game checked in with the server to make sure you weren’t cheating. And in the meantime, your PC assumed the check had worked—allowing you to hack and slash as if you were enjoying a single-player game, with no lag. This step was particularly important in the early years of the game, when servers were further behind than Grinding Gear would have liked, leading to slower checks. 

The problem arose when your PC drifted out of sync with reality as the server saw it—leaving you unable to trust what you were seeing on your monitor. Advanced players in particular were constantly out of sync in ways that endangered their characters as they zipped back and forth across the screen. 

For a long time, if you saw a positive comment about Path of Exile, it was often accompanied by a reply in which someone would bring up desync. “It became the thing where, if there was a good Reddit thread about Path of Exile, half the users were loving it and the other half were saying, ‘I quit because of desync’,” Wilson says. “It was a game-killing problem from that point of view.” Even as the game grew in size and strength, the team worried that one day, the albatross around their necks would sink them. 

“That problem plagued us for years,” Wilson says. “The way to solve it involved a lot of math, months of work, and a whole team. Thankfully it’s a thing of the past—I haven’t seen a player mention the word in more than a year.” 

Grinding Gear finally banished desync with the release of Path of Exile 2.0.0 in 2015. Now Wilson worries about how often he sees players complain about clunky combat animations. “It’s true that we have a complete redo of all that stuff coming, but again, it’s a long-term project slated for next year,” he says. While running a live game, there’s no plateau the studio can climb to that truly allows them rest. The grind never ends. 

That fact is reflected in the rigorous update cadence the studio has devised for the game. “Prior to 2015, and this isn’t something I’ve talked about a lot publicly, but our releases were not growing the overall community,” Wilson says. “We released the game and each of the expansions we released did OK, and sometimes went up and sometimes went down. The money was great, and it was awesome to have made a successful game. But at the same time, it wasn’t growing.” 

Grinding Gear’s angel investors, who had helped fund the game, weren’t applying any pressure. And so it became a question for the studio itself to answer—did they want to try and be the next League of Legends, and how would they achieve that if they did? 

If you’ve logged into Steam anytime in the last three years, you’ll know that not only did Grinding Gear decide to take over the world, but that it’s succeeding. Since the team adopted a rigid 13-week schedule, they’ve seen a 20 per cent increase in players with the release of each league—Path of Exile’s take on Diablo’s seasons. It’s a reversal of the industry standard, in defiance of the trajectory that even the likes of World of Warcraft has suffered. 

“Path of Exile’s been out for about six years and we’re still seeing new records,” Wilson says. “Our highest month was December. We’re expecting to see more records broken in the next couple of years, especially with the massive 4.0.0 coming out next year.” 

The swift turnover on expansions has helped, paradoxically, with keeping hold of the staff the studio so desperately needs—Grinding Gear is still something of an island as a PC game developer in New Zealand. 

“We want people to be constantly working on varied stuff,” Wilson says. “We make sure they have mobility within the company, and that every moment of overtime that’s asked for is both paid at a higher rate, and also seen as a management failure so that we can make sure to minimise that as much as possible.”

Players' health

Perhaps it shouldn’t be a surprise that an action-RPG developer can see the benefits of a commitment to staff welfare, eyeing the long-term reward beyond the immediate grind of the next expansion milestone. It’s heartening to learn that several of Grinding Gear’s staff have been around for more than a decade, and that all of its founders are still with the company. “People are seeing it as a lifelong commitment,” Wilson says. 

What is surprising—in that I’ve never heard a game developer ever mention the concept before—is that the studio is starting to consider the long-term impact of the game on their players’ lives as well. 

“Some of our players put in a lot of hours each day—eight, ten, 12 hours,” Wilson says. “And that often comes at the expense of their real-world progress, right? Because of this, they’re potentially even unhappy about their achievements in the real world. So it’s very important that they can feel incredibly good about the fact they’ve achieved so much cool stuff within our game.” 

It’s for that reason you don’t see as much power inflation in Path of Exile as in some comparable MMOs—where you might find a beginner weapon in a new expansion that makes the one you spent hundreds of hours raiding for look a bit silly.

“People talk about how it feels satisfying to shatter a whole screen of enemies at once,” Wilson says. “But a lot of our core designers want the real satisfaction, deep down, to be that you found something awesome that you can then go home and load up on your screen and look at. You’re able to trade it to someone else if you want to, but you don’t want to because it’s yours, but you could give it to them, but you’re not going to. Path of Exile players are heavily, heavily encouraged to care very deeply about the things they’ve accomplished on the game.” 

It’s a tribute to Path of Exile’s uniquely enduring success that its studio is having to worry about where its players aren’t grinding elsewhere in their lives—and testament to Grinding Gear that the studio takes the problem seriously. It didn’t have to. But in Wraeclast, the only justice is the one exiles make for themselves.

Path of Exile - Natalia_GGG
We're now in the second week of Legion and we're still really pleased to see how much people are enjoying the new content. We want to keep you in the loop about what we're working on and what to expect this week so we've prepared a news post that addresses some community concerns and outlines our update coming later this week.

This Week's Patch
We currently have a patch scheduled for Thursday that should include our next batch of improvements and bug fixes. These are still subject to change as we continue development and testing but below are some of the high priority issues we expect to address in this update:
  • Legion Monsters cannot be frozen and corpses cannot be destroyed once slain.
  • Players not getting Fortify if they Shield Charge with a wand.
  • Bladestorm's initial hit doesn't actually hit.
  • Adding Orb of Horizons to the Currency Stash Tab.
  • More client crash fixes.
  • Rebalancing audio for some skills that are currently too loud.
  • Item filter alerts are too quiet.
NOTE: If you believe you're experiencing a bug, please report it in the Bug Reports forum with as much relevant detail as possible. The QA team checks all reports that are made in this forum but are not able to reply to every thread. Please also check the Known Issues thread before posting to see if an issue is already known.

Other Issues
The following issues will ideally go into this week's patch but may end up in a later patch instead.
  • Increasing visibility of the Legion reward symbols.
  • Improving signalling of Legion encounters and Generals.
  • Flame Dash is double casting when only used a single time.
  • Performance problems associated with water.
  • More client crash fixes.
If you don't see an issue that pertains to you listed in this post, don't fret. This post only includes the highlight/most frequently talked about issues. If you want to make sure your issue is seen, please make a bug report using the method described above.

pathofexile.com/trade
Our official trade website has been slow and occasionally unresponsive since Legion's launch. This is partly due to an unusually high number of Path of Exile players on the servers. We've added more servers to deal with this part of the issue.

There was also a bottleneck in the website's traffic which when uncovered, also revealed another issue with an essential service related to the website. We've band-aid fixed these for now and are working on better solutions to enable the site to handle this kind of workload in future. We will keep you updated as these improvements come in.

Server Issues
We're investigating reports of server and connectivity issues. We are working to resolve two confirmed issues - degraded server performance affecting the Japan and Singapore gateways and another widespread issue that is causing unexpected disconnections during peak time (approximately 11pm-4am NZST). We're working to resolve both of these urgently. There are several other reports we are investigating, including connectivity issues between users and several of the EU gateways.

It is somewhat tricky to definitively say what is and isn't a server issue as many things can seem like server issues when their root causes are elsewhere. We are investigating all reports and will work as quickly as possible to resolve issues that we can confirm and are within our control. We are also continuing to work on fixing any remaining instance and client crashes.

If you believe you're experiencing server issues, please share your experiences here with a WinMTR report attached so that we can assess what's happening.

On-kill Effects and Legion
We're aware that many players are feeling frustrated that some on-kill mechanics don't currently interact nicely with Legion, including the explosions from Gratuitous Violence on the Gladiator's Ascendancy Skill Tree, in addition to a few other Ascendancy skills. We are beginning the process of enabling ones that can be enabled and will make a list of those that can't be enabled due to technical limitations. This is quite a complex development process so we don't have any specifics to report just yet but will keep you updated as the work continues on these.

Thank you very much for all of your feedback and support in making Path of Exile the best it can be. We really appreciate it!
Path of Exile - Natalia_GGG
In Path of Exile: Legion, we introduced five new jewels that can alter the keystones on your Passive Skill Tree in powerful and interesting ways. One of our game designers, Hrishi, spent a lot of time developing these jewels and has shared his thoughts about this process with us in a three part news series. We hope you enjoy this first entry! We'll share entry two next week.

Hrishi's Introduction
I love keystones. They might be among my favourite things in Path of Exile. To me, they represent one of the strongest aspects of Path of Exile's build diversity. Being stunned by the possibilities they offered is one of my earliest memories of this game as a player, long before I started working with Grinding Gear Games. I can still remember loading up the wiki while my game was downloading back in beta, navigating to the Chaos Inoculation page and saying "Wait, it does what?". I was instantly sold on this game after checking out a few others such as Blood Magic which also blew my mind with possibilities.

While this write-up isn't so much about the Legion Jewels themselves, I'll have to give a little background to them, in order to understand how the legion keystones came to be.

Crazy Jewels
The idea for the Legion Jewels goes all the way back to the development of the Incursion, when I was originally coming up with concepts for unique items for the league. I was talking to Mark, one of our senior gameplay programmers, about random ideas for what we could do, and I asked if it was possible to change a notable into something else within a unique jewel's radius. "Should be possible.", he said, which sounded great, except this meant I'd need to come up with a 'corrupted' version of every single notable on the tree, and forever keep this up to date whenever we added notables to the tree. Well, that's not ideal at all.

Then, Mark had the idea of storing a seed number on the jewel itself and having that determine what the passive skills within a jewel radius corrupt into. This would mean we'd only need to create a list of possible outcomes to choose from, and would naturally work whenever we updated the tree. Still, this means it would be a fair bit of work but this is a lot more manageable and doesn't have the overhead of needing to update this every single time we update the tree.

Ultimately, we decided not to go with this idea and stick with more traditional unique items for Incursion, but the idea was there, waiting to be used one day.

Re-emergence
It's almost a year after Incursion, and we've just finished our launch of Synthesis, which means it was time for me to start thinking of concepts and ideas for the upcoming league's unique items. Since it was immediately after Synthesis' launch, we didn't quite know what the next league's theme was going to be yet, which complicates unique design a fair bit!

After some discussion, it emerged that the league's theme was potentially going to be Vaal-themed. That certainly helped speed up the unique design process. While pitching random ideas, I remember this old jewel idea we had for Incursion and wondered if we could make it work this time around. So I started working out the details on what this would mean.

From a design perspective, the act of corrupting small passive skills and notables into something else entirely was somewhat straightforward. It just meant I had to make a set of 'corrupted passive skills' to pick from, using existing stats in the game that are themed around the Vaal. Keystones, however, were difficult. What happened if a keystone was in range of this jewel? Well, the obvious answer is it corrupts them. But what does that mean, exactly?

Corrupting Keystones
So in order to figure out if these jewels were even going to work, I had to plan what happens to keystones when they became 'corrupted'. Simple enough, I told myself, you get the corrupted version of the existing keystone! Except, it's not simple at all.

I talked to a few others and started listing out possible corrupted versions of all keystones on the tree. Yes, every single one, so everything from Vaal Acrobatics to Vaal Zealot's Oath was in this document.

It didn't take long after a design meeting for us to realise that there was no way we were going to have the resources or time to develop 20+ compelling and balanced keystones while they were tied to the ones on the tree. Also, what happens if we change one on the tree, does the corrupted version also change? What about keystones that we just want to change in the future? So many questions and it was getting way too complicated for a single unique item that we had to make the call that we couldn't really do this.

Not the end of the world though, we simply took the same logic we used for small passive skills and notables, and reasoned that we only really needed to develop a few keystones and have them replace the existing ones based on the seed number specified by the jewel. This seemed a lot more reasonable, so I set out to make five really compelling keystones that were heavily Vaal-themed.

However, we eventually realised the league wasn't going to be Vaal-focused at all. Sure, the Vaal were there, but the focus was more on the five different legions that you were going to encounter.

Okay, don't panic, Hrishi, this can still work. We simply need to make keystones for every legion, and figure out a way to make 5 variants of the jewel such that they worked differently for each legion. Of course, we'd need a small list of keystones per legion so there was enough variance, so maybe three per legion? This meant we needed to come up with 15 keystones.

... Uh oh.
Jun 12, 2019
Path of Exile - Natalia_GGG
The team has nearly finished work on the 3.7.1 patch with improvements to the Legion League, including a visual indicator for when Incubators are about to drop their item, fixes for many skills as well as various other smaller changes. We're expecting to deploy this update by the end of this working week, although potentially sooner. In the meantime, we've prepared its patch notes for you to check out.

Please note that the patch notes listed below may be changed prior to the release of this update.

Legion Improvements
  • Added an indicator that will display when Incubators are nearing their kill requirement threshold.
  • Added 3D art for Sign of the Sin Eater.
  • Increased the amount of currency shards dropped by the Foreboding Incubator.
  • Fixed a visual issue where monsters in the Domain of Timeless Conflict could be facing the wrong direction when revived.
  • Fixed a bug with Aukuna, the Black Sekhema's Screech Snipe skill where it would not be visible if you had left and rejoined the area during the attack.
  • Fixed a bug where the "Socket Colours - 1 or 2" portion of "Obtain these Crafting Recipes" challenge was not obtainable. If you have already obtained this crafting recipe, please type /recheck_achievements in-game.
  • Reduced the damage of the Bloodblessed Conqueror's "Red Wave" skill.
  • Reduced the damage and area of effect of the Bloodblessed Conqueror's targeted ground explosion skill.
  • Reduced the overall amount of damage that the Ritemaster Decapitators deal with all of their skills.
  • Reduced the overall amount of damage that the Roc Sentinels deal with all of their skills.
  • Reduced the damage of the Roc Sentinel's Decelerating Projectiles and the subsequent explosions.
Skill Fixes
  • Added audio when gaining the Berserker's Blitz buff.
  • Re-enabled the explosions from Asenath's Gentle Touch unique gloves. These explosions no longer damage friendly characters.
  • Fixed a bug where skills could deal the wrong amount of damage when dealing extremely large amounts of damage in a single hit. This affected very few people as the hit needed to be at least approximately 40,000,000 damage.
  • Fixed various issues where skills could be queued twice from a single skill use if you had very high attack speed.
  • Fixed a bug where Totems which were channelling skills would have their actions cancelled if you were holding down the Move Only keybind.
  • Fixed a bug where Movement skills could queue their usage multiple times, resulting in, for example, the unintentional consumption of multiple Flame Dash charges.
  • Fixed a bug where removing your shield while using Shield Charge wouldn't visibly stop your character from charging. This could cause desync.
  • Fixed a bug where Flame Dash could cause desync when used.
  • Fixed a bug where various support gems were unable to support Frostblink.
  • Fixed a bug where Divine Ire did not fire its beam if it was cancelled during the channel.
  • Fixed a bug where Cyclone and Bladestorm could not gain more than one charge (such as via Power Charge on Crit Support) while channelling or per use respectively.
  • Fixed a bug where Scourge Arrow gained stages much faster than intended.
  • Fixed a bug where Sweep would not deal damage on repeated swings, such as when using Multistrike.
  • Fixed a bug where Static Strike supported by Ancestral Call would only generate a single buff, regardless of how many monsters it hit.
  • Fixed a bug where Area Damage modifiers did not apply to Perforate.
  • Fixed a bug where Righteous Fire did not split its self-damage between life and mana correctly when using Mind over Matter.
  • Fixed a bug where Minion support gems were not gaining levels when socketed into an item that granted +X to Level to Socketed Minion Gems.
  • Fixed a bug where Essence Monoliths could not be interacted with if you had a Movement skill on your left mouse keybind.
Miscellaneous Fixes
  • Fixed a bug where the "Critical Strikes with Daggers have a 40% chance to Poison the Enemy" passive skill was not properly converted to work with Bows when using the Lioneye's Fall unique jewel.
  • Fixed a bug where pressing Control + Enter did not always set the correct whisper target.
  • Fixed a bug where some minion modifiers wouldn't update on existing minions if the players maximum life changed.
  • Fixed a bug where the exit from the boss room in a Glacier Map would be permanently disabled if the Map was occupied by the Elder or an Elder Guardian.
  • Fixed a bug where The Eradicator's skill visuals could become muddled, and it would appear as if he were summoning hundreds of Lightning Orbs.
  • Fixed a bug where a filled Divine Vessel could generate in a map device slot that wasn't visible, causing some players to be unable to open new Maps.
  • Fixed a bug where Leyline Map could not spawn Shrines.
  • Fixed a bug where The Cavern of Wrath and The Cavern of Anger would sometimes fail to generate.
Crash Fixes
  • Fixed another client crash that could happen during Legion encounters.
  • Fixed a common client crash that could occur while changing areas.
  • Fixed a client crash that could happen while using The Dancing Dervish.
  • Fixed a client crash occurring in the Fields Map boss encounter.

Thank you for all your feedback and patience!
Path of Exile - Natalia_GGG
As we mentioned in our news post yesterday, the launch of Path of Exile: Legion was a huge success! We wanted to post an update about many of the small issues that we have either just fixed or are fixing today.

These are the issues that we intend to fix as soon as possible:
  • Bug where you can be kicked for performing too many actions while the Shaper has frozen an area.
  • Common client crash that can occur while changing areas.
  • Client crash occurring in the Greust, and Drek, Apex Hunter (Fields Map Boss) fights.
  • Client crash that can happen while using Dancing Dervish.
  • Client crash that can happen during Legion encounters.
  • Bug where you can get stuck using a channelling skill.
  • Bug with highlighting objects after using some skills.
  • Bug where Alva does not offer new Incursions after opening the Temple of Atzoatl.
  • Re-enabling the explosions from Asenath's Gentle Touch, after fixing a bug where they unintentionally damage players.
  • Control+Enter not opening chat to reply to the latest whisper.
  • Some players unable to activate maps, as they have a Divine Vessel stuck in their map device.
For ongoing updates, keep an eye on the Known Issue List. If you find any errors, please report them in the bug report forum where they can be processed by our QA team. They're not able to reply to every thread but rest assured that they do see and process also reports that come in.

We've seen a few players request that we increase the visibility of Legion icons over monsters, generals and chests as well as adding them to the minimap. One of our earlier iterations of the Legion league included symbols for monsters, chests and generals on the minimap. During playtesting, we found that it felt really bad, as people would spend most of their time looking at the minimap rather than focusing on the combat in front of them.

Due to this, we entirely disabled minimap icons for anything that had a Legion reward. This lead to issues where players would release some monsters with rewards and then end up forgetting where they were which resulted in sometimes missing rewards. This also didn't feel great.

Our next iteration involved adding minimap icons but only after Legion enemies had been activated. This is where we're currently at with minimap icons and is the best of the three scenarios we tried.

We have seen the feedback that the in-game (non-minimap) icons could stand out more, and we can confirm that the art team are working on this.

Thank you again to everyone who joined us for the launch of Path of Exile: Legion! We are so thrilled to see how happy the community is with the league and melee rework. We will continue to work vigilantly to improve the remaining issues. Thank you so much for your continued feedback!
Path of Exile

Path of Exile's Legion update is here, and it has some of the longest patch notes I've ever seen. The two most important changes are, firstly, that it adds a new Legion Challenge League in which you'll visit battlefields frozen in time, smash enemies to wake them up and collect a mountain of loot. Secondly, and perhaps more importantly, it includes the action-RPG's long-awaited melee overhaul, which should make whacking enemies in the face a lot more satisfying.

When you attack, you can now hit multiple targets by default—previously, the game would automatically choose a single target for you. You can now interrupt skill animations with movement or a movement skills, too. As long as you haven't dealt any damage with the skill you can instantly launch straight into a different one.

Your accuracy is no longer capped at 95%, which means enemies will be unable to avoid certain attacks. Enemies with shields can block attacks, but they'll just prevent a portion of the incoming damage, rather than all of it.

Animations should now be more fluid: a dual-wielder will "alternate attacks in a way that feels much more natural", making your off-hand weapon choice more important. 

The way enemies attack has changed, too: instead of just locking onto you, they'll deal damage in a 120-degree arc in front of them, which means you can sidestep out of the way if you're fast enough. Enemies now have a slower attack windup, making it easier to respond with an appropriate movement or skill before you get hit.

For the Legion Challenge League, players will find monoliths in the world that they can activate to unfreeze ancient battlefields and defeat the newly-active soldiers. You'll earn "great rewards" from these soldiers, and you might even get a splinter, which you can combine into Emblems. Placing two or more Emblems in a map device will take you to the Domain of Timeless Conflict, where you'll battle some of the armies you've already faced, as well as new, powerful generals. 

The update also adds a long list of skill gems, jewels and items, including Incubators, which will only reveal their contents when you've slain a certain number of monsters. If you're interested, check out the full patch notes here. You can click on the headings in the contents to read specific sections.

Path of Exile - contact@rockpapershotgun.com (Dominic Tarason)

It’s all change for free-to-play action-RPG Path Of Exile today. As well as the usual quarterly start of a new league with new quests and challenges for players, Grinding Gear Games have rolled out their long-awaited melee overhaul. Animations can be cancelled out of and into, movement skills have become instantaneous and your character will automatically switch targets if you hold down the attack button. On an aesthetic level it should be more satisfying to whack people with swords too, thanks to more varied animations. Below, a trailer giving an abridged version of the enormous patch notes.

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Path of Exile - Bex_GGG
As part of changes to make early game combat more active, we're introducing the new Steelskin skill, and are changing Molten Shell and Immortal Call. In our lead-up to Legion's launch, we wanted to reveal more information about these skills and how they work!

Steelskin is a new defensive skill which is available very early in the game. It instantly hardens your skin, granting a damage barrier that absorbs 70% of all damage taken. It has a maximum amount of damage that it can absorb, which increases as the gem levels. It only lasts a few seconds, and has a short cooldown, so you'll need to time your use of the skill to protect you from dangerous enemy attacks.

Steelskin is one of three Guard skills, alongside Molten Shell and Immortal Call. These skills are all Instant and share a cooldown which won't expire while any of the skills are active. Both Molten Shell and Immortal Call have received significant changes which give them a more active playstyle that rewards quick reaction times. However, they're still triggerable if you prefer to use them more mindlessly.

Molten Shell now grants armour while active and a damage barrier that absorbs 75% of damage taken. The maximum damage that it can absorb is based on 20% of your total armour, making it a powerful choice for high Armour characters. It also lasts slightly longer than Steelskin. When Molten Shell absorbs its maximum damage or when the duration ends, all of the absorbed damage is dealt as reflected damage in an area around you, with a large damage multiplier.

Immortal Call is now instant and grants less Physical and Elemental damage taken for its duration. It can consume up to 5 endurance charges, gaining increased duration and additional less Physical Damage Taken. At level 20, this can mitigate 35% of Physical damage taken and 34% of Elemental damage taken. Consuming Endurance Charges adds an additional 10% less Physical Damage taken for each charge consumed. Unlike Molten Shell and Steelskin, the skill has no maximum damage absorbed which makes it a much more effective answer to the deadliest of physical hits. However, it requires more planning and timing to make the most of its effect and no longer grants complete immunity to physical damage.

Overall, these changes give you the opportunity to survive dangerous attacks while still standing your ground. They also reward responsive, skillful play. We are eager to see what kind of character builds you'll be creating in Path of Exile: Legion! If you're waiting for more information to decide your build, you'll be interested to know that on June 5 (US time), we plan to reveal all of the new and changed skill gems at level 20 with 20% quality.
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