Path of Exile 30 The Fall of Oriath Review

Theres definitely an issue with

There were also a number of changes to manyThreshold Jewels, which has helped revitalize builds that people were not interested in prior to 3.0. Changes were made to Dead Reckoning (skeleton mages), Growing Agony (viper strike), Omen on the Winds (+5 pierces) and Spirited Response (Rallying Cry). New jewels include Hazardous Research (Spark) and Spreading Rot (Blight). Note that Spreading Rot fundamentally changed how powerful Blight was, now making it viable for farming shaper with the right equipment (showing how much a single jewel can change a skill/build). Ring of Blades was nerfed from 10 additional projectiles to 5, but its still quite viable and fun for end-game.

Path of Exile 3.3 Incursion Best Starting Builds

Life wasnt completely untouched. There are new hybrid life mods in 3.0, so with a flat life plus a hybrid mod you ca her 150hp rare chests now. With hybrid mods on all your gear you can reach quite a bit higher hp pool than before. Youll still be lower than any ES build numberwise, but life is easily layered with armor and/or evasion.

Anyone else have an issue with my attire?!

Path of Exile 3.3 Incursion Best Starting Builds

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The launch of 3.0 also brought with it theHarbinger League, which brings other world creatures (complete with their own gibberish language) that summon enemies to kill you. Once you kill enough of the enemies they summon, these Harbingers drop shards of currency like Alchs, Chaos and Exalts (even Mirrors). They also drop shards for new currency (orb of Annulment, Binding, Horizons, Engineers Orb, and Ancient Orb).  The most common is theOrb of Binding. It upgrades a normal item to a rare item with up to four linked slots, allowing for starting characters to quickly acquire 4L items.Engineers Orbimproves the quality of a strongbox, but its hard to say the exact impact they have on the contents.Orb of Horizonsreforges a map to another of the same tier, making it easier for players to explore the Atlas. TheHarbingers Orbreforges a map to another of a higher tier, supporting a player to explore and grow their Atlas (and pursue higher-level content).Ancient Orbsreforge a Unique item to be another within the same class; this is interesting, and a new twist on gambling. So you can reforge that useless Bramblejack Vest for a chance to get a Kaoms Heat. Rare, but possible. And finally, we have theOrb of Annulment, which removes a property from an item. While this can ruin an item, it can also save it by removing a bad stat, which can result in saving dozens of exalts for end-game crafting. I believe these currency items are going to stay in the game after the end of the Harbinger league. The Harbinger League also brought with it theBeachhead Harbinger Map, which is the new farming meta for 3.0. Bring your friends; its fun, and rewarding!

Boss healthis now more than double what it was prior to 3.0. This has a great impact on many systems such as freezing (which was based on the bosses total health); as such, most bosses can no longer be frozen. This also balances out map-clearing with boss killing, making it much more difficult for top tier builds to efficiently handle map clearing just as easy as bossing. Ultimately, bosses are a lot harder now, and with more health, that means they live longer and have more time to kill you. I personally think this was a good change because prior to 3.0 too many meta end-game builds were destroying both maps and bosses. Players must now decide if they want to be a boss killer, a map clearer (usually skipping bosses), or balance the two.

Its easy to forget how far Path of Exile has come over just the past few years. Desynchronization, broken Cyclone, disbalance in double-dipping, and more. This game has evolved since its initial release far beyond any other release Ive seen for the PC, and now we also have it on Xbox and localized in China. Second only to the Diablo franchise, PoE and Grinding Gear Games has grown to levels only a handful of independent companies and products ever dream to achieve, and theres no indication of PoE slowing down with its grand success.

GGG also added a newTutorialto the game; the core of it is solid and will definitely help new players, but its missing a number of components including an overview that covers item crafting (one of the most important features of the game).

for PoE is specifically designed for hardcore players, ensuring the greater majority of all PoE players will never get beyond level 90.I have covered this in detail in the past, but feel its important to mention here because it causes players to abandon characters and take a break from the game when such a system is wholly unnecessary due to the sheer amount of time, energy and effort it takes to reach level 100 even without death.

Path of Exile 3.2 Bestiary Best Builds

is still one of the most controversial and hated features of the game, shown by thisever-growing thread of more than 700 pages. While Normal and Cruel labyrinth has been simplified with 3.0 (which is a good thing, and also shows GGG acknowledges the lab is a problem), Merciless is still quite difficult and Eternal (previously Uber) is nearly impossible for the overwhelming majority. Forcing players to dodge traps while engaging in a very difficult boss fight where you cannot die in order to secure character progression just frustrates and angers people.

The 3.0 patch notes talk about aPassive Skill Tree Planning System, yet it was removed right before the 3.0 launch. Its unknown when/if itll be re-implemented.

no messages informing you what killed you

ThePantheonsystem is a new passive buff system where the character unlocks the powers of the gods. Selections are unlocked through the storyline and can be changed on the fly, allowing for things like chance to avoid projectile damage, increased movement speed, and reduction in elemental damage. All of the options are defensive in nature and provide no offensive benefit.Divine Vesselsallow the player to unlock additional values that one cannot acquire through the storyline. Ultimately, Ive found the Pantheon system to be poorly designed; the interface is clunky, and the system as a whole really needs a redux to make it more familiar and focused. Once the storyline is completed, most players forget the Pantheon system even exists. Thats not good.

There are many newbossesto kill, and many of them are quite difficult, with the final Kitava fight in Act X universally being accepted as the most difficult (as it should be). Its not for the faint of heart. Other boss fights include killing (again) known prior bosses (Maligaro, Doedre, etc.), and new visually stunning fights such as the Lunaris and Solaris battle from Act VIII. The Innocence fight is also very well-done. We also have the Brine King (which can be difficult for new players), and everyones favorite (and I mean hated) side boss, Yugul. All of these bosses (and more) make for a great experience, and nearly all of the fights are very well balanced. There are also new Vaal side areas and bosses to conquer as well.

Regarding issue 14 in act 6 after clearing twilight strand you can buy gems from Lily even in the epilogue oriath.

TheBanditshave also been redesigned; you can receive 2 points by killing all of them, or Helping Oak grants: 1% of Life Regenerated per second, 2% additional Physical Damage Reduction, 20% increased Physical Damage. Helping Alira grants: 5 Mana Regenerated per second, +20% to Global Critical Strike Multiplier, +15% to all Elemental Resistances. Helping Kraityn grants: 6% increased Attack and Cast Speed, 3% chance to Dodge Attacks, 6% increased Movement Speed.

Thestoryis very well-written and immersive for those who pay attention. Each act has a focal story thats just one piece of the whole, with the ultimate goal being to kill Kitava, the hungering god. This includes taking care of (terminating) his followers, of which there are many. While the story is much more in-depth, I dont want to give up too much for those who havent played it through as of yet needless to say, pay attention. Its very good. Many dont know when you complete the storyline and go to the Epilogue zone, Kitavas head is on display in the right region of the zone. Its fantastic.

so you could turn in Divination cards.

Another one of the biggest changes is that ofEnergy Shield vs. Life. With 3.0, life-based builds are not only more viable, they are now the norm. ES builds (which used to dominate end-game) are now much more rare, and not as strong as they once were. The current markets movement of Belly of the Beast and Kaoms Heart reaffirms the interest in life-based builds vs. ES. This was a very good change; players can still pursue ES and low-life builds; they just dont have the crazy shield (14k+) that they had before (its now closer to 11k).

nothing in the new tutorial to help players with crafting items

. There were also no trade system enhancements with the release of 3.0, even though GGG said there would be. Trading in PoE is currently brokered through a 3rd party, and its often out of synch, showing items sold hours ago still for sale. It is very unwise for GGG to put the trading of PoE in the hands of a 3rd party system, and even more unwise to ignore the importance of a solid trading infrastructure for a game like PoE.

There were also a number of adjustments to thePassive Tree; this includes enhancements to bleed, poison, ignite and other damage enhancements. While the changes did make a substantial difference for end-game builds, they werent too invasive and ultimately didnt really redefine the game any more than fixing/adjusting a few areas.

Path of Exile Solo Self Found (SSF) Guide

Which brings me to your second comment, where you call this change a very good change referring to the changes to the ES values. Take note, that I am speaking from a softcore point of view, not a hardcore point of view, most players, in 2.6, did not reach 14k+ energy shield, unless they were playing builds that used the ascendancys Guardian, trickster, and or Occultist. Most players were getting around 8-10k energy shield, even lower on low-life builds, and lower on builds that needed to use many uniques that provided a lot less ES. Also these values were after spending exalts on ES gear, cause it was hard to craft and harder to find. To balance a system around 1 play style (hardcore) which has less players than softcore, and to balance a system around 3 ascendancys, is retarded, and not a good balance policy. But all of this talk about values is meaningless when that is not even the reason why we are seeing less CI and Low-Life builds, we are seeing less of them because they removed Vaal pact from working with them. This is a whole new issue of itself, Chris of GGG has stated in an interview that they allow instant log out because this allows them to make monsters and bosses do insane levels of SPIKE or INSTANT damage, this also lets them have mechanics like REFLECT and VOLATILES, which do INSTANT and SPIKE damage. By having this as a game design policy, the only way to survive SPIKE and or INSTANT damage, is with INSTANT regen or INSTANT leach, the fact that ES no longer is able to INSTANT leach, means that builds who needed this mechanic can no longer function as ES. To push your character to TRUE end game, fully sextanted maps, with double beyond, with hard mods, INSTANT regen or INSTANT leach is needed to survive. ES currently is only good on builds that use ascendancys such as Trickster (while using DOTS and Zealots oath), Guardian and Occultist, due to their insane levels of REGEN and that trickster and Oculist both benefit through their regen not being stopped by damage. Take note that yes the level of content i mentioned is suppose to be HARD and dangerous, but in video games, you never make content impossible, that removes the FUN of the game, by them removing vaal pact from ES builds, they are removing the possibility for certain builds to reach that true end game.

This review will cover all the new features, changes, pros and cons the new 3.0 version of PoE has to offer. For those who are interested, you can find the complete 3.0 patch noteshere.

default to last selected league for the character list

The biggest enhancement to character builds is really from the newSupport Gems: Ignite Proliferation, Chance to Bleed, Lesser Poison, Deadly Ailments, Decay, Efficacy, Vile Toxins, Maim, Immolate Support, Unbound Ailments, Brutality, Ruthless, Onslaught, Arcane Surge. While I wont go into detail relative to each skill, these have enhanced the game greatly. Poisoning, Bleeding, Igniting and other augmentations have made previously meh builds quite powerful now. The addition of these support gems has also created a completely new set of viable end-game builds, which is what PoE is all about. Nearly all of the new support gems are great and very useful.

Path of Exile 3.1 Abyss Best Starter Builds

The newAutomapis one of the most loved changes to 3.0, revealing the game map as the player explores. This is very helpful when clearing maps or looking for the next entrance/exit.

for monsters has been degraded in 3.0. Monsters and zombies, etc. now arent as smart as they were before. My guess is they had to adjust the code in 3.0 to make the server load easier with so many players.

Path of Exile 3.3 Incursion Best Starting Builds

TheAscendancy Treealso had a number of adjustments made to it, changing some end-game builds entirely. This includes a complete Redux of the Scion, which was a long-time coming. The Scion is now more viable than ever. In the end, each ascendancy is still quite powerful even though some were buffed while others were nerfed.

would make a lot more sense. Even as a veteran player, I sometimes forget to click on a waypoint because Im accustomed to other games activating them based on proximity.

Path of Exile State of the Game (Legacy League 2.6)

Its important to note the China release has resurrect coins which can be used to restore experience lost from death.

I dont know what was changed with the map generation algorithm for 3.0, but there are definitely more

When 3.0 was announced with six new acts (to remove the different difficulty levels), the player base went crazy; and rightly so. The game is now one excellent linear story that takes the player through a fantastic fantasy journey, including revisitng previously conquered realms with the reflection of changes based on the story and the characters actions.

Interesting; I deleted the contents of the shader cache directory shortly after the launch of 3.0 to address other issues (including crashes) and the skip issue still happened. Ill try wiping the files again though to see if I notice a difference.

when running around (confirmed by others). Granted the crashes are rare (only once every day or two) and the stutter doesnt impact gameplay at all, theres definitely some technical refinement thats necessary.

3.0 also added 24 newUniqueitems and 36 newAchievements. You can see the complete list of the 3.0 uniqueshere. Its hard to say which new uniques are the most influential in 3.0, but my vote is for the Allelopathy Sorcerer Gloves, which make a huge difference with Blight builds. The Wasp Claw also opened the door for enhanced ST and other builds as well.

Deleting the contents of the shadercache folder fixes that minor performance skip i think youre talking about

There were so many otherminor changes to existing skills(Kinetic Blast, ire Trap, Scorching Ray, Glacial Cascade, and others) its too much to list here. Definitely check out thePatch Notesfor details.

system at all. This is very disappointing because GGG could do so much more to bring players together through the Guild system.

Double Dippingwas the most controversial issues prior to 3.0. Tied to Damage Over Time (DoT) from sources such as fire and poison, the mechanics behind DoTs in 2.6 allowed for an insane amount of damage that made numerous builds overpowered. Double dipping is now gone, and the the DoT system has been completely reworked (redefined as Ailments). Chill, Shock and Pierce were also adjusted. For example, with Pierce, instead of a percentage chance of piercing (which could allow unlimited pierces), pierce can now only happen a specific number of times. Having run Bow, ED and other pierce-based builds in 3.0, I think the change was a good one. The game still plays great and the redesigned mechanic works perfectly.

When you are about to die, the screen will only grow dim based on health in low-lit areas

Its annoying the game still doesnt

Prior to 3.0,Volatilerares were the 1 cause of death for players at end-game. The insta-corpse exploding damage was devastating, and players complained about it for years. Now in 3.0, when you kill a Volatile, a giant glob of glowing goo chases the player around, and can be dodged.

There arethree new Action Gemsin 3.0: Dark Pact, Storm Burst and Charged Dash. Theres no question Dark Pact is the most powerful of the new skills, allowing for end-game shaper-killing meta builds. Storm Burst and Charged dash seem to have fallen by the wayside as far as being meta strong, but there are viable fun versions of each to play.

Path of Exile 2.0: The Awakening Expansion Review

For players who are interested, here are:Harbinger League Statistics I, andHarbinger League Statistics II. The most popular skill in the Harbinger League is Ancestral Warchief. 2 is a tie between Cyclone and Sunder. Other popular skills are: Righteous Fire, Barrage, Essence Drain, and Summon Raging Spirit.

. This is a major pain, and players have been asking for Siosa to use currency in the stash for quite some time now. No idea why GGG hasnt fixed this major inconvenience.

I think inviting Tasuni isnt the way to go. Maybe Tasuni can provide some sort of a bench that you can use in your hideout.

Path of Exile 3.3 Incursion Best Starting Builds

Path of Exile 3.0: The Fall of Oriath Review

Path of Exile 3.0: The Fall of Oriath Review Introduction

As a final note, i would like to mention that with the current state of CI and ES in general, there is no longer a reason to use CI over Low-Life. Before CI had the benefit of having a More multiplier behind the key stone, meaning you were able top reach much higher ES values than going hybrid or Low-life, the chaos immunity is very minimal due to the lack of chaos monsters seen throughout the game. In 3.0 , CI no longer has that more multi, meaning there is no longer a real benefit towards getting it, meaning if you are going ES, even if your build does not benefit from pain atonement, Low-life will always be better than CI WHICH IS NOT GOOD BALANCE!!!!

Players have been asking GGG to add

Path of Exile 3.0 Best Starter Builds

Siosa is a great gem seller, but requires you to have the

Very true, and with already leveled alts, thats the way to do it but most players need to get their additional gems before reaching Act VI. ?

The 3.0 release of Path of Exile has completely redefined the game and made it even better. This is apparent by examining theSteam Charts, which show the greatest growth of the game since it was released. While the Harbinger League isnt held as one of the best, the new content, features, mechanics, and balance changes to the game show excellent growth and retention. It also shouldnt be long before we start receiving information on the success of the Xbox console release, and the launch in China. But as a player who has built more than a dozen characters and played end-game in 3.0, I can personally say with all honesty that the Fall of Oriath release is not only the best expansion PoE has launched so far, its just another step toward PoE dominating the ARPG industry. Keep up the great work, GGG!

(it lowers the lighting coming from your character). However, if you are outside with complete lighting, there is no visual indication you are about to die. Corrupted Blood kills players left and right solely because they dont even know their health is dropping. A low life indicator system is already in the game, but GGG has yet to properly adjust it to work in all lighting conditions.

While the newMTX systemwas launched prior to 3.0, Im covering it as a 3.0 feature because it was released shortly before the Fall of Oriath expansion; and boy did it change everything. MTX (Micro Transactions, the bread and butter for GGGs income) is now easy as cake to use and to buy. The new design is one of the best systems Ive seen, and its easy to quickly adjust your characters look with custom armor, weapons, skill FX, and other augments. Nothing like making your level 1 character look like a level 95 end-game badass!

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To end, the balance towards ES and Life in 3.0, was not a very good change it was instead a stupid and barley thought out idea, which has been the case for most of GGGs balance choices.

. Because PoE has so many 1-shot mechanics, even though Ive been playing since BETA, Ill still have occasional deaths that leave me scratching my head wondering what just happened. Cant learn to avoid something if you have no clue what it was. This is something the community has been asking for years.

Path of Exile 3.1 Abyss Best Starter Builds

for years. Still, nothing from GGG. Very disappointing.

Grim Dawn: Ashes of Malmouth Review

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Path of Exile 3.0: The Fall of Oriath Review

Path of Exile 3.3 Incursion Best Starting Builds

Back in April I wrote an article titledPath of Exile: State of the Game. This covered the many issues that PoE has. Some of those issues (such as Volatile and Cyclone) have been fixed, but many of the issues still persist.

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Thenew contentis top notch. 6 new acts have been added; after killing Malachai the player gets to journey to Oriath in Act V and slay a god. Once this is done, Part II of the story begins with 5 new acts. This includes going back to Wraeclast and revisiting numerous regions from the first four acts mixed with a number of new areas. Some of the new zones are beautiful, my favorite being The Beacon; the water and synergy of the beach makes it one of the best looking areas in the game.

So many places to explore and builds to play!

Path of Exile 3.2 Bestiary Best Builds

Path of Exile 3.3 Incursion Best Starting Builds

Path of Exile 3.0: The Fall of Oriath Review

Path of Exile 3.3 Incursion Best Starting Builds

is the new Volatile, often 1-shotting players. There should be some sort of visual indicator and delay that allows the player to escape the insta-gib.

. Playing a sound FX just isnt enough, and players often dont even know a Unique or Exalt has dropped off-screen because they play with the sound off. This is like the Volatile issue; everyone wants it, everyone knows itll make the game better, but GGG is doing nothing to add it. Sometimes you have to wonder what on earth their dev team is thinking.

. Once again, players have been asking for this simple feature for years.

minimap icons for unique/currency drops

Access to theLabyrinthhas also been reworked; once you unlock the trials and enter the Labyrinth from Act 3, the waypoint to the Aspirants Plaza can be accessed anytime. Within the Aspirants plaza, the character then uses the Labyrinth Activation Device to choose which labyrinth to run (Normal, Cruel, Merciless, or Eternal). The Normal and Cruel labyrinth have been shortened substantially (about 1/2 the length as before) so they are much easier (and more fun) to run. Killing Izaro now also disables traps in the room.

First, excellent write-up. I think you make some great points. You are right; most players didnt get to the 14k ES range; it was closer to 10k. But theres no question prior to 3.0 ES dominated end-game. I disagree that GGG didnt think the CI/Life changes in 3.0 through. I do think there is room for more balance so both Life and ES are viable; I also think youve hit a very important point that PoE is designed to spike-kill characters which is what happens to people left and right. That core approach IMO is a fundamental flaw. If GGG is able to somehow balance the game and adjust the mechanics so the challenge is retained while removing many (if not most) of the absurd 1-shot mechanics, then we might really have something awesome. Heres hoping!

. There is also the whole suffix/prefix issue, which is not clear at all, even for those who have been playing for years. Some sort of identification/marker when holding down ALT while highlighting an item as to which mods are prefix/suffix would make a huge difference and improve the QoL greatly.

Awesome Armor MTX and Hideout Enhancements await!

Cyclonehas been fixed! This is a big deal; before, cyclone would get stuck on the smallest object. It now spins around any obstructions. With the changes to 3.0, Cyclone is now one of the most played skills in the game.

Mr. Allen has an extensive background in technology spanning 20 years including software architecture, design and development, project management and leadership. He specializes in corporate planning, productivity and collaboration, and is the creator of the games Mordor, Demise, Horizons, and Alganon.

I also want to make a comment about thenew music; its fantastic.

DirectX 11is now the default rendering option. There is also a newLighting Qualityoption. But the biggest enhancement is that ofDynamic Resolution, which directly addresses the screen freeze issues tied to numerous particles on the screen at once. No longer will it burn out your GPU and lower the FPS to single digits when a party of players are running Magma Orb Totems. The Dynamic Resolution system counts the particles and as the screen fills with them, lowers the rendering quality (and even display count), thus saving precious GPU (and even CPU) cycles.

Dont get me wrong; PoE is an amazing game, but there are some no brainer things that need to be addressed/fixed (many of which have been requested for years) that GGG is simply ignoring. This is very disappointing, since most of these changes are easy to implement and would enhance the gameplay experience greatly.

Byremoving cruel and merciless difficulties, the game now imparts a permanent resistance and experience loss hit when you kill Kitava (both times). The nice part about this new approach is you always know what your resists are, even when youre in a hideout. The numbers are still the same as before; a 30% resistance hit each time with 5% experience loss and then 10%.

My biggest issues were with the wording used when referring to the balance done towards ES and Life. You said With 3.0, life-based builds are not only more viable, they are now the norm. and This was a very good change; players can still pursue ES and low-life builds; they just dont have the crazy shield (14k+) that they had before (its now closer to 11k)., now to address the first comment, Life in 3.0 was barely touch with regards towards making it more viable, all that Life got was 30-40 more life on gear than before (which in the larger aspect is not that big, because most life builds use a lot of life uniques which were not touched in this patch), nothing new was added to make rare chest pieces anymore interesting, like in 2.6, if your build wants to go fast you wear QOTF, if you dont need a 6-Link you use kaoms heart, and if you need life and a 6-link you then wear belly of the beast. Nothing changed in 3.0. All that changed was that ES got gutted, and the values werent even the reason why we are seeing less CI or Low-life builds, it is that Vaal pact no longer works for ES.

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