Path of Exile 2 Early Access |OT| An Exile like ARPG.

Look at the timing 🐹


It's been around one week since the launch of the Fate of the Vaal league, and a lot of our focus has been around fixing technical problems with the launch including crashes and bugs. However, after looking at feedback, we also have a lot of improvements to make to the league, so it's time to talk about them!

A consistent bit of feedback we have received is that rewards for the temple are not high enough, particularly in the endgame. The rewards simply don't scale enough to make temples worth doing currently.

In order to address that, we are making a bunch of changes, the first of which is buffing the mods that rooms add to the temple.

  • We are approximately doubling the values on existing modifiers applied to the temple at all room tiers.
  • The Spymaster, Golem Works and Thaumaturge rooms apply bonuses to other specific room types in the temple.
  • The Corruption Chamber room at Tier III now also adds a Corrupted Abomination to the Temple.
  • The Spymaster room at Tier III now also adds an Unchained Beast to Temple.
  • The Golem Works room at Tier III now also adds a Royal Sentinel to the Temple.
  • The Generator room at Tier III now also adds a Royal Colossus to the Temple.
  • The Sacrificial Chamber room at Tier III now also adds a High Priest to the Temple.
  • The Thaumaturge room at Tier III now also adds a Quadrilla Sergeant to the Temple.
  • The Alchemy Lab room at Tier III now also increases Gold Found.
  • The Treasure Vault room now also adds 25% Rarity of Items dropped to the Temple.

We also had some crafting benches for Exalting, Vaaling and Alchemy that didn't allow you to take their craft as currency. We didn't want you to be able to take these as currency until after the events at the end of Act 3, but this never got implemented. But now:

  • After Act 3, Exalt, Vaal and Alchemy crafting benches will allow you to take their currency.

We still want the temple to scale even harder in the endgame though, so we wanted to make another change:

  • Added a Medallion which will add random Waystone Modifiers to your temple that last for 10 Temple runs, allowing you to make it more difficult and rewarding. Be careful though, you can get some dangerous modifiers!

We also wanted to make it a bit easier to get the specific rooms you need to get a certain combo.

  • Added a Medallion that allows you to reroll rooms waiting to be placed.

Another concern that players had was that defeating the Architect was resulting in too much progress lost, and the rewards were not worth it. To improve that we are making the following changes:

  • Halving the number of rooms that are removed when defeating the Architect.
  • Allowing Reward rooms placed from the Architect's Console to connect to any other adjacent room, not just paths, making them easier to claim.
  • Allowing the Architect to connect to any other adjacent room
  • The Tablet Research Vault room crafting outcomes can no longer destroy Tablets.
  • The Uniques Vault room now excludes more common uniques as the level of the Temple increases.
  • The Extraction Chamber is now significantly rarer, and you cannot get offered more than one of these at the Console Table.

We also heard feedback that the rewards from the in-world encounters were not high enough in the endgame. In order to address that we have made another change:

  • After completing non-boss Fate of the Vaal encounters, a Chest will now rise out of the center and drop some items. In the campaign, this will be a magic chest but in Endgame it can be Magic or Rare.

These changes, along with some others, will be deployed with patch 0.4.0c tomorrow.

There are still a few other improvements we want to make to Fate of the Vaal, but they will need to wait until a future patch. Thank you for all of the feedback!
 
Almost a blessing that I haven't had time to even start this season, yet. They're always on it in terms of getting feedback and making changes.

A decent amount of my friends are playing D4 for the Paladin build, but I'm not going to fork over $40-$90 to get it by preordering another expansion.

Anyone here tinker around with the new Sorc Ascendancy?
 
Some chad dropped a legendary quarterstaff in the guildstash a few days ago that made me speedrun through act 2 & 3, i salute you. Ive returned it now that im in act 4.
 
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Coming to hate the Temple mechanic now it's in the past. Just feels like The Black Chambers ramped up to be even more annoying. Wish abyss stuff was more common.
 

0.4.0c Patch Notes

Fate of the Vaal League Changes and Improvements

  • Entering Atziri's Temple via Vaal Ruins from an encounter portal will now keep the encounter area open while you are in the Temple, as long as you are the map owner of both the Temple and the area.
  • Removed the confirmation when you leave Atziri's Temple via portal if the Temple is fully complete.
  • The number of rooms destabilised after defeating the Architect has been halved.
  • The number of rooms destabilised after defeating Atziri has been lowered by 25%.
  • League encounters that do not contain bosses now generate a chest at the end. Rewards will now either drop from this chest or the boss instead of in the middle of the encounter.
  • Workbenches in the Past version of the Temple are now Pristine, can be used on any item and be taken home by exiles.
  • Increased the spawn rate of the Exalted, Regal and Alchemy Workbenches in the Temple at higher levels, up to 50% higher at level 70+.
  • Added a new Medallion to reroll Temple Rooms in your hand, excluding Reward Rooms.
  • Added a new Medallion: "Zantipi's Medallion" that adds random map mods to Atziri's Temple
  • The Extraction Chamber is now significantly rarer and the Architect will only offer a maximum of 1.
  • The Uniques Vault room now excludes more common uniques as the level of the Temple increases.
  • Spymaster rooms now apply the following Temple Modifier: [8/15/30]% increased effect of Temple Modifiers applied by Garrisons, Commanders, Armouries, Smithys and Legion Barracks'.
  • Golem Works rooms now apply the following Temple Modifier: [8/15/30]% increased effect of Temple Modifiers applied by Generators, Synthflesh Labs, Flesh Surgeons, Transcendent Barracks' and Alchemy Labs.
  • Thaumaturge rooms now apply the following Temple Modifier: [8/15/30]% increased effect of Temple Modifiers applied by Corruption Chambers, Treasure Vaults and Sacrificial Chambers.
  • The Tablet Research Vault's Corrupted Precursor Machine and Ancient Infuser can no longer destroy Tablets.
  • The Corruption Chamber room at Tier III now also adds a Corrupted Abomination to the Temple.
  • The Spymaster room at Tier III now also adds an Unchained Beast to the Temple.
  • The Golem Works room at Tier III now also adds a Royal Sentinel to the Temple.
  • The Generator room at Tier III now also adds a Royal Colossus to the Temple.
  • The Sacrificial Chamber room at Tier III now also adds a High Priest to the Temple.
  • The Thaumaturge room at Tier III now also adds a Quadrilla Sergeant to the Temple.
  • Modifiers applied to the Temple by rooms has been approximately doubled at all Tiers.
  • The Sealed Vault now also adds 25% Rarity of Items dropped to the Temple.
  • The Grand Phylactory (Tier III Alchemy Lab) now also increases Gold Found by 50%.
  • Halved the chances of finding Uromoti's Medallion (Bonus Room) and Hayoxi's Medallion (Reroll Reward Room).
  • Tier 3 rooms either drop Puhuarte's Medallion (Reroll Hand) or Zantipi's Medallion (Add an additional map mod to the temple).
  • The Architect has a much higher chance of Xopec's Medallion (Crystal Storage) and Azcapa's Medallion (Medallion Storage), and can now drop Puhuarte's Medallion (Reroll Hand) or Zantipi's Medallion (Add an additional map mod to the temple).
  • Xopec's Medallion (Crystal Storage) and Azcapa's Medallion (Medallion Storage) drop rates have been increased on all other rooms.
  • Greatly increased drop rate of Xopec's Medallions.
  • Slightly decreased drop rate of Azcapa's Medallions.
  • Added room type icons to bonus room Medallions.
  • Updated the descriptions on rooms in Atziri's Temple regarding their Medallion drops.
  • Updated various Minimap Icon display names in the Temple to match the actual Room name.
General Changes

  • Improved the behaviour of multiple Skills when used by Spell Totem.
  • Ember Fusillade can now be socketed into Spell Totem.
  • Frost Darts can now be socketed into Spell Totem.
  • Bone Cage can now be socketed into Spell Totem.
  • Consuming a mark with Cross Slash now makes the Shockwave Damage deal 130% Damage at Level 1 (from 65%).
  • Arctic Howl now provides Empowers 1 attack per 5 enemy Power (previously 10).
  • The additional Cold damage granted by Arctic Howl to Empowered Attacks is now approximately 50% higher at all levels.
  • Lowered the collision size of Summoned Wolves to be consistent with other Minion Types. They had a significantly larger collision box than intended resulting in them often getting stuck and being unable to path through areas or to enemies.
  • Improved the AI of Summoned Wolves to more consistently attack the same target.
  • Improved functionality of stolen Abyssal monster mods.
  • Reduced the damage on Quadrilla Sergeant, Mighty Silverfist, The Abominable Yeti, The Frostborn Fiend and Zekoa, the Headcrusher monsters.
  • Glory generation now has a 0.5 second cooldown per enemy (previously 2 seconds).
  • Killing Palm and Staggering Palm secondary targeting now picks a random valid target in range instead of the closest valid target.
  • Rolling Magma now deals 70-218% of attack damage (previously 65-189%).
  • Rolling Magma's now scales number of chains every 8 levels (previously every 10).
  • We have more substantial improvements we would like to make to Rolling Magma in the future.
  • Lunar Blessing's cooldown now recovers while the buff is active, the cooldown has been increased from 10 seconds to 22 seconds as a result.
  • Lunar Blessing now creates an extra moonbeam at all gem levels.
  • Lunar Blessing is now a Warcry.
  • Updated Lunar Blessing to displays its knockback radius.
  • Lunar Blessing moonbeams can now only be triggered by melee attacks.
  • Updated the recommended Supports for Lunar Blessing and Cross Slash.
  • Reduced the damage of the Lightless Abomination's projectiles and ignites.
  • Reduced the damage of lava, especially in maps with fights containing either Mektul, the Forgemaster or Gulzal, the Living Furnace.
  • Large meteors from Walking Calamity will now prioritize targeting bosses if possible.
  • Reduced the number of meteors that fall during Walking Calamity when a low amount of enemies are nearby and increased the number of meteors per nearby enemy by 50%.
  • Walking Calamity's quality now provides a Buff that grants 10% of damage gained as Fire damage.
  • Walking Calamity's quality no longer provides a Large Meteor falls every -2 Meteors.
  • Briarpatch is now a Sustained skill.
  • Flame Breath no longer goes on cooldown upon finishing channelling. It now only goes on cooldown upon beginning channelling.
  • Moment of Vulnerability now has a scaling Mana cost (previously 20 at all levels).
  • Updated Deadly Resolves description to clarify that stages are expended when triggered.
  • Updated Splinter Totems description to mention a maximum instead of a Limit to the number of totems. Functionality is unchanged.
  • Updated Cross Slash's description to clarify that it hits enemies in the centre of the cross twice.
  • Updated the icon used in the World Map for The Blind Beast in Act 4 to reflect the fact that it no longer provides character power.
  • Further improvements made to texture streaming.
  • Added a missing Abyss modifier to the Talisman mod pool.
Bug Fixes

  • Fixed some constructs in the Vaal Ruins appearing modern.
  • Fixed a bug that prevented Ancient Reliquary Vaults from being placed in Atziri's Temple in rare cases.
  • Fixed a bug where some minimap icons were revealed when the Map Boss was defeated, even though the content that those icons pertained to was already complete.
  • Fixed a bug where the Calqiro High Priest could become stuck underground during league encounters.
  • Fixed a bug where you could not re-enter the Vaal Ruins non-combat area if you died inside of it.
  • Fixed a bug where Architect's Console could be unusable in couch co-op.
  • Fixed a bug where Treasure Vault levers could be unusable in couch co-op.
  • Fixed a bug which made the Scorpion in the Vaal Temple Elite Legion room unable to be killed.
  • Fixed a bug where you couldn't jump into the Abyss while shapeshifted.
  • Fixed a bug where shapeshifting to perform Kelari's Judgment would cause desync.
  • Fixed a bug where the Doryani's Elite monster was hitting twice with some skills.
  • Fixed a bug where the Blackstrider monster was not able to be made a spectre.
  • Fixed a bug that prevented Reap from properly giving the player Life on Culling Strike.
  • Fixed a bug where Expedition logbooks could not be opened when playing with a controller.
  • Fixed a bug where Living Lightning couldn't be triggered from a different weapon set than the skill performed with it.
  • Fixed a bug where Briarpatch could be active in a weapon set where it was not enabled.
  • Fixed a bug where Talismans were not Chanceable into their Unique equivalents.
  • Fixed a bug where the Disciple of Varashta's Djinn minions would fail to perform their commanded Skill if the player swapped their weapon set.
  • Fixed a bug where the Disciple of Varashta's Djinn minions' commanded Skills could be interrupted when you swap weapon sets.
  • Fixed a bug where some effects like Lingering Illusion were invisible.
  • Fixed a bug where Spell Totem's mana cost was double the intended amount.
  • Fixed a bug where Amanamu's Tithe Lineage Support could grant players an immunity aura.
  • Fixed a bug where shapeshift skills would not appear in the supportable skills list.
  • Fixed a bug where Second Wind could support the Mirage Deadeye and Mirage Archer clones.
  • Fixed a bug where Bahlak, the Sky Seer could fail to deactivate its Tornado skill.
  • Fixed a bug where Warcries ignored Warcry speed while shapeshifting.
  • Fixed a bug where the terrain below shrines would be missing in the Lost Towers area.
  • Fixed a bug where The Hooded Mentor in Kingsmarch could say things out loud at the incorrect time.
  • Fixed a bug where Viper Napuatzi's dialogue would trigger from the wrong location in Maps.
  • Fixed a bug where Alva could repeat her dialogue line that she says out loud when you approach her in the Vaal Ruins.
  • Fixed a bug where Jacob, the Town Crier in Kingsmarch could talk about events that your character had not yet completed if another character caused him to cry out rather than your own character.
  • Fixed a bug where some popups became transparent permanently while using a controller.
  • Fixed a bug where the visual effects on the Stormborne Gloves microtransaction was spreading onto weapons.
  • Fixed a bug where the Wyvern form unlock tutorial was not hidden when closing your inventory.
  • Fixed a bug where the Wyvern form unlock notification was shown without an equipped talisman.
  • Fixed a visual bug where some death effects from Xipocado, Royal Architect would reappear if you returned to the area where the boss died.
  • Fixed a visual bug where the embers from Ruzhan's Fury would attach to the coin when Ruzhan was too far away from the player.
  • Fixed a visual bug with Lingering Illusion while shapeshifted.
  • Fixed a visual bug where Thrashing Vines was displaying higher damage than it was dealing. Damage dealt is unchanged.
  • Fixed a crash when using Navira's Oasis.
  • Fixed a crash when using Cross Slash.
  • Fixed a client crash when trying to level up the Ancestral Cry gem in certain situations.
  • Fixed a client crash related to dying while shapeshifted.
  • Fixed a client crash.
  • Fixed a common client crash on Xbox.
 
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