More NEEDED Path of Exile 2 BALANCES shown in Patch Notes 0.1.0d
In the video we'll run through the 0.1.0d patch notes and what they mean.
Links:
https://www.pathofexile.com/forum/view-thread/3621299
The biggest changes I can see in the patch notes:
Passive Block chance now applies to blockable hits from all directions, as opposed to just hits from in front.
Player size is now set to Zero units while dodge rolling instead of One unit.
Some smaller monsters can now be pushed while dodge rolling. This includes monsters such as the Adorned Beetles in Keth.
Leech has been buffed.
Boneshatter now more reliably hits your target.
Ultimatum
Generally improved balance across the board with Ultimatum monsters, bosses and modifiers. Mostly targeting outliers that were too difficult and bringing them in line.
The monster density of Ultimatum encounters has been made more consistent.
Stormcaller Runes, Blood Globules, Heart Tethers and Impending Doom rings no longer spawn while a player is on a lift or near the altars in the Vaal Soul Core room.
Fixed a bug where Player Minions could get stuck at the top of the lift in the Trials of Chaos.
Trigger Gems and Energy Gain
Trigger gem energy gain was not in the right place and it was far too easy to use ailments to trigger spells. One problem with the previous system is that if we balanced it to make triggering happen in boss fights then the triggering would happen far too often during clearing. In order to address this we are now making "Monster Power" part of the calculation for energy gain. This means that it's far easier to trigger skills from Unique Monsters than it is from normal monsters, but you also hit many more normal monsters when fighting. Another issue was using low level skills with unconditional ailment applications such as Flame Wall to ignite enemies for triggering. In order to make the source of the ignite matter we are making the energy gain be dependent on the strength of the ignite. We have also rebalanced all energy gain across the board.
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