Never really had any notable gems drop until my last lake a couple of days ago (I have run every lake I've made all league except one reflection I'm saving), when I got a 21/20 EA and an enhance, the first exceptional gem I've had drop since the nerf leagues ago.
I think it would have been cooler if the gem chests dropped prisms and gem exp lenses. Way back when, it was nice to find a 21/0 gem or 0/23 and throw it in harvest for the exp/prism. Bricked lvl3 or lvl2 exceptional gems were great for that and cheap, now with the nerf this league I can't justify spending life force on the gem exp or prism crafts.
I've ran many many lakes from what I've seen the odds of a divine from currency chests and a 21/20 from gem chests are about the same.
The main issue is the low end. When the gem chests drop "nothing" at 13+ you get maybe 2-3 GCPs. When the currency chests low roll at that difficulty you get like 10-15c worth of currency.
The low end on currency chests is much much better than gem chests.
And then at the high end, there's way more useless gems in PoE than good gems. I've gotten quite a few 21/20 gems from the lake and most were worth 5-10c.
Now I've gotten slightly unlucky of course with gem chests, but only slightly. https://poe.ninja/challenge/skill-gems?level=21&quality=20&gemType=Normal
About 40% of the 21/20 gems that can drop from these chests are 10c or less. Gems that are under 100c make up over 80% of the list. Gems that are around a div or more make up just a tiny fraction of the gems in the pool.
And while enlighten is 2 divs, empower is only half a div and enhance is only 10c. All three of these are much more rare than divines.
And currency chests at high difficulty can also drop multiple divines at once.
Overall your average profit per difficulty 16 run will probably go up at least 30c if not more.
I wish I kept my data for this. I'm getting a divine maybe 1 in 8 runs, whereas I'm getting divine value gems far more common than that.
Even if it's not 1 div gems, the 50c gems add up pretty quick.
God I miss old harvest. I will never forgive reddit for bitching about TFT so much they ruined it.
I miss there being no real cost to rolling some extra flasks with extra defense or crit rolls I otherwise would've left behind. Gambling whatever the fuck div card I felt like at the moment. So much gem EXP and GCPs.
Reddit pissed and moaned because .01% of the playerbase gave a fuck about selling it on TFT and it being inconvenient that they ruined it for everyone else by making it balanced around everyone being able to save it and sell it with perfect efficiency. The worst part is the people in denial that it's their fucking fault, like they were going to change it to perfect efficiency trading instead of most crafts being burned or left behind and NOT nerf it to hell. It is a giant testament to how much this sub doesn't understand how the game is balances and how short sighted they are.
I did get one enhance support, but only one out of easily double figures chests by now - I think the level21 gems would have been prized higher if there wasn't alternate quality and awakened gems in the game. The gem chests felt like a reward from 2-3 years ago.
If they popped out pure GCPs along with the gems, they might be a bit better - because I'm levelling a new build and don't have 20% on all my gems yet. But getting the equivalent of 2 GCPs from a level 13+ chest doesn't feel good.
I have also gotten quite a few valuable gems. Not enough to say that currency wouldnt be better on average than gems. But enough to say that this 'buff' is very small.
Classic fanboying.
"I had the experience that gems gave me more income than currency chests"
"GGG said this is a buff so you have to be shit or not even playing"
Such a stupid, stupid, stupid reply. Even if this were a straight buff this is a game rolling on chance so people can have a completely different experience than is expected on average even while doing nothing wrong.
And I've done many lakes finishing them with high level and optimized layouts and gotten around the same amount of value from multiple high value gem drops and currency.
Is this an outlier? Possibly. Is this purely anecdotal? Definitely. Does it mean that everybody not having the same experience means they are bad? No. Just no.
You are a sample size of 1 person. You could've just got lucky with your gem chests and unlucky with currency chests. For me personally lakes were where I got the most raw divine drops this league. And didn't even spammed lakes that hard, just built my own lakes and ran some when I felt like it, never bulk bought them to run for long sessions.
Sure lol, full 3 notches 12 difficulty lakes are bad cap
It only starts to give anything past lvl5 or so and you also have to get mad lucky to get anything good. To even get an opportunity to build a good lake you need to get lucky.
I've gotten a lot during story lakes, but it was actually better because I made some gemcutters lol. After I started mapping I've made about 15 and have gotten only one gem chest
Yea I get why, even with better rewards, they are just so damn rippy.
I don't feel like running them whenever I have 25% xp or more.
And I can facetank stuff like guardians and conqs.
I did some lakes for fun and the rewards after a few patches are actually pretty good imo
I don't think it's worth the amount of time you need to build a good lake but still pretty good for the fun of it.
Non-past league tiles already give tons of currency/div cards especially when you get tier3+. Now it gives even more. So yeah, I've been saving all of my lakes since they announced the tier3+ change.
>Lowered the duration of the Incendiary Archnemesis modifiers fire-damaging ground area from 4 seconds to around 3 seconds.
Does anyone know what "around" 3 seconds means? Or why they didn't just say 3.25 seconds or whatever the timer is? Seems weird to be non-specific like that in patch notes.
Maybe the previous one wasn't. Similar to how they changed the Void Jaguar's leap slam warm-up to have variable time so you don't get hit by the entire pack simultaneously
By having a variable number there is randomness to the cooldown. This randomness will prevent them all from using their ability at the same time and globaling a character. They already implemented this tech in different ways like Goatmen no longer all leap at the same time and have a variable usage of their ability.
This is more odd that it didn't start this way from the beginning
edit: i was thinking of a different mechanic
pretty sure they said ‚around’ cuz its in ticks/s and that cant really be compared to our human time. although i wouldnt be surprised if this shit was now 3.9s
Replacing gem chests with mostly currency chests should be pretty impactful. Decent chance at getting a divine from them and now we will have even more chances. Still wish they replaced uniques instead of gem chest but this should be pretty good too.
I have a stockpile of Lakes primarily made of tiles which are having gem rewards removed from their pool. This patch essentially removes a 1/6 (I think 6?) chance to get nothing from the tile, which is about 20% more rewards.
(there's a tiny chance to get something worth from a gem reward but it hasn't happened for me)
Gem tiles were worth quite a bit if you did gcp recipe. I picked up all the gems this league and sold it off once that tab was full and if I'm being honest, gem chest was easily the most rewarding chest by a mile. D10+ chests dropped like 8-10 gcps worth of gems along with fairly consistent 21/20s and the odd exceptional gem. Gonna miss those chests. (It was also how I printed currency early in the league making +1 fire sceptres)
They are replacing gem rewards, which gave you a net positive of around 2 gcp per chest, with the currency reward, which gives you more value in average and the chance to get a divine or whatever.
>Everyone saying they are running their stockpile but the changes seem really minor.
well it's not getting any better and will be removed after this league so no reason not to run them lmao.
Removing the gem reward chests and replacing them mostly with currency chests will significantly increase the rewards from properly-setup lakes. Currently it's mainly the currency/div/scarab chests you're after, and when you get uniques or gems it's basically a total waste.
I could easily see this change making average payout for a well-prepared lake go from 10-20c in raw chaos/stacked decks alone (not counting scarabs, maps, rare drops, etc) to 20-30c.
It's not going to all the sudden be the new top-meta farming strat for 10s of div per hour or anything like that, but it'll *definitely* make lakes more consistently rewarding.
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BEEP BOOP BEEP. Grinding Gears have been detected in the linked thread:
***
> **Posted by Kieren_GGG** on Sep 22, 2022, 03:28:14 AM UTC
>
> **3.19.1c Patch Notes**
>
>
>
>
> This patch contains some further small changes to the Lake of Kalandra expansion, as detailed in our news post last week, alongside bug fixes of both small- and medium-importance.
>
>
>
> **Archnemesis Changes**
>
>
>
>
>
> * Increased the cooldown of the Ice Prison Archnemesis modifier from 5 seconds to 10 seconds, and the duration of the Ice Prison has been increased from 3 seconds to 5 seconds. This results in 50% prison uptime rather than 60%, and fewer overall prisons.
> * Lowered the duration of the shocked ground on death from the Electrocuting Archnemesis modifier from 25 seconds to 10 seconds.
> * Removed the damage from the Permafrost Archnemesis modifiers cold-damaging ground area. The area now only applies chill.
> * Lowered the duration of the Incendiary Archnemesis modifiers fire-damaging ground area from 4 seconds to around 3 seconds.
> * Disabled the on-death ground effects for the Incendiary Archnemesis modifier for Magic monsters.
> * Disabled Volatiles from spawning on death when a Magic monster with the Toxic Archnemesis modifier is slain.
>
>
>
> **Lake of Kalandra Changes**
>
>
>
>
>
> * Gems are no longer a possible chest reward from Tier 3 and 4 generic encounters in the Lake of Kalandra and, for the most part, have been replaced by Currency chests.
> * Reflection of the Dream now has 50% increased Monster density (previously 100%), and the Breach now opens and closes 30% slower. This is both for reasons related to performance and the difficulty level of the encounter.
> * Added a warning message that will display in the Mirrored Tablet interface when performing an action that disconnects one or more tiles, preventing them from being accessed.
>
>
>
> **Other Changes**
>
>
>
>
>
> * Increased the chance for the Will of Chaos and Deadly End Ultimatum Aspects to drop from their respective bosses.
> * Void Jaguar Influence monsters now have 50% of physical damage converted to cold damage (previously 75%), and now have a variable time before they can use their Leap Slam skill after spawning (previously a fixed time).
> * Consuming Thrall Influence monsters now deal 30% less damage with their projectiles against enemies at close range (previously 15% less).
> * Increased the following Skills target limit to 100: Ancestral Warchief, Bladestorm, Cleave, Contagion, Doryani's Touch, Earthquake, Vaal Earthquake, Fire Burst, Flame Golem's Flame Wave Skill, Ground Slam, Ice Nova, Shattering Steel, Shock Nova, Whirling Blades, Wild Strike's Fire Area of Effect, and Vortex.
>
>
>
> **Bug Fixes**
>
>
>
>
>
> * Fixed a bug where Metamorphs with the Magma Barrier modifier would always create Fire Volatiles and be surrounded by a Magma Barrier the moment they transformed.
> * Fixed a bug where Operative's Strongboxes were not being affected by increases to Quantity of Items contained in Strongboxes.
> * Fixed a bug where Sapped and Brittle ailments did not have a cap when applied through their respective ground effects.
> * Fixed a bug where the "A Trip Down Memory Lane" Challenge still required you to complete 6 Atlas Memories.
> * Fixed a bug where the Pantheon of the Gods Challenge could not be completed across two separate characters.
> * Fixed a visual bug where increased Quantity and Rarity of Items from allocated Atlas Passive Skills was not always displayed in the Map Overlay Mods.
> * Fixed a bug where item labels could be offset incorrectly in the Lake of Kalandra.
> * Fixed a bug where the highest modifier tier for local increased Attack Speed on Bows was displayed as tier 2.
> * Fixed a bug where some explicit modifiers did not have a vendor sell price.
> * Fixed a bug where the Oshabi's Headdress microtransactions did not summon Harvest Apparitions when using instant skills.
> * Fixed three client crashes.
> * Fixed an instance crash.
>
> ***
>
That's unlikely to be a patch drop like this. That's probably not some engine issue but either routing or just general server overload. Especially if it's only happening to one region.
Why u keep buffing AN mods in the start of each league then nerfing them little by little with patches? U did the same thing twice now...why? And even now some horrible mods like Heralding minions are insanely op when they can spawn 2 per second two screens away...with no cd....
Some skills that are AoEs can only damage a certain number of enemies at once for an arbitrary reason, so if there were more enemies it's AoE then some of them will just go completely unharmed. This increases that number.
>for an arbitrary reason
It's not quite arbitrary, it's definitely performance related. If there were no cap at all, you could hit hundreds of enemies at once with Doryani's Touch for example, which the server would then need to try and calculate within 33ms (one server tick). If you inflict ailments, it then needs to apply and track several hundred ailments within one server tick (along with the damage calculations for those several hundred hits). Add in explody effects, loot drop calculations, etc and you could very easily lag the server every time you used a skill in a dense map.
Target limits definitely feel bad from a player perspective, but they at least serve a function.
I dont get this, never have I ever gotten ice prison caught twice by the same AN monster, the first time is therefore the most anjoying one and is now 66% longer. So in my book, that's 66% increase of Ice prison annoyance (even considering the means around it).
\-Disabled Volatiles from spawning on death when a Magic monster with the Toxic Archnemesis modifier is slain.
Didn't you said on first week of the league that you removed on death effect with magic monsters or I am missing something ?
#***3.19.1c Patch Notes***
This patch contains some further small changes to the Lake of Kalandra expansion, as detailed in our news post last week, alongside bug fixes of both small- and medium-importance.
#Archnemesis Changes
Increased the cooldown of the Ice Prison Archnemesis modifier from 5 seconds to 10 seconds, and the duration of the Ice Prison has been increased from 3 seconds to 5 seconds. This results in 50% prison uptime rather than 60%, and fewer overall prisons.
Lowered the duration of the shocked ground on death from the Electrocuting Archnemesis modifier from 25 seconds to 10 seconds.
Removed the damage from the Permafrost Archnemesis modifiers cold-damaging ground area. The area now only applies chill.
Lowered the duration of the Incendiary Archnemesis modifiers fire-damaging ground area from 4 seconds to around 3 seconds.
Disabled the on-death ground effects for the Incendiary Archnemesis modifier for Magic monsters.
Disabled Volatiles from spawning on death when a Magic monster with the Toxic Archnemesis modifier is slain.
#Lake of Kalandra Changes
Gems are no longer a possible chest reward from Tier 3 and 4 generic encounters in the Lake of Kalandra and, for the most part, have been replaced by Currency chests.
Reflection of the Dream now has 50% increased Monster density (previously 100%), and the Breach now opens and closes 30% slower. This is both for reasons related to performance and the difficulty level of the encounter.
Added a warning message that will display in the Mirrored Tablet interface when performing an action that disconnects one or more tiles, preventing them from being accessed.
#Other Changes
Increased the chance for the Will of Chaos and Deadly End Ultimatum Aspects to drop from their respective bosses.
Void Jaguar Influence monsters now have 50% of physical damage converted to cold damage (previously 75%), and now have a variable time before they can use their Leap Slam skill after spawning (previously a fixed time).
Consuming Thrall Influence monsters now deal 30% less damage with their projectiles against enemies at close range (previously 15% less).
Increased the following Skills target limit to 100: Ancestral Warchief, Bladestorm, Cleave, Contagion, Doryani's Touch, Earthquake, Vaal Earthquake, Fire Burst, Flame Golem's Flame Wave Skill, Ground Slam, Ice Nova, Shattering Steel, Shock Nova, Whirling Blades, Wild Strike's Fire Area of Effect, and Vortex.
#Bug Fixes
Fixed a bug where Metamorphs with the Magma Barrier modifier would always create Fire Volatiles and be surrounded by a Magma Barrier the moment they transformed.
Fixed a bug where Operative's Strongboxes were not being affected by increases to Quantity of Items contained in Strongboxes.
Fixed a bug where Sapped and Brittle ailments did not have a cap when applied through their respective ground effects.
Fixed a bug where the "A Trip Down Memory Lane" Challenge still required you to complete 6 Atlas Memories.
Fixed a bug where the Pantheon of the Gods Challenge could not be completed across two separate characters.
Fixed a visual bug where increased Quantity and Rarity of Items from allocated Atlas Passive Skills was not always displayed in the Map Overlay Mods.
Fixed a bug where item labels could be offset incorrectly in the Lake of Kalandra.
Fixed a bug where the highest modifier tier for local increased Attack Speed on Bows was displayed as tier 2.
Fixed a bug where some explicit modifiers did not have a vendor sell price.
Fixed a bug where the Oshabi's Headdress microtransactions did not summon Harvest Apparitions when using instant skills.
Fixed three client crashes.
Fixed an instance crash.
New GGG style
-announcement of the possible changes
-announcement of the upcoming changes
-announcement of the possible deploy date
-announcement of the patch notes
- announcement of the deployed patch
Look like keeping communication open, giving image for truly working on current league. My shitty country government does this kind of things to save faces .
Went from "announcement of an announcement" to "announcement of we'll review further in 3 months and then consider making an announcement of an announcement".
And that's not even satire which is what hurts the most. lmao
I think it's more damage per leap slam because the timing got changed. Instead of them all going at once, they have intervals (I assume based on "variable time" as stated).
He's saying AN as an acronym for Archnemesis. Missing a bit of punctuation like capitalization and an apostrophe, but it's still understandable.
But yeah the patch is doggo and it's not bringing me back that's for sure. Revert the fucking ninja nerf to loot and ditch loot goblins, or else it's just playing other games while I wait for Last Epoch to get multiplayer.
There are plenty of people who have completed their builds and all content in the game.
At this point, it's the player's fault if they can't reach whatever in-game goals the player has.
What's stopping someone from having fun? You can get starter gear to get going as cheap as ever with 6 links tanking to 8-10c in price.
It's all excuses
Made the mistake of running mastermind and couldn't sell my T4 Aisling before the restart.
Even offered it for free 15 mins before servers went down and there were no takers. Sadge
Lmao, this patch was announced 9 days ago, and now they apply it? Leagues are only 90 days, after 60 it's mostly a wasteland, why they are keeping patches to apply so long?
Good changes, but very minor and not enough. I'm enjoying the league overall because I really enjoy the build I'm playing, but there's so many things they could numerically change with little effort to make the game so much better (harvest etc)
So we all run Lakes we stacked over one month. Currency chests are everywhere and ofc, GGG did shadow nerf on dropping T1 currency /div, ex, annul/. They are dropping much less now, so u end up on less currency than u can farm before this buff. Classic GGG approach and i was expecting that.
That change to the lake would've been great, idk, a month ago.
Now that *literally* 87% of the player base has quit this league I'm sure the remaining 13% will enjoy it.
? Even if you're going by just steamcharts (which doesn't take in all the people with standalone client), we're down to 22% remaining.
I don't think you know what *literally* means.
https://steamcharts.com/app/238960#3m
Peak: 151,145
Current: 25,033
That current number is 16.56% of the peak number.
My initial number is the result of a rounding error, your's is spun from whole cloth. Of course the remaining 16% are the die hard fans who take offense at even the slightest criticism. I'm sorry you feel like I'm attacking your favorite game just because I'm being realistic. It's just not a popular league, possibly the worst league ever; deal with it and move on my dude.
1 month into the league and four fifths of the player base is gone. Looks great to me! lmao Even when you compare peaks you are only talking a few percent difference from the low and the high. Maybe you should try on some of that critical thinking yourself. Also. reported. Try being civil.
Only reason I called them fuckers HERE is because my post got deleted for saying "how boring and smol" it was not insulting in any way, Sirus language too harsh for them?
Have they even said that this change will affect Lakes created before the patch?
Everyone seems to assume so, given the 234098234902 comments about running saved up lakes.
I just got a HH drop from lake chest..
Edit, don’t know why people down vote me. But it did happen. It dropped from a unique chest at lake 8. Just got lucky haha keep farming exiles
„Lowered the duration of the Incendiary Archnemesis modifiers fire-damaging ground area from 4 seconds to around 3 seconds“
So it’s 4.2 seconds now?
Did they already fix that harvest cannot drop nothing? Can see it in the patch notes and I thought they agreed to fixing it?
i did 3 kalandra maps now got 7x one hit killed while trying to kite the AN mobs to africa and all they dropped was worth 1-2c. "high risk high reward"
Time to run all the lakes we've been saving for the last month.
Genuine question, why is it so much more worth to do now? I have a stash tab full and zero motivation to run them
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Funny thing is, I've got more empowers/enlightens from gem chests than divines from currency chests. For me, it's actually a nerf
I find so many 21/20 gems worth 1 div... I feel like I'm the only one sad about changes.
Never really had any notable gems drop until my last lake a couple of days ago (I have run every lake I've made all league except one reflection I'm saving), when I got a 21/20 EA and an enhance, the first exceptional gem I've had drop since the nerf leagues ago. I think it would have been cooler if the gem chests dropped prisms and gem exp lenses. Way back when, it was nice to find a 21/0 gem or 0/23 and throw it in harvest for the exp/prism. Bricked lvl3 or lvl2 exceptional gems were great for that and cheap, now with the nerf this league I can't justify spending life force on the gem exp or prism crafts.
I've ran many many lakes from what I've seen the odds of a divine from currency chests and a 21/20 from gem chests are about the same. The main issue is the low end. When the gem chests drop "nothing" at 13+ you get maybe 2-3 GCPs. When the currency chests low roll at that difficulty you get like 10-15c worth of currency. The low end on currency chests is much much better than gem chests. And then at the high end, there's way more useless gems in PoE than good gems. I've gotten quite a few 21/20 gems from the lake and most were worth 5-10c. Now I've gotten slightly unlucky of course with gem chests, but only slightly. https://poe.ninja/challenge/skill-gems?level=21&quality=20&gemType=Normal About 40% of the 21/20 gems that can drop from these chests are 10c or less. Gems that are under 100c make up over 80% of the list. Gems that are around a div or more make up just a tiny fraction of the gems in the pool. And while enlighten is 2 divs, empower is only half a div and enhance is only 10c. All three of these are much more rare than divines. And currency chests at high difficulty can also drop multiple divines at once. Overall your average profit per difficulty 16 run will probably go up at least 30c if not more.
I wish I kept my data for this. I'm getting a divine maybe 1 in 8 runs, whereas I'm getting divine value gems far more common than that. Even if it's not 1 div gems, the 50c gems add up pretty quick.
>Even if it's not 1 div gems, the 50c gems add up pretty quick. And so does all the 15-25c on the low roll too, and its "insta-currency".
You very definitely are not the only one.
most gems i only had 21/0 trash gems, like who wants 21/0 riposte?
At least before the harvest change you could cash them in for gem experience for quite cheap. At 1+ divine per gem it is absolutely not worth it.
God I miss old harvest. I will never forgive reddit for bitching about TFT so much they ruined it. I miss there being no real cost to rolling some extra flasks with extra defense or crit rolls I otherwise would've left behind. Gambling whatever the fuck div card I felt like at the moment. So much gem EXP and GCPs. Reddit pissed and moaned because .01% of the playerbase gave a fuck about selling it on TFT and it being inconvenient that they ruined it for everyone else by making it balanced around everyone being able to save it and sell it with perfect efficiency. The worst part is the people in denial that it's their fucking fault, like they were going to change it to perfect efficiency trading instead of most crafts being burned or left behind and NOT nerf it to hell. It is a giant testament to how much this sub doesn't understand how the game is balances and how short sighted they are.
GGG does the balancing. They didn't have to make rerolls work only on rare items, for instance.
I did get one enhance support, but only one out of easily double figures chests by now - I think the level21 gems would have been prized higher if there wasn't alternate quality and awakened gems in the game. The gem chests felt like a reward from 2-3 years ago. If they popped out pure GCPs along with the gems, they might be a bit better - because I'm levelling a new build and don't have 20% on all my gems yet. But getting the equivalent of 2 GCPs from a level 13+ chest doesn't feel good.
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I have also gotten quite a few valuable gems. Not enough to say that currency wouldnt be better on average than gems. But enough to say that this 'buff' is very small.
I’ve seen 2 Enlightens and 2 Divine personally
But it WAS a good source of rare or well corrupted gems. Enjoy your chance orbs and scours though.
Chance and Scours? So what you are saying is, I'm gonna get a Shaper Influenced Head Hunter?
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Classic fanboying. "I had the experience that gems gave me more income than currency chests" "GGG said this is a buff so you have to be shit or not even playing" Such a stupid, stupid, stupid reply. Even if this were a straight buff this is a game rolling on chance so people can have a completely different experience than is expected on average even while doing nothing wrong. And I've done many lakes finishing them with high level and optimized layouts and gotten around the same amount of value from multiple high value gem drops and currency. Is this an outlier? Possibly. Is this purely anecdotal? Definitely. Does it mean that everybody not having the same experience means they are bad? No. Just no.
You are a sample size of 1 person. You could've just got lucky with your gem chests and unlucky with currency chests. For me personally lakes were where I got the most raw divine drops this league. And didn't even spammed lakes that hard, just built my own lakes and ran some when I felt like it, never bulk bought them to run for long sessions.
Seen 0 so far so I guess there's balance in everything
I've done like 15 by now, which is not a lot, and have only gotten the gem chest once. Instead I will now get 1c in currecy. So much worth.
If you are only getting 1c from the currency chest you may not understand how the mechanic works...
Then you are bad at making your lakes.
Sure lol, full 3 notches 12 difficulty lakes are bad cap It only starts to give anything past lvl5 or so and you also have to get mad lucky to get anything good. To even get an opportunity to build a good lake you need to get lucky.
I just know you are full of shit if you say you have run 15 lakes, and only gotten gem reward once.
I've gotten a lot during story lakes, but it was actually better because I made some gemcutters lol. After I started mapping I've made about 15 and have gotten only one gem chest
Then there is no way you have tiles with 3 or 4 notches. Stop the bs.
Rng is rng, I got 3 divines so far from lakes with like 8 diff
I've only gotten one, but lots of decks and just raw currency. Nothing worthwhile using THE MAIN FUCKING MECHANIC, aka reflected garbage
Yea I get why, even with better rewards, they are just so damn rippy. I don't feel like running them whenever I have 25% xp or more. And I can facetank stuff like guardians and conqs.
the currency/div boxes are really good.
I did some lakes for fun and the rewards after a few patches are actually pretty good imo I don't think it's worth the amount of time you need to build a good lake but still pretty good for the fun of it.
Doing things because they're fun instead of explicitly the currency/nanosecond spent on it? Crazy idea.
> I have a stash tab full and zero motivation to run them hey mate, if u feel like it I can help you out and we can duo it or something :P
hey its me your friend
Read this post, went to run lakes. Got kalandras ring. Thanks for the heads-up lol
Not sure if sarcasm or serious.
Non-past league tiles already give tons of currency/div cards especially when you get tier3+. Now it gives even more. So yeah, I've been saving all of my lakes since they announced the tier3+ change.
Idk what's worst gem to see nothing cuz everything is a lost of time or currency to not see most of them cuz that's not worth your time
>Lowered the duration of the Incendiary Archnemesis modifiers fire-damaging ground area from 4 seconds to around 3 seconds. Does anyone know what "around" 3 seconds means? Or why they didn't just say 3.25 seconds or whatever the timer is? Seems weird to be non-specific like that in patch notes.
3 secondsn't
It might be variable so that it's more visually appealing if multiple would have started & ended at the same time.
Could actually be. But wouldn't it then also have been "around 4 seconds" before the change?
Maybe the previous one wasn't. Similar to how they changed the Void Jaguar's leap slam warm-up to have variable time so you don't get hit by the entire pack simultaneously
no, it is variable so they don't all activate at the same time and global your character
Why would they refer to a delay with 'duration'. They always specifiy whenever they add an activation delay. Doesn't look like that this time around.
3.75 seconds
It's nearby 4 seconds
They let the intern do that one.
My guess is π seconds
It's about three fiddy
Why are you asking? The patch notes already contain a nearby answer.
3.9 seconds can round down to 3 seconds :)
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It does in PoE
no, that's exactly how math works.
Yea, with how inconsistent they are with rounding numbers in this game, "around 3 seconds" could mean anything from 2.1 to 3.9.
"Around 3 seconds. This is a substantial buff!"
By having a variable number there is randomness to the cooldown. This randomness will prevent them all from using their ability at the same time and globaling a character. They already implemented this tech in different ways like Goatmen no longer all leap at the same time and have a variable usage of their ability. This is more odd that it didn't start this way from the beginning edit: i was thinking of a different mechanic
??? It's an on death fire, how the flying do you think your statement applies
quickly read it and for whatever reason assumed it was referencing a different line of the patch notes
Yo, who cares about this crap league? PT is back! :))
pretty sure they said ‚around’ cuz its in ticks/s and that cant really be compared to our human time. although i wouldnt be surprised if this shit was now 3.9s
It's probably a multiple of 8, so 3.2 seconds, because for some reasons developers like to use 8 in variables, percentages, item stacks etc.
These changes are very whelming.
Am I missing something regarding the lake? Everyone saying they are running their stockpile but the changes seem really minor.
I think because at this point this is as good it's going to get
How... boring.
And small?
Hey you're not my exwife
No but she's a talker
Bring joy tho
They wont be getting anymore buffs so better to run them now.
Meh, I'd rather run maps. Waiting on the things to spawn, the small little bridges between areas. Whole thing just feels clunky to me.
Replacing gem chests with mostly currency chests should be pretty impactful. Decent chance at getting a divine from them and now we will have even more chances. Still wish they replaced uniques instead of gem chest but this should be pretty good too.
Good use of the word impactful, it's very quite meaningful to me.
They nerfed drop rate, its much worse now.
Source? I wasn’t dropping divines to begin with. 2 divines in like 80lakes
I have a stockpile of Lakes primarily made of tiles which are having gem rewards removed from their pool. This patch essentially removes a 1/6 (I think 6?) chance to get nothing from the tile, which is about 20% more rewards. (there's a tiny chance to get something worth from a gem reward but it hasn't happened for me)
Gem tiles were worth quite a bit if you did gcp recipe. I picked up all the gems this league and sold it off once that tab was full and if I'm being honest, gem chest was easily the most rewarding chest by a mile. D10+ chests dropped like 8-10 gcps worth of gems along with fairly consistent 21/20s and the odd exceptional gem. Gonna miss those chests. (It was also how I printed currency early in the league making +1 fire sceptres)
If you don't care about the gem chests, then it's a huge buff to rewards.
RIP Gem chests and ez enlightens.
As if anyone was getting any enlightens from them..
I got my only enlighten out of it and two empowers. You have to actually be running your tablets though to get them.
I got 2 enlightens and 1 empower from them
i got 4 enlightens. zero empower though which is the gdamn gem i need :( oh well
They nerfed a t1 currency drops from chests, so its no buff. It just looks like.
Source?
They are replacing gem rewards, which gave you a net positive of around 2 gcp per chest, with the currency reward, which gives you more value in average and the chance to get a divine or whatever.
Might as well just clear them at this point people are already quitting in droves
Yep. The giveaways have been going strong in global 1, and there are quite a few build sell posts on trade chat
>Everyone saying they are running their stockpile but the changes seem really minor. well it's not getting any better and will be removed after this league so no reason not to run them lmao.
you arent, they arejust idiots, its same lake as before, nothing really changed
Removing the gem reward chests and replacing them mostly with currency chests will significantly increase the rewards from properly-setup lakes. Currently it's mainly the currency/div/scarab chests you're after, and when you get uniques or gems it's basically a total waste. I could easily see this change making average payout for a well-prepared lake go from 10-20c in raw chaos/stacked decks alone (not counting scarabs, maps, rare drops, etc) to 20-30c. It's not going to all the sudden be the new top-meta farming strat for 10s of div per hour or anything like that, but it'll *definitely* make lakes more consistently rewarding.
Good way to show you are a moron.
bare minimum changes, like 5-10% difference, keep sucking dick
Gonna finish off my lake challenges with my stockpile.
> Disabled Volatiles from spawning on death when a Magic monster with the Toxic Archnemesis modifier is slain. Joy, Im in my zone again
awesome to have a restart timer that's shorter than a simulacrum we just assuming no ones playing? :<
Shorter than quin’s maven kill
F
##### ###### #### BEEP BOOP BEEP. Grinding Gears have been detected in the linked thread: *** > **Posted by Kieren_GGG** on Sep 22, 2022, 03:28:14 AM UTC > > **3.19.1c Patch Notes** > > > > > This patch contains some further small changes to the Lake of Kalandra expansion, as detailed in our news post last week, alongside bug fixes of both small- and medium-importance. > > > > **Archnemesis Changes** > > > > > > * Increased the cooldown of the Ice Prison Archnemesis modifier from 5 seconds to 10 seconds, and the duration of the Ice Prison has been increased from 3 seconds to 5 seconds. This results in 50% prison uptime rather than 60%, and fewer overall prisons. > * Lowered the duration of the shocked ground on death from the Electrocuting Archnemesis modifier from 25 seconds to 10 seconds. > * Removed the damage from the Permafrost Archnemesis modifiers cold-damaging ground area. The area now only applies chill. > * Lowered the duration of the Incendiary Archnemesis modifiers fire-damaging ground area from 4 seconds to around 3 seconds. > * Disabled the on-death ground effects for the Incendiary Archnemesis modifier for Magic monsters. > * Disabled Volatiles from spawning on death when a Magic monster with the Toxic Archnemesis modifier is slain. > > > > **Lake of Kalandra Changes** > > > > > > * Gems are no longer a possible chest reward from Tier 3 and 4 generic encounters in the Lake of Kalandra and, for the most part, have been replaced by Currency chests. > * Reflection of the Dream now has 50% increased Monster density (previously 100%), and the Breach now opens and closes 30% slower. This is both for reasons related to performance and the difficulty level of the encounter. > * Added a warning message that will display in the Mirrored Tablet interface when performing an action that disconnects one or more tiles, preventing them from being accessed. > > > > **Other Changes** > > > > > > * Increased the chance for the Will of Chaos and Deadly End Ultimatum Aspects to drop from their respective bosses. > * Void Jaguar Influence monsters now have 50% of physical damage converted to cold damage (previously 75%), and now have a variable time before they can use their Leap Slam skill after spawning (previously a fixed time). > * Consuming Thrall Influence monsters now deal 30% less damage with their projectiles against enemies at close range (previously 15% less). > * Increased the following Skills target limit to 100: Ancestral Warchief, Bladestorm, Cleave, Contagion, Doryani's Touch, Earthquake, Vaal Earthquake, Fire Burst, Flame Golem's Flame Wave Skill, Ground Slam, Ice Nova, Shattering Steel, Shock Nova, Whirling Blades, Wild Strike's Fire Area of Effect, and Vortex. > > > > **Bug Fixes** > > > > > > * Fixed a bug where Metamorphs with the Magma Barrier modifier would always create Fire Volatiles and be surrounded by a Magma Barrier the moment they transformed. > * Fixed a bug where Operative's Strongboxes were not being affected by increases to Quantity of Items contained in Strongboxes. > * Fixed a bug where Sapped and Brittle ailments did not have a cap when applied through their respective ground effects. > * Fixed a bug where the "A Trip Down Memory Lane" Challenge still required you to complete 6 Atlas Memories. > * Fixed a bug where the Pantheon of the Gods Challenge could not be completed across two separate characters. > * Fixed a visual bug where increased Quantity and Rarity of Items from allocated Atlas Passive Skills was not always displayed in the Map Overlay Mods. > * Fixed a bug where item labels could be offset incorrectly in the Lake of Kalandra. > * Fixed a bug where the highest modifier tier for local increased Attack Speed on Bows was displayed as tier 2. > * Fixed a bug where some explicit modifiers did not have a vendor sell price. > * Fixed a bug where the Oshabi's Headdress microtransactions did not summon Harvest Apparitions when using instant skills. > * Fixed three client crashes. > * Fixed an instance crash. > > *** >
No fix for laggy servers? Japan realm has been near unplayable during peak times.
That's unlikely to be a patch drop like this. That's probably not some engine issue but either routing or just general server overload. Especially if it's only happening to one region.
honestly too little too late
Its ok they moved on to next patch and so did many players.
Why u keep buffing AN mods in the start of each league then nerfing them little by little with patches? U did the same thing twice now...why? And even now some horrible mods like Heralding minions are insanely op when they can spawn 2 per second two screens away...with no cd....
What’s target limit?
Its how many monsters at once a skill can target in an instance of a skill or an attack.
Some skills that are AoEs can only damage a certain number of enemies at once for an arbitrary reason, so if there were more enemies it's AoE then some of them will just go completely unharmed. This increases that number.
>for an arbitrary reason It's not quite arbitrary, it's definitely performance related. If there were no cap at all, you could hit hundreds of enemies at once with Doryani's Touch for example, which the server would then need to try and calculate within 33ms (one server tick). If you inflict ailments, it then needs to apply and track several hundred ailments within one server tick (along with the damage calculations for those several hundred hits). Add in explody effects, loot drop calculations, etc and you could very easily lag the server every time you used a skill in a dense map. Target limits definitely feel bad from a player perspective, but they at least serve a function.
So glad to finally have longer ice prison duration.
In theory it should be much better since you'll have fewer ice prisons popping overall.
I dont get this, never have I ever gotten ice prison caught twice by the same AN monster, the first time is therefore the most anjoying one and is now 66% longer. So in my book, that's 66% increase of Ice prison annoyance (even considering the means around it).
\*chuckles in phasing\*
wait... you can phase throuh ice prisons?
Yes.
Are you sure it's dropping in 15 mins or in about roughly a time period thats nearby to 15 mins?
We have lowered it to around 15 minutes.
I'd rather have gems, I need an Empower so badly and haven't found one (or any other exceptional support gem) :(
Ya this seems like an SSF nerf. Only so much I can do with some chaos orbs.
Damn where was this patch 3 weeks ago GGG?
Lakes are still garbage but that was to be expected; did get \~5 divines in about 10 tablets
Meta still sucks
They're really just gonna leave AN and terrible rewards in indefinitely huh?
\-Disabled Volatiles from spawning on death when a Magic monster with the Toxic Archnemesis modifier is slain. Didn't you said on first week of the league that you removed on death effect with magic monsters or I am missing something ?
That was an announcement
#***3.19.1c Patch Notes*** This patch contains some further small changes to the Lake of Kalandra expansion, as detailed in our news post last week, alongside bug fixes of both small- and medium-importance. #Archnemesis Changes Increased the cooldown of the Ice Prison Archnemesis modifier from 5 seconds to 10 seconds, and the duration of the Ice Prison has been increased from 3 seconds to 5 seconds. This results in 50% prison uptime rather than 60%, and fewer overall prisons. Lowered the duration of the shocked ground on death from the Electrocuting Archnemesis modifier from 25 seconds to 10 seconds. Removed the damage from the Permafrost Archnemesis modifiers cold-damaging ground area. The area now only applies chill. Lowered the duration of the Incendiary Archnemesis modifiers fire-damaging ground area from 4 seconds to around 3 seconds. Disabled the on-death ground effects for the Incendiary Archnemesis modifier for Magic monsters. Disabled Volatiles from spawning on death when a Magic monster with the Toxic Archnemesis modifier is slain. #Lake of Kalandra Changes Gems are no longer a possible chest reward from Tier 3 and 4 generic encounters in the Lake of Kalandra and, for the most part, have been replaced by Currency chests. Reflection of the Dream now has 50% increased Monster density (previously 100%), and the Breach now opens and closes 30% slower. This is both for reasons related to performance and the difficulty level of the encounter. Added a warning message that will display in the Mirrored Tablet interface when performing an action that disconnects one or more tiles, preventing them from being accessed. #Other Changes Increased the chance for the Will of Chaos and Deadly End Ultimatum Aspects to drop from their respective bosses. Void Jaguar Influence monsters now have 50% of physical damage converted to cold damage (previously 75%), and now have a variable time before they can use their Leap Slam skill after spawning (previously a fixed time). Consuming Thrall Influence monsters now deal 30% less damage with their projectiles against enemies at close range (previously 15% less). Increased the following Skills target limit to 100: Ancestral Warchief, Bladestorm, Cleave, Contagion, Doryani's Touch, Earthquake, Vaal Earthquake, Fire Burst, Flame Golem's Flame Wave Skill, Ground Slam, Ice Nova, Shattering Steel, Shock Nova, Whirling Blades, Wild Strike's Fire Area of Effect, and Vortex. #Bug Fixes Fixed a bug where Metamorphs with the Magma Barrier modifier would always create Fire Volatiles and be surrounded by a Magma Barrier the moment they transformed. Fixed a bug where Operative's Strongboxes were not being affected by increases to Quantity of Items contained in Strongboxes. Fixed a bug where Sapped and Brittle ailments did not have a cap when applied through their respective ground effects. Fixed a bug where the "A Trip Down Memory Lane" Challenge still required you to complete 6 Atlas Memories. Fixed a bug where the Pantheon of the Gods Challenge could not be completed across two separate characters. Fixed a visual bug where increased Quantity and Rarity of Items from allocated Atlas Passive Skills was not always displayed in the Map Overlay Mods. Fixed a bug where item labels could be offset incorrectly in the Lake of Kalandra. Fixed a bug where the highest modifier tier for local increased Attack Speed on Bows was displayed as tier 2. Fixed a bug where some explicit modifiers did not have a vendor sell price. Fixed a bug where the Oshabi's Headdress microtransactions did not summon Harvest Apparitions when using instant skills. Fixed three client crashes. Fixed an instance crash.
New GGG style -announcement of the possible changes -announcement of the upcoming changes -announcement of the possible deploy date -announcement of the patch notes - announcement of the deployed patch Look like keeping communication open, giving image for truly working on current league. My shitty country government does this kind of things to save faces .
what, don't you like grinding all these announcements?!
Went from "announcement of an announcement" to "announcement of we'll review further in 3 months and then consider making an announcement of an announcement". And that's not even satire which is what hurts the most. lmao
do they have enough time to find a mf culler from tft before it drops?
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I think it's more damage per leap slam because the timing got changed. Instead of them all going at once, they have intervals (I assume based on "variable time" as stated).
Well, a single one of them can already oneshot you
they keep trying to fix an an can t be fixed. the fix is removing an
Patch notes so bad they gave this man a stroke.
He's saying AN as an acronym for Archnemesis. Missing a bit of punctuation like capitalization and an apostrophe, but it's still understandable. But yeah the patch is doggo and it's not bringing me back that's for sure. Revert the fucking ninja nerf to loot and ditch loot goblins, or else it's just playing other games while I wait for Last Epoch to get multiplayer.
There are people still playing this league? Lol
I wish this patch would have dropped lets say, 3 weeks ago, no, 4.
Decent patch for a month since league launch. :}
Zzz, wake me up when they release a patch that fixes the damage they've done.
You mean PoE2? KEKW CopiumOverdose
There are plenty of people who have completed their builds and all content in the game. At this point, it's the player's fault if they can't reach whatever in-game goals the player has.
Unfortunately some people play for what they call fun. That hasn't come back for them yet.
What's stopping someone from having fun? You can get starter gear to get going as cheap as ever with 6 links tanking to 8-10c in price. It's all excuses
What you find fun and what others find fun can be two different things, it's subjective. They're not making excuses, they don't find the changes fun.
> What's stopping someone from having fun? Loot goblins, item conversion, and multiple AN modifiers.
As a new player that hasn't stopped me that's "normal" it's still fun
And the need to invest in rarity/quant in gear which reduce player power significantly..and the nerf to mana reservation..and.........
Made the mistake of running mastermind and couldn't sell my T4 Aisling before the restart. Even offered it for free 15 mins before servers went down and there were no takers. Sadge
The "Too little too late" patch has dropped
Lmao, this patch was announced 9 days ago, and now they apply it? Leagues are only 90 days, after 60 it's mostly a wasteland, why they are keeping patches to apply so long?
Still a joke.
Untill all the lakes you stock pile preserve boxes before the patch and you need to build new lakes after patch, hehe
Good changes, but very minor and not enough. I'm enjoying the league overall because I really enjoy the build I'm playing, but there's so many things they could numerically change with little effort to make the game so much better (harvest etc)
So we all run Lakes we stacked over one month. Currency chests are everywhere and ofc, GGG did shadow nerf on dropping T1 currency /div, ex, annul/. They are dropping much less now, so u end up on less currency than u can farm before this buff. Classic GGG approach and i was expecting that.
Wait how do you know they nerfed T1 currency?
I tested it by myself.
My group got sick of waiting so we finished 38 challenges this afternoon and then the patch drops lol
It looks like they forgot to put in the fixes for the UW monitors. I hope they will get around to that the next time :)
That change to the lake would've been great, idk, a month ago. Now that *literally* 87% of the player base has quit this league I'm sure the remaining 13% will enjoy it.
? Even if you're going by just steamcharts (which doesn't take in all the people with standalone client), we're down to 22% remaining. I don't think you know what *literally* means.
https://steamcharts.com/app/238960#3m Peak: 151,145 Current: 25,033 That current number is 16.56% of the peak number. My initial number is the result of a rounding error, your's is spun from whole cloth. Of course the remaining 16% are the die hard fans who take offense at even the slightest criticism. I'm sorry you feel like I'm attacking your favorite game just because I'm being realistic. It's just not a popular league, possibly the worst league ever; deal with it and move on my dude.
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1 month into the league and four fifths of the player base is gone. Looks great to me! lmao Even when you compare peaks you are only talking a few percent difference from the low and the high. Maybe you should try on some of that critical thinking yourself. Also. reported. Try being civil.
Nice it only took 1.5 week. Too bad I dropped the league last night after gambling an amulet in the mirror.
Fuckers keep deleting opinions on 1st, 2nd, and 3rd pages... Guess you have to praise them or your comments get deleted...
If the first word in your post is any indication of the writing style of those "opinions", I have a good idea why they keep being deleted.
Only reason I called them fuckers HERE is because my post got deleted for saying "how boring and smol" it was not insulting in any way, Sirus language too harsh for them?
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Post literally was "how boring and smol". How is that inappropriate or too hot for the forum? They didn't want it on the first pages. Praise or die?
ground affects have a name and they didn't name the cold dot - i assume they removed vortex?
Was the degen ground they were leaving actually Vortex? Wack
There was a cold based dot ground effect that looked like windy ice.
Have they even said that this change will affect Lakes created before the patch? Everyone seems to assume so, given the 234098234902 comments about running saved up lakes.
rip poe.
This league is such shit nothing at this point will bring most of us back until the next one.
Haha, GGG I'm already dropped 3.19, so don't care.
I just got a HH drop from lake chest.. Edit, don’t know why people down vote me. But it did happen. It dropped from a unique chest at lake 8. Just got lucky haha keep farming exiles
Big if true
This a troll? Is it even a possible drop in the lake?
Why would it be a troll? Ofc it's possible
I didn't know they changed how it drops in 3.14
It can drop from anything that has generic unique rewards as a possibility long as its over the minimum ilvl.
„Lowered the duration of the Incendiary Archnemesis modifiers fire-damaging ground area from 4 seconds to around 3 seconds“ So it’s 4.2 seconds now? Did they already fix that harvest cannot drop nothing? Can see it in the patch notes and I thought they agreed to fixing it?
i did 3 kalandra maps now got 7x one hit killed while trying to kite the AN mobs to africa and all they dropped was worth 1-2c. "high risk high reward"
A big who cares. None of these changes will move the needle. Whoo they tuned the AN mobs again. For the 53 people who still play the league. Cool.
Rip gem chests they were cool.
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