¡Nos enorgullece anunciar la Liga Incursion! Esta liga permitirá a los jugadores viajar en el tiempo para descubrir la ubicación de Atzoatl, el antiguo templo Vaal del Tesoro, y cambiar la historia de su construcción para crear el templo perfecto para recorrer. Esta actualización contiene un nuevo NPC, un templo gigante con más de 75 salas modulares, muchos jefes nuevos, docenas de cartas de adivinación e ítems únicos nuevos, 12 gemas nuevas, el gran relanzamiento de más de 20 habilidades icónicas, ¡y más! ¡Ingresa a la página de anuncio, ve el tráiler y echa un vistazo a los paquetes de colaborador nuevos!
Anunciada la nueva liga: Incursion
A ver.. no he creado el thread de la liga porq tendría q traducirlo y estoy teniendo dudas del funcionamiento de to esto. Se supone q segun jugamos nos encontramos al maromo ese que sale con el portal, nos abre uno temporal en plan "mata mata mata" (a lo breach) y en funcion de lo q has hecho se completa una sala para la incursion al pasado, y luego cuando se haga la incursión... lo q haces es recorrer las salas que has "construido" en plan raid / lab una detras de otra con sus conexiones entre ellas como elijas, y al acabar hay un reward ?
O me acabo de inventar to esto que he dicho?
Me gustaría probar el nuevo incinerate, tiene una pinta brutal pero luego veo las trampas nuevas y me parecen una pasada y rain of arrows... fuck GGG.
¿Qué opináis de los supporter packs? El high council es bastante probable que caiga.
#14 Lo que veras diferente son las nuevas skills y los los revamps de skills como el incinerate.
Tiene pintaca.
I've gone through all the recent posts from GGG and consolidated and simplified the information.
Disclaimer: All of this is subject to change by GGG blah blah blah.
Skills
Arc
- deals more damage for each remaining chain
Barrage
base of 5 projectiles per barrage (from 4)
reducing damage per projectile
- Each additional projectile is now effectively 20% more overall damage (down from 25%)
Bear Trap
applies a debuff on enemies that increases the damage they take from traps and mines
apply a significant movement speed reduction for a short time after the immobilisation phase has ended
Blast Rain
convert 100% of Physical Damage to Fire
penetrate 25% Fire Resistance by gem level 20
looking at more extreme mechanical changes to Blast Rain
Burning Arrow
more ignite damage / level
gain chance to ignite / level
At gem level 20: 49% chance to ignite and 68% more damage with ignite
Chance to Ignite
renamed to Combustion
Enemies ignited by supported skills lose up to 19% fire resistance
At gem level 20: 29% more fire damage, 49% chance to ignite, and -19% fire resistance on ignited enemies
Charged Dash
areas of damage don't overlap
Increase damage
pulse damage repeatedly when fully charged
This will come with major changes to how the damage output is modified by attack speed and movement speed.
Cold Snap
Increased damage
releasing a larger pulse that chills and applies a cold damage-over-time effect to nearby enemies
Deadly Ailments
increased damage boost to Ailments
reduced penalty to hits
At gem level 20: 64% more damage with ailments and 10% less damage with hits
Double Strike
- deal additional damage against Bleeding enemies
Elemental Proliferation
- radius increased to 12 at level 1, scaling up to 15 at level 20
Fire Trap
Removed cooldown
deals additional fire damage to burning enemies
burning ground from Fire Trap is much more intense but lasts a short time
slightly increase to damage
slightly increase to area
Level 12 Skill - first available from "The Siren's Cadence" quest
Fireball
more ignite damage / level
gain chance to ignite / level
At level 20: 39% chance to ignite and 88% more damage with ignite
20% more damage by level 20
+1 radius at level 20
Flameblast
gains 5% chance to ignite per stage
110% more damage with ailments per stage, up from 55%.
Freezing Pulse
less-extreme damage falloff
only drops to half damage at the end of its flight
increased damage
Ground Slam
larger area and a wider angle
improved damage
deals more damage to closer targets
The Threshold Jewel now is limited to 2, but with the same combined effect.
usable with Axes
Ignite Proliferation
more substantial boost to ignite damage
radius is 20 at gem level 20 (from 16)
deals 39% more damage with ignite
Incinerate
- complete overhaul - replacing projectiles with a repeating damage cone
Channelling
the front of the cone gets longer, and the sides of the cone get wider, creating a curved T shape
happens quickly
builds in damage
On release
unleashes a powerful wave of damage, dealing six times the damage
always ignites
deals significantly modified Ignite damage
Infernal Blow
maintain existing mechanic
main target now get an extra debuff when hit that can stack up to 6 times
- Applies on Ancestral Call hits too
- Explosion: target with this debuff dies / the debuff's duration expires / 6 stacks are reached
- deals a large portion of weapon damage in an area
Lightning Trap
Removed cooldown
increased base crit chance
large increased critical strike chance against Shocked enemies
Rain of Arrows
Each arrow deals area damage where they land
much larger area
Half of the arrows will drop randomly, while the other half will drop on targets over the area
target spread very even
"Additional Arrows" - increasing the total spread of damage without impacting damage to individual targets
Vaal Arc
reduced chain count to match regular Arc
splits every time it chains
with four chains, it can hit more targets, more rapidly
applies a long-duration, high-effect Shock
Increased damage
Increased minimum damage
deals more damage for each remaining chain
Vaal Detonate Dead
creates a locus on the ground that regularly pulses
Each pulse detonates up to 8 nearby corpses
After each pulse, it repeats again after a reduced delay, repeating until no corpses - remain or the delay reaches 0
uses the new Detonate Dead mechanic, resulting in more reliable damage over a larger area of effect and a better-looking series of explosions
Vaal Double Strike
doubled the number of Doubles spawned
doubled the Duration
doubled the number of uses that can be stored
The Doubles' base movement speed has been almost doubled and further increases as the skill levels, growing to 100% more Double movement speed.
Removed Active Doubles limit
deal additional damage against Bleeding enemies
Vaal Ground Slam
additional effects
deal more damage closer to the impact point
Vaal Lightning Strike
strikes the ground in front of you / hits an enemy - creates a sticky orb (attached to ground / enemy)
orb repeatedly unleashes cones of projectiles, aimed at nearby foes
- if the enemy is killed, the orb continues to fire projectiles
Vaal Rain of Arrows
same changes as Rain of Arrows
fire more arrows
repeat its rain multiple times
Replaced ‘Pin in Place’ with 75% Maim
Having a slow effect rather than preventing movement makes monsters more likely to keep trying to run at you, rather than just stopping and using any ranged attacks immediately. This makes the skill much more practical as crowd control.
Vaal Righteous Fire
applies a short duration burning effect based on a portion of Life & Energy Shield consumed
Removed the large damage hit
Modifiers apply similar to Righteous Fire's burning damage
Vaal Storm Call
now deal damage in an area of effect
strikes a fixed number of times over its duration
Other Vaal Skills are receiving significant reworks and numerical adjustments
######New
Unnamed Trap
chance to generate both Power & Frenzy charges when your traps are triggered
Critical Strike Multiplier for each Power Charge
increased Throw speed for each Frenzy Charge
Unnamed Traps
number of new Trap skills
make Trappers a lot more powerful this league
new trap skill as a level 1 "Enemy at the Gate" reward
Unnamed Vaals
- number of entirely new Vaal skills
Mechanics
increase the active trap limit significantly
Ignite now deals 25% more damage per second
Vaal Skill Gems
grant the regular and the Vaal version
Unique/Rare enemies grant souls as they lose life
Longer fights will generate more Vaal souls
prevent gaining Vaal souls for a short duration when used
- we can increase the power and reduce the soul cost
no longer have higher soul costs after your encounters with Kitava.
Souls stored per skill (previously per gem)
The Ancestral Call Support can no longer support Vaal skills. The same is still true of Multistrike Support and Spell Echo Support
Passive Tree
Shadow
starting area and other trap clusters
offered passives that increase all trap damage right away (previously between using elemental or physical damage)
Elementalist
- Beacon of Ruin
20% more Damage with Ignite
Proliferation radius is now 18 (from 12)
Breath of Flames
20% increased Fire Damage
20% increased Ignite Duration on Enemies
20% increased Burning Damage
20% Chance to Ignite
Breath of Flames cluster
10% increased Fire Damage and Burning Damage
10% increased Fire Damage and 5% Chance to Ignite
10% increased Fire Damage and Burning Damage
Holy Fire
20% increased Fire Damage
40% increased Burning Damage
15% Chance to Ignite
Celestial Judgement
- damage penetration increased to 5% (from 2%)
Ignite clusters
- +20-25% chance to ignite per cluster
Heart of Flame
- penetrates 6% fire resistance (from 3%)
Heart of Flame cluster
15% increased fire damage (from 12%)
entry node is 12% (from 10%)
Propagated onto Heart of Ice and Heart of Thunder
Future Intentions
Over time we will be trying to breathe new life into underused older skills with additional mechanics or significant mechanical reworks to make them feel like brand new skills.
Skill themes that can give players a flavourful character style by picking skills that fit the theme. A good example of this is the new set of Corpse-based skills. Full complement of Volcanic attack skills that deal fire damage.
Enabling new styles of gameplay. This will include taking existing skills that don't see much use and giving them unique twists or mechanics that separate them from the rest.
Elemental Equilibrium nerf
Curse buff
New League
Is 3.3.0 an Expansion or League?
Our March release blurred the line between an expansion and a league (with a league alongside a significant Ascendancy revamp, introduction of the Uber Elder fight and new skills). We are pitching 3.3.0 in a similar way. It is branded as a league, but is certainly a large release compared to leagues of the past.
What's 3.3.0's League like?
When designing 3.3.0's league, we wanted to reinforce the core of what makes Path of Exile fun to play: killing monsters, gaining experience and earning items in every area you enter.
If you enjoyed leagues that involved a lot of monster-killing like Ambush and Breach, you'll certainly enjoy this one.
Disclaimer: All of this is subject to change by GGG blah blah blah.
Edit: phrasing.
Edit2: I'll add the new info when I get home in a few hours.
#16 A mi el efecto me mola, pero los armour set me parecen muy sin más, yo seguramente también piye ese pero porque quiero coger alguna cosa de tienda.
Brutal la nueva liga, estos de GGG se la sacan cada vez más y mejor, las ligas ahora son expansiones completas, a ver si otras compañías aprenden, ejem....
Una cosa que me ha preocupado es que esta mecánica deja muy de lado las partidas en grupo, es decir, si os metéis 5 o 6 personas allí en la máquina del tiempo y es tu Vaal Temple, quien me dice que van a seguir lo que tu quieras hacer? O que la llave le salga a otro de la party y abra la puerta que no quieres abrir, o que en vez de dejar 1 arquitecto vivo, la party se los carga a los 2.
Está claro que si te metes en party con colegas no pasa nada porque lo habláis en discord, pero party random va a ser una locura y poca gente lo hará (yo no juego con randoms pero siempre hay que ver todos los puntos de vista posibles)
A priori parece que te vas a tener que salir del mapa para hacer otro de cuestionable loot. Si la recompensa por hacer estas salas no es muy tocha,en principio no me gusta nada :S
#27 Pero te sales a hacer "mini breachlords", que digamos tiene los beneficios de encontrarse una Zana en un mapa, osea... más bichos y más drop de mapas (previsiblemente)... si es el caso y no hay que estar esperando a Zana 8 para poder mapear bien, a mi ya me vale.