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Incline Path of Exile 2 - now available on Early Access

Peachcurl

Arcane
Joined
Jan 3, 2020
Messages
10,776
Location
(╯°□°)╯︵ ┻━┻
I would love to turn my build on its head, and use totems to support my minions, rather than the other way round. The warbringer minions are the only ones you can pretty much summon at will, besides SRS.
For instability, they should also have more max life than SRS, though they are one of those minions where you can't see the max life in skill stat.

Problem is that minion and totem nodes on the tree are not that convenient to combine :/
If you are going to go minion explode you want to use Detonate Dead, it uses 20% of maximum life as damage. You want to use lvl 3 support that lets you treat your permanent summons as corpses. Problem is that no such minions have good life. I watched a build from a guy that uses some unique boots that blow up corpses and turn them into poison clouds or something. He experimented with these builds and could not find any that were good except the one with the unique boots and none that work in boss battles.
Did he try the warbringer minions as well? I have no idea how much life they have.

Also, did he try Warcallers Bellow? That one does 25% max life damage...

(note: those two options of course don't combine)
 
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Jermu

Arbiter
Patron
Joined
Aug 13, 2017
Messages
1,670
View attachment 58791

well I have played quite a lot, for some days been blasting T15 maps (lvl 90 now)
my retarded opinion so far is that softcore there is not much benefit going defensive slower build
rather glass cannon T15 maps in 5 minutes and die every 1/10 maps than do T15 maps in 10 minutes and never die, there is not much punishment for dying other than losing map (unless u wanna grind to 99)
hope I get good enough before reset so I can do hardcore

also sad that I accidentally picked meta skill, too strong now when I have figured out decent build + gear is getting there. I probably do 1 more video T15 mapping after I get couple more gear upgrades I'm looking for and test harder bosses

tldr nerf spark + cannibalism
Stormweave Firewall+ spark?
mainly spark dont need anything else when u 1 shot normal mobs and maybe 1 sec of casting for elites
 

frajaq

Erudite
Joined
Oct 5, 2017
Messages
2,594
Location
Brazil
holy balance Batman

HNvxypF.png
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,363
holy balance Batman
Nothing to do with balance.

Just few days ago people were meta other class but someone found another new meta and people switched over. That's how meta works. People are interested in getting rewards not playing game lol.
 
Joined
Dec 19, 2012
Messages
1,805
Hey now, I've been playing my Lightning Arrow Deadeye from day 1 :rpgcodex:

I do see a lot of grumbling about the class in Global chat, it wouldn't surprise me to see a nerf bat next patch cycle.
 

Kruyurk

Learned
Joined
Nov 16, 2021
Messages
500
Maybe it is not meta or balance but rather that most people want to play a simple build that pewpews from a distance.
 

aloeh

Educated
Joined
Jan 18, 2021
Messages
75
Location
Brazil
I have a Infernalist in maps, and a DeadEye and StormWeaver after the first trial.

I'm in love with deadeye, the sorc is ok and the minion infernalist is melting my cpu.
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,780
Lol this guy, he has the most important "review" of poe2:

"GGG earned my brownie points cos of some minutiae ingame dumbass commentary they might even patch out in moments notice and noone would even notice anyway but me!"
absolute state of "gaming"
 
Joined
Dec 19, 2012
Messages
1,805
Lol this guy, he has the most important "review" of poe2:

"GGG earned my brownie points cos of some minutiae ingame dumbass commentary they might even patch out in moments notice and noone would even notice anyway but me!"
absolute state of "gaming"

Yes but What do you think about tit size of the Witch? :D


well, as far as his criticism about not enough fan-servicey outfits- they definitely do exist, albeit mostly they seem to be tied to mage robes and uniques with dubious practical use:

20241217175449-1.jpg


i do recall GGG saying all the MTX from POE1 would be ported over to the sequel. i do hope we see skin transfers and hide helmet sooner rather than later. for like 80% of my playthrough my ranger was wearing a big poncho and a stupid hat.
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,780
Lol this guy, he has the most important "review" of poe2:

"GGG earned my brownie points cos of some minutiae ingame dumbass commentary they might even patch out in moments notice and noone would even notice anyway but me!"
absolute state of "gaming"

Yes but What do you think about tit size of the Witch? :D


....

Props where it's due for giving (next to) no helmet as affliction reward.

And foot the bill for outfit skin transfer lol.
 

TedNugent

Arcane
Joined
Dec 16, 2013
Messages
6,745
From my understanding you want dps for the campaign and defenses for maps. Also for maps you want to go hybrid armor/evasion or you are still going to be dying
So, something like Explorer Plate rather than Full Plate is preferred in maps?

Stupid comment, but what in the world are maps? I just got to Act 1 cruel.

I still haven't picked up an ascendancy because I can't decide on one....

He plays 1h which is scuffed since there aren't good skill options that scale with speed or added dmg. That 1.4s sunder windup makes it completely worthless for 1h.
Am I nerfing myself using 1H?


In that vid someone posted, dude was using titan's grip/monkey grip 2h and shield, I figure that's the way to go, but god damn it that's a lot of strength to invest in.
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,780
It's about resists.

In Path1 you got : lose 30% from all resistance at act5 and act 10 ( elements and chaos but not physical). So if you have none on gear and tree you'll be -60% eg ripe for one-hit. Even 50-60% is not safe.

It's the same in 2 albeit -10% every act end (adds up to -60). This is shittier (and no flask ailment removal or pantheon lul). In 1 you spend time crafting and aura to solve it at act5 and before maps. Now you are walking on eggshells. Streamers were in big trouble bc. of this at reaching maps (endgame content). In 1 you can even solve stun with flask and swap flask if you know certain boss has poison/lightning etc . Even 1 has such shittiness you die with 50% chaos res and 6k hp to poison DoT on the spot if you have no immune bc only that counts (just happened to me in breach). So thats why this CI (chaos inoculation) talk (poison is chaos dmg).
 
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TedNugent

Arcane
Joined
Dec 16, 2013
Messages
6,745
This Mektul fight is annoying as fuck, Jesus Christ. Literally doubled my DPS, multiple DPS nodes, new weapon, optimized gems, was literally on the last step when he went down.

Had to gem bleed into sunder for it to actually deal any damage. This spell is straight dogshit with a one hander. Bleed damage is good on its own since the skill itself does nothing, but yeah, consuming broken armor is worthless.

Gonna be speccing into yet more DPS nodes. Yikes. Wakeup call.

Would be nice if they didn't have a good 40% of the abilities on warrior forcing you into dealing fucking fire damage. If I wanted elemental I would have played sorceress (and actually had the latitude to pick the element needed based on the boss vulnerabilities).
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,497
if i take CI, does bleed auto kill me?
No, I think they've said you basically get immunity to corrupted blood and bleeds (or something like this). In POE1 it just drains ES until it expires or you remove it via flask mod / skills
To be more precise, to be able to bleed a target you have to damage their life pool. So they have to reduce your whole ES first to be able to bleed you (and then you are dead anyways with CI). Another difference to POE1 is that chaos damage no longer bypasses ES but does 2x damage to ES. But Poison does bypass ES and deals straight life damage and can be applied even if you have ES.

Also did you guys notice that when you activate a checkpoint during the campaign it autoheals your characters and I think also fills your potions. Not sure if it works same in maps
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,497
From my understanding you want dps for the campaign and defenses for maps. Also for maps you want to go hybrid armor/evasion or you are still going to be dying
So, something like Explorer Plate rather than Full Plate is preferred in maps?

Stupid comment, but what in the world are maps? I just got to Act 1 cruel.

I still haven't picked up an ascendancy because I can't decide on one....
In endgame (maps) you want evasion as well as armor as evasion gives you dodge chance and that dodges enemy attacks and spells (except AoE attacks and spells) of all elements.
People that went full armor and just block didn't have a good time. If you are going to go melee and stand in place for too long you want armor, evasion and block. You can probably skip on armor if you can get another defense mechanic like ES or that mana absorbs part of your incoming damage
 

Matador

Arcane
Patron
Joined
Jun 14, 2016
Messages
1,705
Codex+ Now Streaming!
New Path notes. Lots of :balance: changes, but they haven´t addressed the map size problem, which is the main issue of the game IMO. At least we can now teleport between checkpoints.

0.1.0e Patch Notes​

GGG

General Improvements and Changes
  • Added the capacity to fast-travel between Checkpoints within an area. You can now select checkpoints which will bring up your Map Overlay allowing you to select other Checkpoints you have discovered in the area to travel to them immediately. Many more checkpoints have been added to areas generally at all the entrances and exits to areas, meaning if you find those first, you are able to instantly travel to them if you choose to go back and explore an area.
  • Passive Point Respeccing has been made cheaper especially at higher levels, it had a relatively aggressive curve getting more expensive with character level, we have flattened that curve so it doesn't exponentially grow as much. For Example, this should generally result in an approximately 40-50% less Gold Cost for respeccing between the start and middle of Endgame progression.
  • Added a shortcut to open a skills advanced information display by right-clicking the skill on your Skill Bar.
  • You can now compare equipped Flasks when using a Gamepad.
  • Added Chance Shards to the Currency Exchange.
  • Added a button to travel to your Guild Hideout when interacting with the Waypoint.
Endgame and Monster Balance
  • Maps no longer have additional elemental resistance penalties inherently applied at Tier 6 and Tier 11 or higher Maps. It is now consistent across all of the Endgame.
  • Critical Strikes from Monsters now deal 40% less bonus Damage.
  • Chaos Damage now scales less aggressively over the Endgame.
  • The Ground Laser and Ground Lightning abilities used by the Runed Knight in Expedition Encounters now deal substantially less Damage.
  • The Waystone Modifier that adds Burning Ground to your Maps no longer increases in coverage or area with higher Tier Waystones.
  • The 'Siphons Flask Charges Modifier' on Monsters now drains ten-times less Flask Charges per second. (This was unintentional).
  • Disabled the Volatile Crystals Modifier, to be revised in the future pending telegraphing improvements.
  • The Trail of Fire monster Modifier now deals 30% less Damage and lasts for 3 seconds (from 5 seconds).
  • The Trail of Lightning monster Modifier now lasts for 4 seconds (from 8 seconds).
  • The Trail of Ice monster Modifier now lasts for 4 seconds (from 8 seconds).
  • The Purple Explosives created by the Volatile Plants Modifier on Rare Monsters now deal significantly less Damage.
  • Packs of Prowling Chimeral's in Maps now contain less of the Prowling Chimerals and spawn alongside some Zombies.
  • Lowered the baseline monster density of Breach Encounters, primarily by reducing the frequency of the "Elite" monsters appearing.
  • Fixed an inconsistency in the different types of packs that could spawn during Breach Encounters, you should now see more different types of Monsters appearing on an area to area basis.
  • The volatiles spawned by the Volatile Fiends Trial of Chaos Modifier now accelerate over time.
  • The Stormcaller Runes Trial of Chaos Modifier are now smaller, take longer to charge up when standing inside and give more time to escape once triggered. The Runes now also get larger as the Modifier is upgraded.
  • Improved the hitboxes on a number of abilities used by Blackjaw, the Remnant.
  • The Crossbow variants of the Decrepit Mercenary monsters that dealt Fire damage now deal less damage.
Trial of the Sekhamas Improvements
  • Honour Damage now scales down based on distance to enemies, you now take up to 35% less Honour Damage when in close range, tapering as you are further away from Monsters.
  • Fixed a bug where Damage over Time was dealing three-times as much damage to Honour as intended in the Trial of the Sekhemas, and fixed a bug where Honour Resistance was only applying to two-thirds of that damage taken. (This got confusing for us too).
  • Skitter Golems no longer use basic attacks and instead now just explode as their attacks were largely unavoidable when in Melee Range.
  • Serpent Clan burrow and ambush attacks now have improved visual telegraphing and cannot be used from as far away.
  • Volcanoes created by Rattlecage's Fissure Slam now last half the duration.
  • Added keyword hover for the Honour mechanic in the Trial of the Sekhamas.
Skill Balance
  • Rolling Slam's Second Slam now deals 50% more Damage to Heavy Stunned Enemies
  • Ice Shot Shards (Secondary) now gains additional Projectiles as it Levels up
  • Ice Shot Shards now targets within 90 Degree Cone
  • Ice Shot Shards now travel further base (200ms, from 100ms), to be tested & iterated.
  • Ice Shot Arrow & Projectiles are now smaller and are the same size as other arrows.
  • Electrocuting Arrow Base Duration to 25 seconds (from 12), Doubling Quality Bonus also.
  • Barrage now has 25% Less damage on Barraged Attacks [From 60% Less] at Level 1, same Scaling Per Level.
  • Barrage now has +2 Repeats base, from +1.
  • Shockchain Arrow's Shockwaves now deal 100% more Damage.
  • Sniper's Mark cooldown reduced from 6 seconds to 2 seconds at all Levels.
  • Combat Frenzy now can now gain a Frenzy Charge no more than every 3 seconds (from 7 seconds) at Level 1, to approximately 1.5 seconds at Level 20.
  • Stormcaller Arrow's Bolt now gains additional Impact Radius as it Levels.
  • Vine Arrow's Damage over Time has been adjusted, it is now slightly higher at Lower Levels, and substantially lower at Higher Levels. The intention of this ability was that you poison it to spread poisons, as opposed to the vine itself dealing immense amounts of Damage.
  • Tornado Shot's Damage over Time has been adjusted, it is now slightly higher at Lower Levels, and substantially lower at Higher Levels. The intention of this ability was to propagate your other Bow skills, as opposed to doing an immense amount of damage itself.
  • Magnetic Salvo can now only use your stuck Lightning Arrows as opposed to those created by your Party Members.
  • Increased the damage growth per level on Unearth (non-Minion component), Bonestorm, Bone Cage, Bone Blast (Wand Skill) and Power Siphon (Wand Skill). Results in approximately 50% more damage at Gem Level 25.
  • Increased the damage growth per level on Essence Drain, Contagion, Profane Ritual and Chaos Bolt (Wand Skill). Results in approximately 33% more damage at Gem Level 25.
  • Bone Cage base Critical Strike Chance has been increased to 15% (from 13%).
  • Skeleton Arsonists' Spirit Costs now match Frost and Ice Mages from Level 5 onwards, making them more expensive while keeping their costs early-game the same.
  • Bone Offering Explosions now have 15% Critical Strike Chance (from 13%).
  • Resonating Shield, Shield Charge and Shield Wall now have 6-8 added Physical Damage per 15 Armour on your Shield at all Levels.
  • Resonating Shield radius increased to 2.3 metres (from 1.8 metres).
  • Shield Wall explosions increased to 4 metres (from 2 metres).
  • Shield Wall now can create a maximum of 2 walls (from 1 wall).
  • Siege Cascade now has an Attack Time of 75% (from 55%).
  • Siege Cascade now searches for targets in a 3.5 metre radius (from 2.5 metres)
  • Siege Cascade now has 50% more Damage against Immobilized Enemies (from 200%)
  • Siege Cascade's Explosion now deals 167% more Damage (accounting for the decrease in damage against Immobilized Enemies).
  • Siege Cascade now has 30% less Reload Speed (from 50% less).
  • Siege Cascade's Quality is now 2% Damage against Immobilized Enemy per Quality (from 4%).
  • Stormblast Bolts now has a maximum of 30 active Bolts (from 9).
  • Stormblast Bolts now has 5 Bolts in the Clip (from 3).
  • Stormblast Bolts now has 30% less Reload Speed (from 50% less).
  • Plasma Blast now has 47% more Damage with its Initial Hit and 25% less Damage with its Explosion, causing it to rely less on colliding with walls to deal enough damage.
  • Artillery Ballista's explosion radius increased to 1.8 metres (from 1.4 metres).
  • Artillery Ballista's Damage increased by approximately 21%.
  • Gathering Storm's Perfect Dash now deals 53% more Damage.
  • Wave of Frost now has 275% more Freeze Buildup at all Levels (from 150% scaling up over levels).
  • Staggering Palm's duration now scales with levels. It has 6 second duration at Level 1, scaling up by 0.2 seconds per Level (from 6 seconds at all Levels).
  • Staggering Palm's Projectiles now deal 20% more Damage at all Levels.
  • Concoction skills from the Pathfinder Ascendancy Class now consume 3 charges from Mana Flasks (from 5). Their damage has been increased and deal approximately 66% more Damage when the skill is Level 20. In addition the base added damage has been increased by at least 50% for all Concoction skills, with Poisonous and Bleeding Concoction receiving greater damage buffs. Fulminating Concoction now has a Critical Strike Chance of 8% (from 6%), Shattering Concoction now has a Critical Strike Chance of 11% (from 7%), Explosive Concoction now has 100% more chance to Ignite Enemies and 100% more magnitude of Ignites inflicted, Fulminating Concoction now has 100% more chance to inflict Shock and Shattering Concoction now has 100% more Freeze Buildup.
  • The Hunter's Talisman passive skill Notable now grants +1 Charm Slot. The small passive skills leading up to it now grant the stat it formerly gave. The Charm helper text has been updated to indicate that you cannot have more than three Charm Slots unlocked, so that we can add more sources of it in the future.
  • Added a new Lightning Damage and Electrocute Cluster to the passive tree in between the Ranger and Monk sections.
  • The Heavy Frost Notable Passive Skill now causes Hits to only ignore Enemy Resistances of Frozen Enemies if their resistance values were positive.
  • Supercharged Slam now builds up stages slower but gains 40% more Damage per Stage now (from 20%). This may display as 20% still incorrectly until a later patch.
  • Electrocute is now 25% harder to Buildup. (But the Damage Penalty has been removed from the Support Gem)
  • It is now more difficult to chain-freeze enemies, by reducing the amount of Freeze Buildup applied after a Freeze has been applied.
  • Added a marker effect to Ember Fusillade's preferred target.
Support Balance
  • Added the Tremors Support Gem. Which can be used to give up to multiple more Aftershocks to Skills, with a damage penalty.
  • Added the Bidding Support Gem. Which can be used to give more damage to the Command Skills of Supported Minions.
  • The Fire Exposure, Lightning Exposure and Cold Exposure Support Gems no longer penalize Damage of Supported Skills. They now have a Mana Cost Multiplier of 120%.
  • The Electrocute Support no longer penalizes Damage. Instead it now prevents the Supported Skill from being able to Shock.
  • The Lacerate Support now grants 50% chance to Bleed (from 30%).
  • The Envenom Support now grants 50% chance to Poison (from 60%).
  • The Impact Shockwave Support now has an aftershock radius of 2 metres (from 1.4 metres).
  • The Bidding Support now grants 30% more Damage to Minion Command Skills (from 20%).
  • The Considered Casting Support now only supports Spells you cast yourself. It also now grants 40% more Spell Damage (from 25%) and 15% less Cast Speed (from 10%).
  • The Aftershock Support now has 25% chance to cause an Aftershock (from 20%).
  • The Mobility Support no longer has a Damage Penalty, but applies 30% less Movement Speed Penalty (from 40%).
  • The Execrate Support now has 100% chance to inflict Ailments (from 50%).
  • The Ricochet Support now has 40% chance to Chain from Terrain (from 20%).
  • The Withering Touch Support now has 25% less Damage (from 50%).
  • The Ferocity Support now has 40% more Skill Speed when consuming a Frenzy Charge (from 30%).
  • Changed the Wildshards Support Gem to fire projectiles in a Circle instead of a Spiral pattern.
  • The Decaying Hex Support now deals 60% of Intelligence as Chaos Damage per Second (from 30%).
  • The Stomping Ground Support's Shockwave now deals 80% to 120% of your Strength as Physical Damage (from 20 to 30%).
Item Balance
  • The Charm Modifiers on Belts have been made substantially more common and now appear at much lower levels. The 'of Symbolism' Modifier now appears from level 23 onwards, and the 'of Inscription' Modifier now appears from level 64 onwards.
  • The unique item The Adorned now applies to Time-Lost Jewels.
  • The Time-Lost Jewel Modifier 'of Regeneration' now applies 3-7% increased Life Regeneration Rate to Notables in Radius, from 1-2%. Existing versions of this item will not be updated unless a Divine Orb is used.
Bug Fixes
  • Fixed a bug where the Unique Item Maligaro's Virtuosity was granting the wrong amount of Critical Damage.
  • Fixed a bug where the Crumbling Walls Atlas Passive Notable was applying to Maps that didn't contain Breaches.
  • Fixed a bug where the stat granted by the Organized Forces Atlas Passive Notable was causing less Waystones to drop due to trying to upgrade them to a Tier that didn't exist.
  • Fixed a bug where interactables would remove the player from Demon Form.
  • Fixed a bug where certain rare monsters would respawn at checkpoints after consuming their corpse.
  • Fixed a bug where leveling a skill gem incorrectly displayed the level change when it was supported by gems which granted additional skill levels. This was purely a visual issue.
  • Fixed a bug where Unearth didn't work with the Sacrifice Spirit Gem.
  • Fixed a bug where the Elemental Expression skill from the Invoker Ascendancy Class had an incorrect hitbox.
  • Fixed a bug where the Monk Ascendancy node 'Embrace the Darkness' would desync when losing Life and Energy Shield.
  • Fixed a bug which prevented party members from entering the Xesht fight once it had begun.
  • Fixed a bug where the Cosmetics Equipment UI was missing the tier selector for some slots.
  • Fixed a bug where the Trialmaster encounter dialogue failed to play.
  • Fixed a bug with the Rising Tempest Support where it was giving More Damage per Elemental Skill used rather than More Damage per Elemental Type that was used.
  • Fixed a bug where pathfinding could cause jittering of the character in some cases.
  • Fixed a bug where destroying items in hideouts wasn't possible.
  • Fixed a bug where Frost Wall segments could leave phantom walls, causing invisible blocking.
  • Fixed a bug where implicit abilities on non-weapon unique items required a low level to use.
  • Fixed a bug where the Chronomancers 'Debuff Expiry Rate' nodes were applying to Quicksand Hourglass, extending its cooldown.
  • Fixed a bug where Ember Fusillade could fail to target enemies.
  • Fixed a bug where the Sacrifice Spirit Gem couldn't target minions with Profane Ritual.
  • Fixed a bug where the Explosion from the Armour Explosion Support could explode inanimate objects.
  • Fixed a bug where some Spirit Gems displayed an incorrect error message.
  • Fixed a bug where the Arbiter of Ash area level wasn't being increased with difficulty.
  • Fixed a bug where Emergency Reload wasn't put on cooldown if you were using two Emergency Reload Skill Gems.
  • Fixed a bug where the Energizing Bolt Flask effect didn't work.
  • Fixed a crash on Gamepad where Concoction skills from the Pathfinder Ascendancy Class would cause a crash when changing areas.
  • Fixed a bug where some players would disconnect when trying to enter maps in the Ziggurat Refuge, or guild hideouts while in a party.
  • Fixed a bug where the Explosion from the Armour Explosion Support could trigger itself recursively.
  • Fixed a bug where Ice Shot was unable to cause Freeze buildup.
  • Fixed a bug where some volatiles in the Trial of Chaos would follow the player up elevators.
  • Fixed a bug where Inscribed Ultimatums and Djinn Baryas dropped in Cruel would incorrectly tell you that you could get Ascendancy Points by completing them, even if you wouldn't.
  • Fixed a bug where Ballista skills didn't work with Tornadoes created by Tornado Shot.
  • Fixed a bug when using a Gamepad where the Hide Sockets option did not work.
  • Fixed a bug when using a Gamepad where you couldn't see Distilled Emotion recipes on the passive tree.
  • Fixed a bug when using a Gamepad where you couldn't access the Portal Access settings while viewing the hideout stash.
  • Fixed a bug where creating Solo Self-Found characters wasn't possible when using a Gamepad while Migrations are disabled.
  • Fixed a bug when using a Gamepad where you couldn't use the shortcut bind to open chat.
  • Fixed a bug when using a Gamepad that caused it to take multiple attempts to change the tier selector of Microtransactions.
  • Fixed a bug when using a Gamepad where you couldn't set an individual price on an item in premium stash tabs.
  • Fixed a bug when using a Gamepad where you couldn't socket jewels into specific unique items.
  • Fixed 12 Client Crashes.
  • Fixed 3 Instance Crashes.
 

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