Path of Exile Dev Tracker

(2019) What We're Working On

This thread was added on January 23, 2019, with posts from Bex_GGG, Natalia_GGG.

Original Post

Over the weekend, we launched Path of Exile: Expedition! We've been really enjoying watching the community play through the new content and conquer the challenges that lie within. We have deployed many hotfixes and a restartless 3.15.0b patch so far, and have more coming! This post provides more details.

A lot of players have tried to derive our player concurrency numbers based on the data shown for Steam users, and have expressed concern that fewer people played this expansion than the previous two. To be transparent, the number is that 23% fewer players joined us at launch compared to our all-time record, and this is something we were prepared for. In addition to the normal variance between releases, we completely understand that Path of Exile had a lot of changes in 3.15 and this is definitely unnerving to some players. Thank you to everyone who has tried it out so far. We're really enjoying reading about your experiences playing with the recent changes.

Since release, we have released the following patches:

3.15.0 Hotfix 1

  • Applied a tentative fix to a new graphical T-posing issue.
  • Fixed various instance crashes.

3.15.0 Hotfix 2

  • The Reaper created by the new Summon Reaper skill gem now has better survivability at all levels.
  • Fixed a bug where the bleeding damage modifier on Summon Reaper wasn't applying.
  • Fixed a bug where The Reaper would sometimes try to consume non-minions.
  • Fixed a bug where Boneshatter's self hit didn't trigger when-hit events.
  • Fixed a bug where Unearthed Zombies could be revived by Necromancers into a broken state.

3.15.0 Hotfix 3

  • Allowed Expedition Vendor Reroll currency items to drop from Excavated Chests as well as Runic Monsters.
  • Fixed an exploit where PvP-only characters could try to buy items from the Expedition vendors.
  • Fixed an instance crash related to Instilling Orbs.

3.15.0 Hotfix 4:

  • Fixed a bug where some instilled flask mods could remove grace period when entering new areas.
  • Fixed an instance crash.

3.15.0 Hotfix 5:

  • Fixed a client crash that could occur when using Forbidden Rite.
  • Fixed an instance crash related to Lion's Roar.

3.15.0b (from earlier today):

  • Applied another tentative fix for the graphical T-posing issue.
  • Fixed a bug where Divergent Eye of Winter did not have a description for its alternate quality effect.
  • Fixed a bug where non-unique Iron Flasks were not dropping.
  • Fixed a bug where you could not sell items to Tane in Tane’s Laboratory.
  • Fixed a bug where mini life bars were not shown for allies on full health.
  • Fixed a bug where the audio for player footsteps was too loud.

Soon:

  • Added the missing affix name for the "Chance to avoid being Stunned during Flask Effect" mod.
  • Added display for quantities of Expedition Currency in vendor windows.
  • Fixed a bug where the art for Alternate-art Flasks was not displaying
  • Fixed a bug where the labels for Delve Chests and Azurite were not displaying.
  • Fixed a bug where Skin of the Loyal was unable to roll blue sockets.
  • Fixed a bug where gaining or losing modifiers that change the effect of Freeze on you, such as from an Aquamarine Flask, would not immediately update the effect that pre-existing freezes were having on you.

So far today we have been discussing a variety of community feedback and have either explanations or changes planned for a number of topics, which are listed below. Please note that this is not a complete list yet - we're still discussing many other topics but this is the set we are ready to talk about. We'd much rather get this first post out now rather than wait for it to be an exhaustive list.

Can the Merchant Vendor Windows show you how many Runed Artifacts you have?

Yes, we are working on making it so that the vendor window displays how many artifacts of the relevant type you have available for trading with the Expedition merchants. We'll release this feature as soon as it's ready (but it may be a few days).

Expedition Vendor Refresh Currency is too Rare!

The team are discussing increasing the rate that you find vendor reroll currency items for Rog, Tujen and Dannig. Gwennen's was already 4x as high as the others and is in a good place. We'll probably have a value for this decided by tomorrow.

Also, we are discussing increasing the stack sizes of vendor reroll currency items and all Expedition currency in higher maps. This should make playing in hard maps more rewarding than trying to farm specific campaign areas.

Were the Mana Cost Multiplier changes on Support Gems too Extreme?

Yes, they were too extreme. Based on feedback and data, we are reviewing the mana cost multipliers again and will be reducing many (but not all) of them. While this will ease the impact on your mana by a moderate amount, the goal is still that mana matters a lot more than it did before.

Are there any Changes coming to Ailment or Curse Immunity?

Ailment Immunity granted by flasks is being increased from 1 second to 4 seconds. Staunching Flasks will make you immune to Corrupted Blood, if they remove Corrupted Blood from you. Arctic Armour will grant Freeze Immunity. Aquamarine Flask is being buffed from 40% to 60% freeze reduction. The map mods that curse the player no longer apply the curses with increased effect.

I hate Goatmen. Tell me some good news.

We're nerfing Goatman Leap Slams and Molten Shells in the late game.

Why does Expedition have Twenty types of Currency?

We thought it would be helpful to explain how we ended up with so many currency items in Expedition:

  • Each of the four vendors needs their own type of currency. If we had one unified currency that works across all vendors, then the correct behaviour would be to determine which of the vendors technically has the best expected value, and to spend all of your currency with them. As it stands, there's incentive to use each of the different novel trade methods and not ignore any.
  • Each of the vendors needs several tiers of currency. We experimented with just one tier internally, but this basically became a gold system. By having multiple tiers that do different things and have uncertain exchange rates between them, we get all the advantages of Path of Exile's currency system and avoid the dangers that having gold would cause. Here's a very old news post from over 10 years ago that describes our philosophy here!
  • Each of the vendors has a separate currency for rerolling their inventory that differs from the ones that you spend buying things from them. This is intentionally different so that you have competing scarcity - sometimes rerolls bottleneck you and sometimes purchasing items does. Again, trying to prevent the bad consequences of having something similar to gold.
  • Dannig exchanges his artifacts for ones from other vendors, giving you a limited ability to smooth out temporary shortages in currency availability. Also, all the vendors will wait for you if you have to go and come back with currency later.

This results in twenty currency items for use at the vendors, which does feel like a lot. However, because you can immediately stash them into the Expedition Locker after an encounter, the variety of currency types doesn't really cause additional inconvenience. Regardless of whether we had one type, four types or twenty types, you'd still have to pick up a few items and stash them.

We feel that the gameplay benefits described above (plus the ability to immediately stash them in the field) justify the number of currency items that the league uses. Having said that, we hear you. There are too many types of splinters in Path of Exile. We will be mindful of this for the design of future releases.

Where is the Mystery Box?

We expect to release it tomorrow morning! It's slightly late this cycle because one of our team members had a family emergency, but that's all resolved and everyone is fine.

Quick PSA about how Remnants Work

We quickly wanted to clarify this because some players misunderstood it. Sorry for not being more clear!

Remnants are detonated in a sequence (as your chain of explosives reaches them). When one is detonated, its effects apply to the monsters unearthed by that blast and all subsequent blasts. This is one of the things you need to consider strategically while planning where to place the explosives. You do not need to wait until all explosives have gone off before you start fighting the monsters.

There are many more topics that we are going through that our discussions haven't reached yet. In the interests of communication, this post represents where we're up to so far. We felt it was better to post this now rather than wait a few days until everything has been discussed. We'll let you know as we decide more stuff on other topics. Thanks for the ongoing feedback!

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Last week we posted an outline of our development plans for 2019. We also wanted to keep you up-to-date about what we're specifically working on at the moment.
Earlier this week, we deployed Patch 3.5.2 which addressed many of the remaining bugs with Betrayal. Since then, we have been doing server and client hotfixes for remaining issues. We are keeping a close eye on bug reports and will continue to fix things as they crop up.
Next week we're starting the press tour for 3.6.0 where we'll show journalists what the upcoming expansion includes. We expect to announce full details on approximately February 14. We can't wait to show you what we've been working on since Betrayal.
The finishing touches of the PlayStation 4 version are almost done, and we're going through the relevant certification and approval processes. It's looking very likely that it'll launch alongside 3.6.0, or even before it with a Beta. We'll let you know more information as we get it!
ExileCon planning progress is going well and we hope to open up ticket sales as soon as we have worked out the subtle logistics of pass types, whether and where there's a party, etc, etc. This is likely in the next couple of weeks (which would give people a decent 9-10 month buffer of time to prepare!)
Remember to check out the community race event that Kammell has arranged this weekend!
Last week we posted an outline[www.pathofexile.com] of our development plans for 2019. We also wanted to keep you up-to-date about what we're specifically working on at the moment.
Earlier this week, we deployed Patch 3.5.2[www.pathofexile.com] which addressed many of the remaining bugs with Betrayal. Since then, we have been doing server and client hotfixes for remaining issues. We are keeping a close eye on bug reports and will continue to fix things as they crop up.
Next week we're starting the press tour for 3.6.0 where we'll show journalists what the upcoming expansion includes. We expect to announce full details on approximately February 14. We can't wait to show you what we've been working on since Betrayal.
The finishing touches of the PlayStation 4 version are almost done, and we're going through the relevant certification and approval processes. It's looking very likely that it'll launch alongside 3.6.0, or even before it with a Beta. We'll let you know more information as we get it!
ExileCon planning progress is going well and we hope to open up ticket sales as soon as we have worked out the subtle logistics of pass types, whether and where there's a party, etc, etc. This is likely in the next couple of weeks (which would give people a decent 9-10 month buffer of time to prepare!)
Remember to check out the community race event[www.pathofexile.com] that Kammell has arranged this weekend!
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We are just over a month into the Synthesis League. As we look ahead to the remainder of the league, we wanted to give you an indication of what to expect and give you a general scope of what the team is working on.
Later this week, we're planning to deploy a small patch on PC that includes a few bug fixes as well as some backend changes that won't affect players but will improve infrastructure.
In just over two weeks we plan to announce the full details of an end-of-league event that we expect to begin around the 10th of May. We are currently investigating whether this event will be possible on console. It looks likely so far. This is likely to be something in the vein of either a Mayhem/Turmoil pair or Flashback. We always love to see community highlights from these events and can't wait to see what shenanigans you get up to!
We are currently planning to announce our 3.7.0 expansion between the 17th and 24th of May although we will give you a firmer indication of the timing as we get closer to the announcement. We'll go into more detail about its exact contents when we announce it, but can confirm that there is a significant balance focus on Melee and a League of a simpler scope than the last few. Our internal playtest version of the new league is much further along than leagues normally are at this point in the development cycle. We're hoping it'll be a new fan-favourite.
The current end date for the Synthesis League on PC is Tuesday June 4th at 10am NZDT. This may change as we get closer to it but we will let you know. Synthesis will end on console when the 3.7.0 league is launched.
We are also considering ending Synthesis on PC when the 3.7.0 expansion launches so that people can continue to play right up until launch if they so wish. We are very keen to see how the community feels about this before we go about changing it. Let us know your thoughts! Related to this, we are interested in feedback on whether players would prefer that we have leagues run up until when the next one starts on PC, rather than ending a few days beforehand.
We are just over a month into the Synthesis League. As we look ahead to the remainder of the league, we wanted to give you an indication of what to expect and give you a general scope of what the team is working on.
Later this week, we're planning to deploy a small patch on PC that includes a few bug fixes as well as some backend changes that won't affect players but will improve infrastructure.
In just over two weeks we plan to announce the full details of an end-of-league event that we expect to begin around the 10th of May. We are currently investigating whether this event will be possible on console. It looks likely so far. This is likely to be something in the vein of either a Mayhem/Turmoil pair or Flashback. We always love to see community highlights from these events and can't wait to see what shenanigans you get up to!
We are currently planning to announce our 3.7.0 expansion between the 17th and 24th of May although we will give you a firmer indication of the timing as we get closer to the announcement. We'll go into more detail about its exact contents when we announce it, but can confirm that there is a significant balance focus on Melee and a League of a simpler scope than the last few. Our internal playtest version of the new league is much further along than leagues normally are at this point in the development cycle. We're hoping it'll be a new fan-favourite.
The current end date for the Synthesis League on PC is Tuesday June 4th at 10am NZDT. This may change as we get closer to it but we will let you know. Synthesis will end on console when the 3.7.0 league is launched.
We are also considering ending Synthesis on PC when the 3.7.0 expansion launches so that people can continue to play right up until launch if they so wish. We are very keen to see how the community feels about this before we go about changing it. Let us know your thoughts!
Related to this, we are interested in feedback on whether players would prefer that we have leagues run up until when the next one starts on PC, rather than ending a few days beforehand.
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We're now in the second week of Legion and we're still really pleased to see how much people are enjoying the new content. We want to keep you in the loop about what we're working on and what to expect this week so we've prepared a news post that addresses some community concerns and outlines our update coming later this week.

This Week's Patch

We currently have a patch scheduled for Thursday that should include our next batch of improvements and bug fixes. These are still subject to change as we continue development and testing but below are some of the high priority issues we expect to address in this update:

  • Legion Monsters cannot be frozen and corpses cannot be destroyed once slain.

  • Players not getting Fortify if they Shield Charge with a wand.

  • Bladestorm's initial hit doesn't actually hit.

  • Adding Orb of Horizons to the Currency Stash Tab.

  • More client crash fixes.

  • Rebalancing audio for some skills that are currently too loud.

  • Item filter alerts are too quiet.

NOTE: If you believe you're experiencing a bug, please report it in the Bug Reports forum with as much relevant detail as possible. The QA team checks all reports that are made in this forum but are not able to reply to every thread. Please also check the Known Issues thread before posting to see if an issue is already known.

Other Issues

The following issues will ideally go into this week's patch but may end up in a later patch instead.

  • Increasing visibility of the Legion reward symbols.

  • Improving signalling of Legion encounters and Generals.

  • Flame Dash is double casting when only used a single time.

  • Performance problems associated with water.

  • More client crash fixes.

If you don't see an issue that pertains to you listed in this post, don't fret. This post only includes the highlight/most frequently talked about issues. If you want to make sure your issue is seen, please make a bug report using the method described above.

pathofexile.com/trade

Our official trade website has been slow and occasionally unresponsive since Legion's launch. This is partly due to an unusually high number of Path of Exile players on the servers. We've added more servers to deal with this part of the issue.
There was also a bottleneck in the website's traffic which when uncovered, also revealed another issue with an essential service related to the website. We've band-aid fixed these for now and are working on better solutions to enable the site to handle this kind of workload in future. We will keep you updated as these improvements come in.

Server Issues

We're investigating reports of server and connectivity issues. We are working to resolve two confirmed issues - degraded server performance affecting the Japan and Singapore gateways and another widespread issue that is causing unexpected disconnections during peak time (approximately 11pm-4am NZST). We're working to resolve both of these urgently. There are several other reports we are investigating, including connectivity issues between users and several of the EU gateways.
It is somewhat tricky to definitively say what is and isn't a server issue as many things can seem like server issues when their root causes are elsewhere. We are investigating all reports and will work as quickly as possible to resolve issues that we can confirm and are within our control. We are also continuing to work on fixing any remaining instance and client crashes.
If you believe you're experiencing server issues, please share your experiences here with a WinMTR report attached so that we can assess what's happening.

On-kill Effects and Legion

We're aware that many players are feeling frustrated that some on-kill mechanics don't currently interact nicely with Legion, including the explosions from Gratuitous Violence on the Gladiator's Ascendancy Skill Tree, in addition to a few other Ascendancy skills. We are beginning the process of enabling ones that can be enabled and will make a list of those that can't be enabled due to technical limitations. This is quite a complex development process so we don't have any specifics to report just yet but will keep you updated as the work continues on these.
Thank you very much for all of your feedback and support in making Path of Exile the best it can be. We really appreciate it!
Forum Streamline Icon: https://streamlinehq.com

We're now in the second week of Legion and we're still really pleased to see how much people are enjoying the new content. We want to keep you in the loop about what we're working on and what to expect this week so we've prepared a news post that addresses some community concerns and outlines our update coming later this week.

This Week's Patch

We currently have a patch scheduled for Thursday that should include our next batch of improvements and bug fixes. These are still subject to change as we continue development and testing but below are some of the high priority issues we expect to address in this update:

  • Legion Monsters cannot be frozen and corpses cannot be destroyed once slain.

  • Players not getting Fortify if they Shield Charge with a wand.

  • Bladestorm's initial hit doesn't actually hit.

  • Adding Orb of Horizons to the Currency Stash Tab.

  • More client crash fixes.

  • Rebalancing audio for some skills that are currently too loud.

  • Item filter alerts are too quiet.

NOTE: If you believe you're experiencing a bug, please report it in the Bug Reports forum with as much relevant detail as possible. The QA team checks all reports that are made in this forum but are not able to reply to every thread. Please also check the Known Issues thread before posting to see if an issue is already known.

Other Issues

The following issues will ideally go into this week's patch but may end up in a later patch instead.

  • Increasing visibility of the Legion reward symbols.

  • Improving signalling of Legion encounters and Generals.

  • Flame Dash is double casting when only used a single time.

  • Performance problems associated with water.

  • More client crash fixes.

If you don't see an issue that pertains to you listed in this post, don't fret. This post only includes the highlight/most frequently talked about issues. If you want to make sure your issue is seen, please make a bug report using the method described above.

pathofexile.com/trade

Our official trade website has been slow and occasionally unresponsive since Legion's launch. This is partly due to an unusually high number of Path of Exile players on the servers. We've added more servers to deal with this part of the issue.
There was also a bottleneck in the website's traffic which when uncovered, also revealed another issue with an essential service related to the website. We've band-aid fixed these for now and are working on better solutions to enable the site to handle this kind of workload in future. We will keep you updated as these improvements come in.

Server Issues

We're investigating reports of server and connectivity issues. We are working to resolve two confirmed issues - degraded server performance affecting the Japan and Singapore gateways and another widespread issue that is causing unexpected disconnections during peak time (approximately 11pm-4am NZST). We're working to resolve both of these urgently. There are several other reports we are investigating, including connectivity issues between users and several of the EU gateways.
It is somewhat tricky to definitively say what is and isn't a server issue as many things can seem like server issues when their root causes are elsewhere. We are investigating all reports and will work as quickly as possible to resolve issues that we can confirm and are within our control. We are also continuing to work on fixing any remaining instance and client crashes.
If you believe you're experiencing server issues, please share your experiences here with a WinMTR report attached so that we can assess what's happening.

On-kill Effects and Legion

We're aware that many players are feeling frustrated that some on-kill mechanics don't currently interact nicely with Legion, including the explosions from Gratuitous Violence on the Gladiator's Ascendancy Skill Tree, in addition to a few other Ascendancy skills. We are beginning the process of enabling ones that can be enabled and will make a list of those that can't be enabled due to technical limitations. This is quite a complex development process so we don't have any specifics to report just yet but will keep you updated as the work continues on these.
Thank you very much for all of your feedback and support in making Path of Exile the best it can be. We really appreciate it!
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We're over half way through the Legion league and we're incredibly happy with how much the community have been enjoying it. As you continue to complete your personal league goals, we wanted to give you a heads up about our upcoming timelines.
As we mentioned, on August 17th PDT, we'll be hosting the last of our ExileCon Race Event Qualifiers! This race will dictate who our fourth and final challenger will be in the ultimate showdown at ExileCon later this year.
Around August 20th PDT, we're planning to announce our 3.8.0 expansion! The broad scope of this release is a new challenge league (whose name is not on the list, but should be), various improvements to older master content (things like making Sulphite and Betrayal state shared between all your characters in the league), some systems changes we're not yet ready to hint at (which should improve some areas that the community have given us vocal feedback on (not trade)) and all the usual new items, archetypes, gems and so on that you expect from a Path of Exile expansion.
We expect the Legion league to end on PC at 3pm September 2nd PDT. For console players, the league will end when 3.8.0 goes live.
Our tentative release date for the new expansion is September 6th PDT. Keep in mind all these dates may change as we get closer to release but things are looking good so far. We will keep you posted as these dates approach to let you know if anything changes.
We're over half way through the Legion league and we're incredibly happy with how much the community have been enjoying it. As you continue to complete your personal league goals, we wanted to give you a heads up about our upcoming timelines.
As we mentioned, on August 17th PDT, we'll be hosting the last of our ExileCon Race Event Qualifiers! This race will dictate who our fourth and final challenger will be in the ultimate showdown at ExileCon later this year.
Around August 20th PDT, we're planning to announce our 3.8.0 expansion! The broad scope of this release is a new challenge league (whose name is not on the list, but should be), various improvements to older master content (things like making Sulphite and Betrayal state shared between all your characters in the league), some systems changes we're not yet ready to hint at (which should improve some areas that the community have given us vocal feedback on (not trade)) and all the usual new items, archetypes, gems and so on that you expect from a Path of Exile expansion.
We expect the Legion league to end on PC at 3pm September 2nd PDT. For console players, the league will end when 3.8.0 goes live.
Our tentative release date for the new expansion is September 6th PDT. Keep in mind all these dates may change as we get closer to release but things are looking good so far. We will keep you posted as these dates approach to let you know if anything changes.
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The third week of the Blight League just started and we wanted to give you a small update about what we're working on at the moment. While we don't have a big patch scheduled for this week, we're still planning to fix some of the remaining issues by deploying client-side hotfixes.
The following crash fixes are ready and will be deployed as soon as possible:

  • Fixed a client crash that could occur when using Shield Charge if you leveled the gem up while it was being used.

  • Fixed a client crash that could occur when using Leap Slam with the Harlequin Leap Slam Effect on Predictive Networking Mode.

  • Fixed an instance crash that could occur when using Mines.

  • Fixed an instance crash that could occur in the Act 6 and Tower Map Brutus and Shavronne encounters.

The common crash with Vorici Betrayal encounters is still being worked on, as well as the cases when the Blight portals spawn too close to the Ichor Pump.
Last Friday we talked about the current performance situation in Blight. The team has been actively investigating the high priority issues we listed in that news article. We'll give you more details about the changes we're planning to make in order to improve the performance by the end of this week.
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We're almost at the middle of the Blight League! The majority of the issues reported by our community were resolved and most of our developers are now working hard on the 3.9.0 and 4.0.0 expansions. However, we're still continuing to monitor your feedback and develop patches with fixes and improvements. Today we'd like to give you a small update about the fixes we've been working on recently.
Here are some of the issues we're planning to resolve soon:

  • Changing the Display adapter when in-game sometimes causes a client crash.

  • Rogue Exiles killed by Pestilent Strike do not grant credit for a Challenge.

  • Carrion Golem can cause Auras to get deactivated.

  • Respawn in town when dying in Uber Elder area.

  • Bosses such as Malachai and Graveyard Map bosses sometimes failing to transition to the next stage of the fight after being frozen.

  • Fog of war on the Delve Map sometimes hides distant connected nodes.

In terms of performance, we're planning to deploy changes that would improve the performance of water in-game, spectres of Flame Sentinels and several support gems, such as Multistrike Support, Unleash Support and Blastchain Mine Support.
The changes mentioned above as well as a variety of small fixes will go live in future updates (some of them will possibly be deployed next week).
Thank you for your continued feedback!
Update: We've also received a lot of questions from players asking about a community event during the current Blight League. We do not plan to run an event like Mayhem/Turmoil/Flashback in 3.8.0 because it would take too much development time during a busy period while we're working hard on the 3.9.0 and 4.0.0 announcement builds.
We're almost at the middle of the Blight League! The majority of the issues reported by our community were resolved and most of our developers are now working hard on the 3.9.0 and 4.0.0 expansions. However, we're still continuing to monitor your feedback and develop patches with fixes and improvements. Today we'd like to give you a small update about the fixes we've been working on recently.
Here are some of the issues we're planning to resolve soon:
  • Changing the Display adapter when in-game sometimes causes a client crash.
  • Rogue Exiles killed by Pestilent Strike do not grant credit for a Challenge.
  • Carrion Golem can cause Auras to get deactivated.
  • Respawn in town when dying in Uber Elder area.
  • Bosses such as Malachai and Graveyard Map bosses sometimes failing to transition to the next stage of the fight after being frozen.
  • Fog of war on the Delve Map sometimes hides distant connected nodes.

In terms of performance, we're planning to deploy changes that would improve the performance of water in-game, spectres of Flame Sentinels and several support gems, such as Multistrike Support, Unleash Support and Blastchain Mine Support.
The changes mentioned above as well as a variety of small fixes will go live in future updates (some of them will possibly be deployed next week).
Thank you for your continued feedback!
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It's been five days since the launch of the Conquerors of the Atlas expansion and the Metamorph Challenge League! The team is continuing to go through your feedback and reports, as well as working on patches with improvements. In this news post we want to give you an update about some of the issues that we are working on fixing as soon as possible.
These are the issues which have been fixed internally and are currently being tested:

  • Players with AMD GPUs sometimes crashing when encountering Tane Octavius.

  • Crash with Pestilent Strike being used on a Metamorph.

  • Crash when throwing dynamite in the Azurite Mine for Windows 7 users.

  • The Watchstone Altar can cause loot to be trapped inside of it.

  • Placing a Metamorph Sample in the Anoint Items UI causes a client crash.

The following issues are still being worked on and have high priority.

  • Citadels sometimes can't spawn on the Atlas.

  • Issues with migrating characters from SSF.

  • Issues upon converting Legacy maps into new versions in the Map Stash Tab.

For ongoing updates, keep an eye on the Known Issues List. If you find any errors, please report them in the bug report forum where they can be processed by our QA team. They're not able to reply to every thread but rest assured that they do see and process all reports that come in.
Thank you again for your continued feedback!
It's been five days since the launch of the Conquerors of the Atlas expansion and the Metamorph Challenge League! The team is continuing to go through your feedback and reports, as well as working on patches with improvements. In this news post we want to give you an update about some of the issues that we are working on fixing as soon as possible.
These are the issues which have been fixed internally and are currently being tested:
  • Players with AMD GPUs sometimes crashing when encountering Tane Octavius.
  • Crash with Pestilent Strike being used on a Metamorph.
  • Crash when throwing dynamite in the Azurite Mine for Windows 7 users.
  • The Watchstone Altar can cause loot to be trapped inside of it.
  • Placing a Metamorph Sample in the Anoint Items UI causes a client crash.
The following issues are still being worked on and have high priority.
  • Citadels sometimes can't spawn on the Atlas.
  • Issues with migrating characters from SSF.
  • Issues upon converting Legacy maps into new versions in the Map Stash Tab.
For ongoing updates, keep an eye on the Known Issues List[www.pathofexile.com]. If you find any errors, please report them in the bug report forum[www.pathofexile.com] where they can be processed by our QA team. They're not able to reply to every thread but rest assured that they do see and process all reports that come in.
Thank you again for your continued feedback!
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The second week of the Metamorph League has begun. It's also the start of the holiday period at Grinding Gear Games and many of our developers are finally getting some rest and relaxation after an incredibly busy year. This week is also one of the busiest weeks for gaming in the year, so some of our developers have staggered their holidays until later so that they can be around to maintain Path of Exile while their colleagues take some time off. In this post we'd like to outline our plans for the remaining weeks of this year.
Here is a list of high-priority issues that we're working on at the moment and are keen to fix as soon as possible:

  • Not enough eyes are dropping in the Metamorph encounters.

  • On Windows 7, the game consumes too much memory.

  • Non-boss unique monsters in maps are able to drop Metamorph organs.

  • Sirus' storm can sometimes appear at the entrance of Oriath.

  • Metamorph bosses can't be frozen.

  • Various rare instance and client crashes.

You can find the rest of the known issues here. We're also continuing to review your feedback regarding the Sirus fight and will be making necessary improvements where possible.
Thank you for your continued feedback!
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We're now in the fourth week of the Metamorph league! Most of our devs are back from their holidays, well-rested and ready for another busy year of development. This week we're planning to deploy a big 3.9.2 patch. Its patch notes will likely be released tomorrow. In the meantime, we have prepared a small list of additional issues which have been resolved and will be fixed live in a hotfix very soon (before the main patch).

  • Specific Atlas Regions can end up in an incorrect state after migrating from SSF.

  • Releasing Legion Generals during Legion encounters can cause a client crash.

  • Instance crash in Mao Kun unique map.

  • Instance crashes when interacting with the Betrayal content.

We'll continue to monitor your feedback and develop patches with fixes and improvements. Thank you for your feedback!
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We want to give you an update on what's been happening behind the scenes since our recent manifesto about upcoming Delirium Improvements.

Paralysing/Wasting/Eroding/Diluting Touch Debuffs

These debuffs have been reduced substantially, down to 3 seconds. This change is already out on the live realm.

Monster Damage

We've gone through all Delirium monsters and assessed which ones need to be less deadly and have made those tweaks. We've made the following changes in this regard:

  • Reduced the difficulty of Delirium monsters at each mist depth (while increasing the drop rate of Simulacrum Splinters as part of the same rebalance).

  • Reduced the chance of Delirium modifiers appearing on monsters by a significant amount.

  • Reduced the damage that Rage monsters deal by 20%.

  • Disgust's mortars no longer deal damage on impact.

  • Reduced the damage of the stationary volatiles created by Disgust's mortar skill by 30%.

  • Doubled the proximity range at which Delirium objects which spawn monsters are triggered.

  • The decelerating projectile that explodes, fired by Spite monsters, can no longer fire multiple projectiles.

  • Reduced the chance of Malice monsters exploding when they die at higher levels.

These changes went live in Patch 3.10.0d which was deployed yesterday.

Past Content Within Delirium

At the moment the current plan is that with Abyss, Breach, Betrayal Raids, Blight, Incursion and Legion encounters, the Delirium mist will pause until the encounter is complete or abandoned. In these cases, all players in your party must be within a certain radius of or within the encounter. Delirium mist will also pause if the entire party leaves the instance (allowing players to stash or trade).
For other past content the plan is to pause the Delirium mist for a set amount of time upon defeating a Harbinger, Metamorph, Bestiary Red Beast, Essence Monster (the main rare one), opening a Perandus Chest or opening a Strongbox.
It's likely that these changes will make it into the next patch, which should be out today hopefully

End Delirium Keybind

This should be in our next patch. Don't forget, it's turned off by default, so you'll need to go to the options to turn it on.

Rewards

We are in progress on making it so that deeper monsters within the Delirium have a greater impact on filling the reward meter. This should be implemented in our next patch.
We've also revised the rewards that you'll receive from Delirium encounters. On reaching the third reward, a second bar will appear. That second bar will start with one reward, meaning, you'll have three rewards (first bar) + one reward (second bar) on reaching the third reward.
That second bar will fill in tandem with the first bar. Meaning, when the first bar reaches four rewards, the second bar will be at two rewards.
On reaching the fifth reward (on the first bar), a third bar will appear. That third bar will also start with one reward and will fill in tandem with bars one and two.
The reward types chosen for bar two and bar three cannot be the same as bar one to ensure an increase in the variety of rewards.
Additionally, we've reduced the likelihood of receiving Generic, Weapon, Armour and Trinket reward types.

The Awakener Fight

We have some improvements coming for this. There was an issue where Sirus could teleport too frequently and block the walls in the fight. During the first three 'throne dismounted' phases, the Apparition would use its skills too frequently. This was also not intended to be applied to the lower Awakening Level versions of the fight. We've improved this and returned his skill cooldowns to how they were previously. Should be live in our next patch.

Visibility

To improve the visibility within the fog we've reduced the Delirium's mist color grading which means it should be much easier to see what the area would look like without the mist. This change has been implemented internally and just requires testing and review. It's likely to go out with other visual improvements next week.

Improving Delirium Monster Visuals

In a similar fashion to how nemesis monsters look orange and bloodlines monsters look purple, we're adding visual effects to four categories of Delirium monsters so that they can be identified quickly - among these are monsters that use on-death skills.
We've created some of these effects and applied them to the appropriate monsters and now we are reviewing this to make sure they look right and have the intended effect of clearly indicating what kind of danger you should prepare for.
We are also adding a charge-up explosion to Delirium Volatiles, similar to existing volatiles. We have changed the Delirium-specific Volatiles to be more Red (less blue). The spawners that create them now have a colour distinction from the other spawners. We've also made them larger, and they have a notable cast before they explode, instead of instantly exploding on contact. They now behave more like the Volatile Flameblood Nemesis Mod variant.
Essentially, almost every mod on Normal and Magic Delirium monsters has visually changed. We are still iterating on these so they are likely to come sometime next week.

Monster On-Death Effects

We've substantially reduced the number of monster on-death effects that can be encountered in Delirium. As discussed, we've made them pack-based (live in 3.10.0d) and we are also improving how they are visually represented so that players have a better chance to counter them. Some of them are also getting an obvious wind-up similar to Volatile Flamebloods that'll make them easier to handle but still potentially challenging.

Performance Issues

Our performance investigation so far has identified two regressions in 3.10.0.
The first is that some shaders were not gathered in our internal process. Many of these were fixed in 3.10.0c and this will improve in upcoming patches. (The Awakener suffers from the same problem and we'll fix it as soon as we can.)
The second is that an issue where the graphics driver was being overloaded by shader uploads was exacerbated by the increase to use more CPU cores in 3.10.0. We expect a fix for this within a few workdays.
Players should make sure they have the Nvidia/AMD Shader Cache turned On in their respective graphics control panel.

Depth Meter

We are really keen to get the other Delirium improvements which have the biggest impact on general gameplay out before we look into this further, therefore we don't currently have an update about this but it remains on our radar.
We'll keep you updated next week as we continue to make progress on the remaining improvements we've outlined above. In the meantime, be sure to keep an eye on the patch notes for more information about other small bug fixes and improvements. Thank you so much for your continued feedback and support.
We want to give you an update on what's been happening behind the scenes since our recent manifesto about upcoming Delirium Improvements.
Paralysing/Wasting/Eroding/Diluting Touch Debuffs
These debuffs have been reduced substantially, down to 3 seconds. This change is already out on the live realm.
Monster Damage
  • We've gone through all Delirium monsters and assessed which ones need to be less deadly and have made those tweaks. We've made the following changes in this regard:
  • Reduced the difficulty of Delirium monsters at each mist depth (while increasing the drop rate of Simulacrum Splinters as part of the same rebalance).
  • Reduced the chance of Delirium modifiers appearing on monsters by a significant amount.
  • Reduced the damage that Rage monsters deal by 20%.
  • Disgust's mortars no longer deal damage on impact.
  • Reduced the damage of the stationary volatiles created by Disgust's mortar skill by 30%.
  • Doubled the proximity range at which Delirium objects which spawn monsters are triggered.
  • The decelerating projectile that explodes, fired by Spite monsters, can no longer fire multiple projectiles.
  • Reduced the chance of Malice monsters exploding when they die at higher levels.

These changes went live in Patch 3.10.0d which was deployed yesterday.
Past Content Within Delirium
At the moment the current plan is that with Breach, Betrayal Raids, Blight, Incursion and Legion encounters, the Delirium mist will pause until the encounter is complete or abandoned. In these cases, all players in your party must be within a certain radius of or within the encounter. Delirium mist will also pause if the entire party leaves the instance (allowing players to stash or trade).
For other past content the plan is to pause the Delirium mist for a set amount of time upon defeating a Harbinger, Metamorph, Bestiary Red Beast, Essence Monster (the main rare one), opening a Perandus Chest or opening a Strongbox.
It's likely that these changes will make it into the next patch, which should be out today hopefully
End Delirium Keybind
This should be in our next patch. Don't forget, it's turned off by default, so you'll need to go to the options to turn it on.
Rewards
We are in progress on making it so that deeper monsters within the Delirium have a greater impact on filling the reward meter. This should be implemented in our next patch.
We've also revised the rewards that you'll receive from Delirium encounters. On reaching the third reward, a second bar will appear. That second bar will start with one reward, meaning, you'll have three rewards (first bar) + one reward (second bar) on reaching the third reward.
That second bar will fill in tandem with the first bar. Meaning, when the first bar reaches four rewards, the second bar will be at two rewards.
On reaching the fifth reward (on the first bar), a third bar will appear. That third bar will also start with one reward and will fill in tandem with bars one and two.
The reward types chosen for bar two and bar three cannot be the same as bar one to ensure an increase in the variety of rewards.
Additionally, we've reduced the likelihood of receiving Generic, Weapon, Armour and Trinket reward types.
The Awakener Fight
We have some improvements coming for this. There was an issue where Sirus could teleport too frequently and block the walls in the fight. During the first three 'throne dismounted' phases, the Apparition would use its skills too frequently. This was also not intended to be applied to the lower Awakening Level versions of the fight. We've improved this and returned his skill cooldowns to how they were previously. Should be live in our next patch.
Visibility
To improve the visibility within the fog we've reduced the Delirium's mist color grading which means it should be much easier to see what the area would look like without the mist. This change has been implemented internally and just requires testing and review. It's likely to go out with other visual improvements next week.
Improving Delirium Monster Visuals
In a similar fashion to how nemesis monsters look orange and bloodlines monsters look purple, we're adding visual effects to four categories of Delirium monsters so that they can be identified quickly - among these are monsters that use on-death skills.
We've created some of these effects and applied them to the appropriate monsters and now we are reviewing this to make sure they look right and have the intended effect of clearly indicating what kind of danger you should prepare for.
We are also adding a charge-up explosion to Delirium Volatiles, similar to existing volatiles. We have changed the Delirium-specific Volatiles to be more Red (less blue). The spawners that create them now have a colour distinction from the other spawners. We've also made them larger, and they have a notable cast before they explode, instead of instantly exploding on contact. They now behave more like the Volatile Flameblood Nemesis Mod variant.
Essentially, almost every mod on Normal and Magic Delirium monsters has visually changed. We are still iterating on these so they are likely to come sometime next week.
Monster On-Death Effects
We've substantially reduced the number of monster on-death effects that can be encountered in Delirium. As discussed, we've made them pack-based (live in 3.10.0d) and we are also improving how they are visually represented so that players have a better chance to counter them. Some of them are also getting an obvious wind-up similar to Volatile Flamebloods that'll make them easier to handle but still potentially challenging.
Performance Issues
Our performance investigation so far has identified two regressions in 3.10.0.
The first is that some shaders were not gathered in our internal process. Many of these were fixed in 3.10.0c and this will improve in upcoming patches. (The Awakener suffers from the same problem and we'll fix it as soon as we can.)
The second is that an issue where the graphics driver was being overloaded by shader uploads was exacerbated by the increase to use more CPU cores in 3.10.0. We expect a fix for this within a few workdays.
Players should make sure they have the Nvidia/AMD Shader Cache turned On in their respective graphics control panel.
Depth Meter
We are really keen to get the other Delirium improvements which have the biggest impact on general gameplay out before we look into this further, therefore we don't currently have an update about this but it remains on our radar.
We'll keep you updated next week as we continue to make progress on the remaining improvements we've outlined above. In the meantime, be sure to keep an eye on the patch notes for more information about other small bug fixes and improvements. Thank you so much for your continued feedback and support.