[Discussion] PTR: January Release Notes - Patch 3

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PTR: January Release Notes - Patch 3

Please note that this list is not all encompassing and is intended as an early look into a number of changes included within the most recent PTR build. This change list will be regularly updated, up through retail release of the game version.


Notable bug fixes:

  • (Desync) Fix to desync when using shield bash while moving
  • (Desync) Fix to desync issue that would occur when homing through Ice Shower ability.
  • (Desync) Fix to desync on Reap when fully upgraded with the Blood Lust Passive
  • (Spear) Fixed issue where the damage ticks from bleeding sweep were triggering cooldown reduction
  • (Void Gauntlet) Baleful Tether’s status effect can no longer be nullified by crouching or going prone.
  • (Great Axe) Fix to Great Axe Reap ability not doing damage when both “The Collector” and “Gravity” passives are unlocked

End Game

General Enhancements:

  • Players can upgrade individual gear pieces from GS 590 to GS 625, by spending Umbral Shards. Note we reduced this requirement from GS 600 to GS 590 based on PTR feedback and the desire to require Legendary items to engage in the Umbral System.
  • To allow players more access to use Gypsum more freely as they acquire it we’ve removed the crafting cooldowns on Gypsum Orbs.

Expedition Tuning Orbs:

  • Expedition Tuning Orbs for Amrine Excavation, Starstone Barrows, The Depths, and Dynasty Shipyard can be purchased from the Faction Shop once a day. Expedition Tuning Orbs for Garden of Genesis and Lazarus Instrumentality can be purchased once a week.

To increase access to crafting Expedition Tuning Orbs we made the following materials able to be tradable which were previously bound to players:

  • Blight Seeds
  • Corrupted Lodestones, Crystals, Fragments, Shards, and Slivers
  • Chisels

We’ve made significant reductions to crafting costs for Expedition Keys.
Global Key Crafting Changes:

  • Reduced Starmetal Chisel coin cost to 150.00 down from 200.00
  • Reduced Orichalcum Chisel coin cost to 200.00 down from 400.00
  • Reduced Asmodeum Chisel coin cost to 250.00 down from 500.00
  • Eternal Heart: Reduced all elemental mote costs to craft. Now costs 10 of each mote down from 30
  • Elemental Heart: Reduced all elemental mote costs to craft. Now costs 10 of each mote down from 30.
  • Undying Heart: Reduced all elemental quintessence costs to craft. Now costs 2 of each quintessence down from 6.
  • Dynasty Tuning Orb: Reduced the amount of Corrupted Crystal required to craft. Now costs 1 down from 2.
  • Dynasty Tuning Orb: Reduced the amount of Obsidian Voidstone required to craft. Now costs 8 down from 10.
  • Lazarus Tuning Orb: Reduced the amount of Corrupted Lodestone required to craft. Now costs 1 down from 3.
  • Genesis Tuning Orb: Reduced the amount of Corrupted Lodestone required to craft. Now costs 1 down from 2.

Mutated Tuning Orb changes from PTR:

  • Reduced the amount of Runestone required to craft. Now costs 5 down from 10.
  • Reduced the amount of Powerful Gemstone Dust required to craft. Now costs 5 down from 10.
  • Reduced the amount of Chisels required to 1 down from 2.

General AI

  • Swamp Beast Arena Boss - Fixed an issue preventing the Swamp Beast from properly consuming minions


Garden of Genesis

  • Fixed an issue preventing enemies from despawning after failing to defend the sapling.
  • Alluvium Marl - Removed the unintended ability for minions to apply a debuff against Alluvium Marl on their death.

Mutated Expeditions

  • Fixed a large number of reported gameplay bugs.
  • Fixed a number of reported UI bugs impacting nameplates, reward screens, and timers.


  • To stimulate the post-holiday economy, we’ve added a limited-time rare drop called “Bag of Juniper Berries” which gives players coin and Juniper berries. It has the potential to reward between 50-150 coin per acquisition and you can only find 3 per day.
  • Fixed issue where Rothoard Alligators were dropping an excessive amount of rawhide.


  • Fixed issue that prevented the use of Onyx when crafting earrings using Timeless Shard.

Open World

  • Fixed an issue with the following Elite Strongholds not consistently applying the appropriate Affliction to players that enter visually afflicted areas:
    • Mangled Heights
    • Ambusti Inferior/Superior
    • Mykgard
    • Malevolence
  • Siren’s Stand: Revised chest placements of several Elite Chests to be closer to their associated named enemy.
  • Mangled Heights: Slightly moved one Elite Chest at Mangled Pox Gate.

UX, UI, & Social

  • Fixed an issue where sometimes group chat would break after exiting a house.

Fixed an issue where people were still using a bow, this patch should fix that.


Tuning orbs are not free but It does seem like a welcomed reduction in cost. Still timegated though :frowning:

I wonder if they are moving towards having them in the in-game shop or something? Trying to figure out their resistance to removing tuning orbs for non-mutator expeditions.

Weapon balance changes are not made or not in?

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Cause you would have people freely farming it introducing tons of coin and items in the market, unchecked. The orbs are there for timegating yes, but to set a value of time and money.


Can’t wait to check the files to see what this means


Who said there was going to be weapon balance this patch :slight_smile:


I wonder if perhaps they could reduce rewards, especially reducing gold rewards given that this would have a strong impact on inflation (creating gold from nothing) and skewing the rewards towards the super difficult mutators instead. It’s just rough not being able to engage with the content you enjoy when we are still early and understandably only have so many things to do. Think this would be less of an issue if we had another few years of content under the game’s belt.

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Totally, and with Mutations now it’s a good discussion to have. I just think the general public gets on the orbs too much without thinking of gameplay effects and design


So since we can now bring GS590 TO 625 I want to officially know If i have a 595 item that is a named item and I level it from 595 to 600 will it trigger the legendary version of it since we already know what perks it would have? @Luxendra

Again they are so hard stuck and head strung they are missing the mark. Theres not much for endgame, gating dungeons behind orbs is insane. Drop rate of items was reduced in PTR too and now were stuck behind drop rate gates (fine) and cool down of orbs. Orbs need to be removed and meaningful changes need to happen to feel progression.

This could be accomplished by using umbral shards to increase crafted 595-599 gear to legendary once 600. Adds significant value to the crafting market which is needed.

Removing Orbs allowing people to participate on 1 of the only meaningful end game content pieces available…

At this point, they want you to run portals and it’s clear! They cannot or fail to understand that Portals are not a great system behind orbs. Portals could be revamped to provide more endgame content seperate from dungeons and it should. People do not need time gates plus massive drop rate gates that control game play.


Absolutely, looking at asmodeum and the time gate on that. Many smelters are rejoicing over having some way to profit off their skills because the time-gate is there. If you remove that then it will eventually reduce to the cost of materials maybe even less because aptitude chests exist. So time-gating has value. It’s just feels bad when it’s excessive or locking players out of the limited content that we do have right now. Hoping you are right, mutators can shift into that role.

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It will not. That has been confirmed already that Epics will remain Epics. You will not get the extra perk


I believe it has been confirmed that it has not although it seems to be in the context of created items and rolling a new perk versus having one appear.

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Like I could understand a regular 595 crafted/non named epic item forced to 600 would not have a 3rd perk because it’s random. But an item like fury thats 599 and you make it 600 its already in the system as a legendary 600 and we know what the 3rd perk would be

You don’t need to run anything…you can just buy the mats.

The orbs are there to create value, not just to simply time gate. It does that exceptionally well.


There is a serious know it all that has never been wrong about anything on the design team. They can’t accept that their ideas are bad, so instead of just scrapping the whole thing they just keep tweaking it.

Tuning orbs are a bad. Most people don’t like them. Stop reducing the cost and just scrap the whole concept and replace it with something else.


No, you can not. They’ve already explained that.


Could you please link to where that’s been explained? I thought I did see that but couldn’t find it

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Unfortunately creating value even if done exceptionally well is not always a good thing and something to consider.

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