Path of Exile Questions Thread - February 08, 2019 |
- Questions Thread - February 08, 2019
- Price Checks and Crafting Advice - February 08, 2019
- Diablo series veteran here, wanted to share my first POE character, I have no idea what I'm doing most of the time, my build is trash, and I haven't had this much fun in a long time.
- There is only one possible theme for the next expansion, we already got delve...
- Last Temple for End Game Grinds
- Because backtracking is so much fun
- PSA: Windows 10 has modes for the colorblind and it helps immensely in games like PoE
- If I do a safehouse my character should "learn" what the members give me in that specific safehouse.
- I see your 9 Chaos and offer 1 giant marble Chaos; you profit 35C
- With less than one week until its announcement, predict the name of the next league
- Joined PoE after the Diablo Immortal announcement. After taking time to learn and trying a few builds I finally downed Shaper!
- Betrayal as a Core Game Mechanic
- Even if I suck at drawing I tried
- Make self cast curses attractive
- Ascendancy Animated - The Gladiator
- A monsterous Monsterous Treasure
- First Corruption Altar this League. What do I do with this now?
- We have technology to track challenges so why we can't have some global character statistics?
- How old are the different Exiles?
- 100x Putrid Cloisters in Betrayal - what changed?
- Announcements - Winners of the Hideout Competition
- Kripp's Path of Exile races - Season One, 3 Hour Solo Race (S1E95) - 2013
- I'll just leave this here...my first talisman
- I made a thing for self-cast brand recall.
- [BSC] 100+ Fractured Fossil crafts finally paying off. +2 Molten Strike Ghoul Crest Hubris Circlet
Questions Thread - February 08, 2019 Posted: 07 Feb 2019 04:08 PM PST Questions Thread - February 08, 2019 This is a general question thread on February 08, 2019. You can find the previous threads here. Remember to check the Wiki first. You can also ask questions in the #any-question channel in our official Discord. The idea is for anyone to be able to ask anything related to PoE:
No question is too big or too small! We encourage experienced players to sort this thread by new. We'd like to thank those who answered questions in the last thread! You guys are the best. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Price Checks and Crafting Advice - February 08, 2019 Posted: 07 Feb 2019 04:08 PM PST Price Checks and Crafting Advice- February 08, 2019 When asking for a price check, please include what league the item is on! Also, please try searching poe.trade for similar items before asking what an item might be worth. The post then should contain a direct link to an image showing the item in question. Please note these are community given prices and are not moderated. Always double check prices, only you are responsible for believing a stranger on the internet! You can get price checks in the #price-check channel in our official Discord. New: Join the Discord version of Global 820 for your Service Trading needs! - https://discord.gg/VxcYmmNPlease message the mods if there are any problems or feed back [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 08 Feb 2019 08:46 AM PST
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There is only one possible theme for the next expansion, we already got delve... Posted: 08 Feb 2019 03:01 AM PST
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Last Temple for End Game Grinds Posted: 08 Feb 2019 08:06 AM PST
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Because backtracking is so much fun Posted: 08 Feb 2019 10:55 AM PST
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PSA: Windows 10 has modes for the colorblind and it helps immensely in games like PoE Posted: 08 Feb 2019 11:41 AM PST Credit to /u/DeadpoolMewtwo for bringing this to my attention. Just type "color" into your search bar, a setting should pop up for color filter settings. It has settings for inverted, grayscale, deuteranopia, protanopia, tritanopia. By changing it for me, I was able to see what the hell was going on in the Uber Elder fight better and killed him for the first time. Note: The filter will only affect PoE if it is in borderless/windowed mode. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
If I do a safehouse my character should "learn" what the members give me in that specific safehouse. Posted: 08 Feb 2019 04:14 AM PST It might just be my memory being absolute trash, but I'm sick of having to check a image every single map to see what I should do with the syndicate members. I've just started doing whatever because I can't be bothered to check up the rewards anymore. They offer some sort of hint when you mouse over them like "Cataloguing Unique Maps" while they are in the specific safehouse, but it would be way better if I do a research safehouse that has Hillock it would show Hillock on Research = Flask Quality after it when you mouse over him in the betrayal layout page. It would even give me a reason to do all members on the different hideouts just to "unlock" what they all give. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
I see your 9 Chaos and offer 1 giant marble Chaos; you profit 35C Posted: 07 Feb 2019 05:02 PM PST
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With less than one week until its announcement, predict the name of the next league Posted: 08 Feb 2019 05:52 AM PST With seemingly no early hints quite yet (Bee Trail, anyone?) what do you predict will be the name and theme of the next league? [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Posted: 08 Feb 2019 07:44 AM PST I have been a long time Diablo/ARPG fan. The last time I had tried Path of Exile was back when there were only 3 acts in the game and I wasn't really impressed by it. After the Diablo Immortal announcement I finally decided to give the game another shot as it seemed that the game had evolved a lot since I last played it and boy was I not prepared for how much content this game has and how much it had changed. There is a pretty steep learning curve to this game and even though I still feel like I don't know much I made it a goal to beat Shaper before the end of the season. I tried a few builds but kept getting killed in the higher tier red maps and was not sure how to advance. I decided to try an Arc build since I saw on Reddit that it was a fairly easy build to play and it was end game viable. Well, yesterday I finally tried my luck against shaper and his guardians and downed them all on my first try (except Chimera, that stupid cloud part got me killed lmao). I have to say, the lead up to and the actual fight against Shaper was one of the most satisfying experiences I've ever had in an ARPG. I just wanted to say, as a lurker of this subreddit, thanks for all the information you guys share as I have been using it as one of my resources to learn and get better at this game. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Betrayal as a Core Game Mechanic Posted: 08 Feb 2019 09:42 AM PST Before we begin: what do you think Betrayal would and should look like as a core game mechanic? What expectations do you have for it? In addition, try to think of what Betrayal's place would be in the game were it simply implemented exactly as is, but somewhat less common than it is at the moment because it will compete with other masters for appearances (assuming they're mutually exclusive). PROBLEMS AND SOLUTIONS:
"Core" league vs "current" league Description of problem: This isn't actually a problem, just a byproduct of GGG's league design. I decided to talk about this at the very start to differentiate between two things: How GGG "should" design a current league and how GGG should adapt that league into core content. The league's content is stretched to last for three months, and since the encounter rate is high, the rewards are correspondingly miniscule. Content that is now core has a relatively lower encounter rate, but the rewards are larger per encounter (but still small to make up for the fact that content has been cumulative for years on end, lending to how crazy maps can get). Since temporary leagues have long been the de facto "way" of playing the game, people seem to have forgotten GGG's disclaimers that temporary league balance has a high likelihood of being off. GGG rarely hits out of the park on the first try, but they have a history of nailing it the next time around. Invasion was nerfed, Necrovigil and Phylacteral Link were removed, Order of the Frozen Sky isn't horrific anymore, Malachai was nerfed, Bestiary was fixed, Betrayal's bugs were (eventually) fixed, and so forth. I have faith that GGG will do what's right and I'm looking forward to what GGG will do with a "core" Betrayal because the "league" Betrayal is already history at this point. We're already in the preliminary stages of the next round of new league hypebuilding. Betrayal Safehouse loot is bad and so is low-level farming Description of problem: At the core of ARPGs, everything comes back to loot. We're not helping Zana because we care; we want to snatch the eyes right out of Uber Elder's writhing head. This talk will be split into two parts: Safehouses and Veiled items. Let's start with Safehouses. Here is a graphic of all Betrayal rewards and how I have personally ranked them, according to their value within BSC and the opportunity cost of putting a member in one branch and not another. Some of these could be shifted around according to one's preferences (some people don't want to deal with Guff's benches, other people don't value Cameria's legacy Uniques because the chances of getting something good are too low, etc). But this is a rough guide for what most players will see when they get Safehouse loot.
Let's talk about the three types of rewards I've delineated. The Good: GGG did well with the good rewards. Stuff like turning Rare amulets into Talismans (effectively solving Talisman's long-standing problem of being inferior Rare items because you could never control the explicit rolls), adding White sockets to any gear (not just craftable bases like Delve's Fractured Fossils), "free" Exalt slams, breaking the quality cap, and so forth. PoE is a character building game and giving players these kinds of small optimizations (on top of the big and risky stuff like double-corruption rooms) is precisely what separates the top builds on poe.ninja from the budget cookie-cutter stuff with inferior performance. In fact, I wouldn't mind them being at their current rarity level once they go core because that's just how strong they are. The Bad: Thing #1 is that it's okay for the Syndicate to have bad rewards. It would have happened regardless of design since even when all things are good, some things are relatively less good. Additionally, if everything was good in a generic and non-specific way, the Syndicate as a whole would lack flavor. For example, Leo gives Torment Scarabs because he's the Ghost of PvP Past and Tormented Spirits are about as fun and rewarding as PoE PvP in 2019. Jokes aside, it's also possible to mitigate the bad rewards by interrogating these people for intel in lieu of others because they don't matter anyways, unlike a 3* Cameria in Intervention. So we can't deny that Betrayal's got flavor. The bad news is that the flavor is "the juice that leaks out from the bottom of black garbage bags". Instead of "everything being good so nothing matters", we have "almost nothing is good, so only a few things matter". Really, I don't know what GGG was thinking when it came to some of Vagan, Haku, and Elreon's rewards. They literally drop less than a white unrolled map for all the effort that goes into making a Safehouse. Thing #2 is that there's too much "bad". Much of it could be converted to "middling" with some adjustment, which would make an undesirable safehouse outcome much less galling to swallow. Alternatively, many "bad" rewards would simply become less relevant if syndicate manipulation had more quality of life and less tedium. If Betrayal was simply dumped into the core game with a lower encounter rate right now, it would be frustrating to deal with and a mediocre gameplay experience as a result. The Middle: The middling rewards mostly relate to items you can get from other sources, like Fossils, Fragments, Essences, Currencies, Divination Cards, and Maps. In the case of Maps and anything to do with them, I think some of the devaluation can also be blamed on Pure Breachstones, which have inflated supply (The Harbinger/Beachhead effect). The problem is simple: It is more efficient to obtain those items from other sources (including their original sources) than it is to farm the Syndicate for them. I'm not advocating for the reverse, because then only the Syndicate would be relevant content unless it was significantly gated. But as it stands, Korell's fossils are a joke because doing Delve for them is better. Stacks or spreads of random Divination cards are a joke because it's better to use a Divination Card scarab on a zone that actually gives the Divination card you want in a somewhat deterministic fashion (You know, the point of Divination cards); Gravicius ain't no Putrid Cloister. Fragments are better farmed from the trade website and twinned triple boss corrupted maps and currencies and uniques are better found simply by running a map. Betrayal does not scale well with area level: Oh boy, here we go. This. This right here. This is the reason why we were running Harbour Bridge and Foothills for the whole league. This is the reason why people were able to target-farm Pure Breachstones and pump out more than half the amount of level 100s in Standard (the cumulative history of the game) in a single league. If Betrayal's content and rewards had scaled more appropriately with area level, we could have had a league that excels in both low and high-level content, like Delve. So, you do easy stuff, you should get meh rewards. If you do hard stuff, you should get good rewards. One of the most fundamental ingrained ideas behind gaming design. What constitutes "hard stuff" can be difficult to describe at times since the layered content and occasional lack of visual clarity in PoE creates difficulty spikes and each build and player is challenged by different aspects of the game. But content design and controlled encounters can remove the possibility of difficulty spiking due to unexpected variables, which means Betrayal has less excuses for its ratio of difficulty to reward. You feel bored when you do hundreds of hours of monotonous low-level zones. You feel excited when something challenges you and forces you to upgrade your build and pay close attention to positioning and enemy patterns. You feel betrayed when hard content gives you bad loot and you feel annoyed when easy content gives you good loot because the game's design gives you a begrudging reason to do the tedious and easy content as opposed to the more varied difficult content. That's what Betrayal, as a league, was. If you look at the second row of my table above, you'll see that less than a fourth of all possible Safehouse rewards scale with area level. And all of them are "bad" outcomes. Arguably, Jorgin's "Aspect rares" are potentially middling because you could split them with a Bestiary recipe and get a craftable base in case you're not finding a Fenumal Hybrid Spider or a Farric whatever, thus enabling SSF builds. And that part of Jorgin is good because it gives a partially deterministic outcome. Here's the other commonality between all of these bad, level-scaling rewards: there are a lot of rare item outcomes. Hell, I didn't even read this thread, but it probably does an excellent job of explaining the numerous problems with rare items. As it stands, there is virtually no reason to do Betrayal in Tier 16 maps: you get plenty of risk, without a corresponding increase in reward. Proposed solutions to problem: The solution should be grounded in thinking about "where" Betrayal fits in the loot acquisition possibilities of the game as a whole. Delve, for example, is an all-rounded system with good scaling that bolsters Rare item crafting. Bestiary is mostly mid to end-game with respect to customizing flasks, obtaining random Unique items, and using obscure crafting techniques. Incursion falls into the same mold, with Alva's temples being the most influential as a supplement for early mapping (map drops within the Temple of Atzoatl) and for various powerful "crafting benches" and upgraded Incursion Uniques that are reserved for the elite (or ludicrously lucky) of Wraeclast. Bloodlines, Nemesis, Invasion, Beyond, Domination, and various other leagues are instance and enemy seasoning. What I mean when I say "where does Betrayal belong" is that Betrayal has a tremendous untapped niche that has been buried all along because of GGG's flawed reward distribution. This niche is "deterministic farming". Manipulating the Syndicate and targeting certain members in certain branches to get Harbinger Orbs to upgrade your stagnant map pool or getting crucial gem levels on your spells to get an extra power boost, that's what I'd really love to do. Betrayal could be like Divination cards 2.0 in giving mid to end-game players a solid process for obtaining otherwise obscure items and niche services that will really push their itemization to the next level while also giving lower-level players powerful Rare items and crafting options while leveling. Frankly, I have no idea what I'd want to make this happen, so this is just an idea at present. So what I'm suggesting will merely be tweaks on top of what exists at the moment rather than a radical overhaul to bring Betrayal more in line with something like Divination cards. The good rewards are fine and could even be a little rarer (especially to preserve the value and intrigue of those services). Especially Pure Breachstones. Look, I enjoy being level 100 as much as any of you guys, but it's a little ridiculous, right? That this single Safehouse outcome alone was so influential as to influence gem experience markets, map valuation, rare jewelry markets, build archetypes, and generate a majority of "the reason why people are running Harbour Bridge"? We know it, GGG knows it; it's going to be destroyed harder than CoC was in the past. The middling rewards are largely a ratio of reward against tedium and quantity. If GGG can balance this ratio, it'll just work. Make Betrayal less tedious to manipulate; more on that later. Make the currency-based rewards drop a guaranteed higher-tier currency of the respective type or a higher quantity of the lower tiers. Essences of Hysteria, Delirium, etc. Faceted and Hollow fossils. Divine and Annulment Orbs. Uber Atziri fragments. That's what we should be seeing once Betrayal goes core. Make quantity scale with the 3* mechanic and make quality scale with area level, because a level 60 3* Syndicate member is far less dangerous than a level 83 1* Syndicate member. The bad rewards need to either be scaled up or changed entirely, full stop. On an individual basis, my ideas:
The sad part about the level-scaling was that GGG could have done it before this point. They could have done it all along and made Betrayal a truly great league. So, what should they do going forward? I've read some people who proposed that the 3* system should be abolished completely and that all rewards should simply be scaled by area level, but I don't see why they couldn't utilize both systems. As I said earlier, quantity should scale with the 3* mechanic and quality should scale with area level because the latter is the far more dangerous (and important, if we want to incentivize playing in high-level content).
Betrayal Veiled items are bad but not that bad Description of problem: Veiled items share the same problems as rare items because they are rare items with a crafted affix on top. As one's crafting bench completion increases, Veiled items become increasingly useless to pick up and annoying to unveil. The veiled signature mods of Syndicate members, in particular, require special attention to obtain. 20 chaos orbs for It that Fled veiled mods will become far worse in future leagues. Proposed solution to problem: Rare items are another can of worms, so it's regrettable that there's no way to make veiled item drops impactful beyond early game, recipe unlocking, and the occasional very rare good item. The crafting bench problem will not be alleviated by making veiled items more rare (an assumed condition of Betrayal going core exactly as it is now): you'll simply have the same problem at the top-end with a corresponding increase in the price of unveiled items,crafting services, and scamming. Solutions are numerous, but they all boil down to "make more veiled items drop" because it is likely that the difficulty of finishing one's crafting bench may even be intentional. Veiled items could drop in the core game and not merely from Syndicate members. Syndicate members could have a guaranteed drop of at least one veiled item. More Syndicate members could spawn per encounter, or Jun could become an Alva-style master and be encountered multiple times per instance, but only spawn the encounter once you speak with her (rather than running across them in the wild as we do now, as the spawning of one Syndicate encounter removes the existence of previous unfinished ones due to the Betrayal board increments by "turns". I was going to suggest making unveils more likely to give unknown or incomplete recipes, but the way veiled items generate prohibits that. Finally, GGG could shake up crafting as we know it in 3.6 and add more recipes, move some veiled mods to in-map recipes, or make Syndicate members themselves drop recipe objects that grant the recipe in question. Manipulating the Syndicate feels bad Description of problem: While having two choices per encounter may have worked for Incursion, it doesn't work for Betrayal. With Incursion, you get 11 encounters and that's it; each one increments progress, even if you die and fail to kill either of the Architects. With Betrayal, encounters do not necessarily increment progress towards a Safehouse because other options continually come up. I said that there were "two" options per member per encounter, but in practice, this number is often lower. While interrogation will guarantee that progress increases, it is generally reserved for moving undesirable members around to allow desired members to fill their places or for keeping a safehouse locked because it decreases the quality of rewards from the interrogated member and lowers their rank, resulting in less intelligence and necessitating yet more executions to level members up. In the course of "naturally" playing Betrayal (as opposed to targeted farming), interrogation is mathematically the least efficient option, if necessary at times to cap off a Safehouse. While GGG may have envisioned Betrayal like a tidal pool with patterns constantly in flux, ultimately yielding a beneficial outcome, we players would rather have a bird in a hand than some unknown garbage in the bush. Thus, valued members are rarely interrogated (because there's no guarantee that they'd return to their original position due to the randomness involved in encounters) and single-member encounters are often utterly useless, especially for the purposes of securing intelligence. The reward design of the Syndicate coupled with the mechanics of progressing towards a Safehouse result in an optimal and preferable structure that largely removes the annoyances of the two inferior Syndicate branches (Transportation and Fortification) while promoting investment into a few key members in Research and Intervention. Theoretically, it would also be possible to farm Fortification and Transportation quite rapidly and profitably because they are more common than their sister branches, but again, the reward structure dissuades this type of farming. The specter of level-scaling also rears its head here. While higher area levels seem to increase the chance for multiple Syndicate members to spawn (alongside appropriate relationships), they also increase the difficulty of the encounter multiplicatively. Red map mods on top of higher area level on top of whatever items and ranks the Syndicate members have on top of there simply being more members around to attack you. By contrast, Harbour Bridge farming is extremely tame. There's also time to take into consideration: higher level areas take more time to clear than Harbour Bridge or Foothills, assuming that the same build were to deal with both. While a high level area might have extra features that might give returns for the time invested (aka, you do the rest of the map after you do the Syndicate), there's nothing quite so fast and precise as farming the Syndicate in Foothill. Level scaling also has absolutely no effect on intel gains, apart from the possibility of spawning more members (which is more safely and rapidly done by creating new instances in low level zones). Of course, what I've mentioned thus far is if everything in the Syndicate works like clockwork and people simply go into encounters, click whichever buttons, and go on their merry way. What actually happens is that players are constantly forced to walk away from encounters because the given options would actually set them back. It feels bad to walk away from Betrayal encounters. Or from any encounter in general. Take Alva, for example. Due to the way instance generation works, her three appearances within an instance sharply limit our ability to get specific Tier 3 Temple rooms (namely, the highly desired Corruption and Sacrifice rooms). When an instance is created, content is not generated as it is encountered; it is created all at once. This means that Alva cannot offer to affect the same room more than once within a single set of three Incursions (whereas she was capable of offering consecutive upgrades during Incursion league). If you were to naturally do 3-3-3-2 Incursions, you would only have 4 chances to affect a given room in the Temple. There is a small trick you can do to increase your chances of affecting a desirable room: When Alva offers a room, that offer remains on the table if you leave the instance and spawn a new Alva elsewhere. Consequently, if you get a bad offer from Alva, you can just skip her current Incursion, spawn another Alva, and then the other 2 Incursions in the new set of 3 cannot be that "bad" offer that she's currently got. The problem is that this trick increases the amount of time it would take you to access a temple. Let's say you constantly perform this trick, such that you only effectively do 2 Incursions per Alva. Instead of taking 4 Alvas to access a Temple, it would take 6. In addition, let's say you're getting Alva on high pack size maps or maps with desirable Divination cards. If you skip an Alva encounter in that instance, you're losing out on loot and experience. This is technically a trade-off, as you are trading away Alva encounters in order to potentially get better results from your Temple. But that's not what it feels like, due to the opportunity costs involved with walking away from Alva. And now let's bring it back to Betrayal. When you meet the Syndicate, what's the worst that could happen? Well, you might get members who won't be kicked out, or you'll kick them out but they just come back, or desirable members will try to leave, or they'll offer to remove all rivalries when you don't want to, or they'll offer to become trusted, or they'll offer to do some kind of betrayal that you don't want (which are most of what happens when it's down to two people, hence the preference for rivalries over trusted statuses), or you'll simply only get one lone guy to show up and it isn't because he's 3* and can't summon unranked members, it's because you just got bad RNG, and you'll have no choice but to turn tail and gloomily walk out of that Research lab. And it'll keep on happening over and over, though at least Betrayal going core means you won't get this crap happening in every single instance. That's what I mean when I say manipulating the Syndicate feels bad. If the league went core exactly as it is today, with an appearance rate shared between all of the masters, you would virtually never complete a safehouse with desirable outcomes. I would be remiss to not mention that there are quality of life problems with the Syndicate that have nothing to do with the league's mechanical design. For instance, the visual web of lines connecting members can become so tangled as to be incomprehensible. Only dialogue outputted to chat can give clear indicators of what each member thinks of their colleagues (because the infighting tends to be unnoticeable in the storm of VFX that typically occupy any PoE player's screen or the enemies die too quickly to do anything). Syndicate members can also rarely die out of bounds while performing movement skills. Finally, there are persistent damage skills on some Syndicate members and mobs that can annoy someone who's just trying to bargain with the fallen, including the electrified nets and Cameria's icicle cone. These self-same skill effects will also become invisible if you go too far off-screen and come back. But wait. There's more. The Mastermind. It's Catarina. Spoilers, by the way. People have different opinions about the design of the fight. Some people think that the visual effects of the attacks, the relative scarcity of flask-granting adds, the indicators for how to progress the phases of the fight, and the area of denial mechanics that limit the viability of some build types within that fight are bad. Others think that her fight is the best thing since sliced bread. So the design of her fight is not necessarily a problem, though it's worth a mention because it's contentious. What is a problem is how she interacts with the Syndicate. As GGG's own statistics have shown, players have still deemed it more punishing than not to actually complete her fight. Even after they adjusted her fight to give the rewards of the four safehouse leaders at the time of her defeat. Even though many of her dropped items are somewhat expensive thanks to a lack of supply. This is down to the Syndicate being a pain in the ass to manipulate and set back up (especially once you've locked undesirable members into undesirable branches and prefer to keep them that way) on top of her fight resetting the entire Syndicate's members and progress. In addition, if you fail the fight, you reset all of her progress . This isn't really important considering how people mostly only fight her for challenge-related purposes (and the loot is simply a byproduct), but it is noticeably more punishing than most other endgame boss fights. Shaper and Uber Elder can simply be fought again and are known to be tough but fair. Catarina is hardly so gracious. Even though it turns out she's always hiding in the Forbidden Vault, you've got to find her all over again. If Betrayal goes core exactly as it is, barring some people who would like to get some of her exclusive crafts for services in the new league, I don't see why people would bother with her fight. It would still be more profitable to farm for scarabs and crafting benches than to screw up a painstakingly laid Syndicate. Proposed solution to problem: To reiterate, the problems with the mechanics of the Syndicate include the binary choice system a la Incursion, the undesirable outcomes of any given Betrayal offer (including the interrogation option), the tedium caused by the random nature of said offers compounded with the fact that you only get a few choices in the matter, and the fact that progressing the Syndicate and getting better rewards from it has nearly no relation to high level content. Oh, and the Mastermind may as well not exist. Here are some options:
In closing, I would rather Betrayal get a "Bestiary" treatment if GGG doesn't have a game plan for how they're going to make it into core content. Better to wait a few months and do the job right than to botch it. Betrayal is tied to a lot of crafting options at the moment, but they could be moved to environmental Atlas recipes for the time being or veiled items could drop regardless of the Syndicate's presence in Wraeclast (a little odd to have a Veiled master without a Syndicate to fight though, hence why I'm fairly certain GGG already has something up their sleeve for this). GGG has invested a lot of resources into writing and polishing Betrayal and creatively engineering its mechanics, and it shows. Most content that GGG has ever made tends to return in one way or another, thanks to how asset use and systems design work in this game. It isn't a matter of "if", it's a matter of "when". I hope GGG makes the right calls on this and I look forward to what you guys think should be done. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
Even if I suck at drawing I tried Posted: 08 Feb 2019 03:07 AM PST
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Make self cast curses attractive Posted: 08 Feb 2019 05:02 AM PST
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Ascendancy Animated - The Gladiator Posted: 08 Feb 2019 12:27 PM PST
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A monsterous Monsterous Treasure Posted: 07 Feb 2019 07:06 PM PST
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First Corruption Altar this League. What do I do with this now? Posted: 08 Feb 2019 04:31 AM PST
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We have technology to track challenges so why we can't have some global character statistics? Posted: 08 Feb 2019 10:42 AM PST Like maps cleared, amount of bosses killed, tracking our masters progress like rooms upgraded ect. Meybe amount of uniuqes droped something like that. Anything that makes you feel the progress along with leveling / gearing your character. [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
How old are the different Exiles? Posted: 08 Feb 2019 04:19 AM PST I know that this isn't a very important question. But I am a roleplayer, and when I play any game, I always create a backstory for my characters. If a backstory already exists, like it does for the Exiles, I add to it. Age is often an important part. Below are the ages I imagine that the Exiles would be. I haven't played all the classes so some of these estimations are based on appearance only. The Scion - The youngest daughter of a respected family. Anywhere from her late teens to mid-twenties. This is the class my main character is. The Duelist - Mid-twenties to mid-thirties. The Ranger - Anywhere in her twenties. Possibly early thirties. The Templar - Simply judging by his appearance, he is in his fifties or sixties. The Witch - Might have the widest possible age range. She could be a very talented teenager or an older witch who appears younger. The Shadow - He might be in this late teens, but more likely in his twenties. The Marauder - Forties or fifties. So, what does everyone think? If there is any lore that gives a clearer picture, let me know! [link] [comments] | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
100x Putrid Cloisters in Betrayal - what changed? Posted: 08 Feb 2019 12:04 AM PST
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Announcements - Winners of the Hideout Competition Posted: 07 Feb 2019 05:20 PM PST
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Kripp's Path of Exile races - Season One, 3 Hour Solo Race (S1E95) - 2013 Posted: 08 Feb 2019 12:51 PM PST
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I'll just leave this here...my first talisman Posted: 08 Feb 2019 06:40 AM PST
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I made a thing for self-cast brand recall. Posted: 08 Feb 2019 10:23 AM PST
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[BSC] 100+ Fractured Fossil crafts finally paying off. +2 Molten Strike Ghoul Crest Hubris Circlet Posted: 08 Feb 2019 01:31 PM PST
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