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    Friday, February 22, 2019

    Path of Exile Questions Thread - February 22, 2019

    Path of Exile Questions Thread - February 22, 2019


    Questions Thread - February 22, 2019

    Posted: 21 Feb 2019 04:08 PM PST

    Questions Thread - February 22, 2019

    This is a general question thread on February 22, 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:

    • New player questions
    • Mechanics
    • Build Advice
    • League related questions
    • Trading
    • Endgame
    • Etc.

    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.

    submitted by /u/AutoModerator
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    Best quiver in game?

    Posted: 22 Feb 2019 12:16 PM PST

    The implicit we REALLY want

    Posted: 21 Feb 2019 08:20 PM PST

    More stash chests in hideout

    Posted: 22 Feb 2019 10:21 AM PST

    With the new hideout system, I feel like GGG is giving us enormous customization options, which is awesome!

    Yet... I feel very limited being able to place only one stash in my (big) hideout. I have to walk too much and at the end of the day, I tend to just place everything together so I don't have to run too much and "waste" time.

    It would be great if I could place at least 2 or 3 chests in our hideouts so, for example, I could put one close to the map device, onde near a NPC vendor and one close to the waypoint without having to stack all these things together and not really enjoying all the space you guys give us on the cool layouts.

    All the stashes would share your same tabs, of course. It would just be a way to access them on different places inside your hideout.

    What do you guys think?

    submitted by /u/Breadfishz
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    Please GGG, Delve is fundamentally different from other league mechanics, stop nerfing it

    Posted: 21 Feb 2019 10:44 PM PST

    Bestiary - The beast always spawn only in the zone you are doing, so the level and possible higher tier beasts spawns according to the content you are doing. The items dropped are always the on the level of the zone you are doing. (like it wont reward you with a ilv60 gloves when you are doing maps)

    Incursion - the main rewards comes from the temple and unless you do some crazy cheese like 10 incursions in a lv60 zone and the last one on a guardian map, your temple will be at worse 1-2 levels lower then the highest level zone you have done. So again, the loots are about the same level of the content you are doing.

    Betrayal - Unless you need to specifically farm for something, you progress the mechanic by doing higher and higher level stuff, the ilv dropped are also about the same level of the content you are doing, and one of the main rewards are the veil mods and most of them can already drop at low level zone and I think even +1 totem is only ilv75 plus.

    HOWEVER FOR DELVE - Even if you are slow as fuck to progress the Altas, your delve will still be MILES BEHIND in terms of monster level. You can easily get to yellow maps while the delve zone you progressed are still lv 70-ish. YOU ALSO NEED UPGRADES. They fixed it early in 3.5 to make it less cancer but you still need to catch up. None other mechanics need you to catch up. You keep progressing content and the mechanics catches up with you, not the other way around.

    As a result, for non-full time players, the first month is just catching up, trying to get delve monster level to match the maps we are doing. We can easily kill shaper while delve is still no where near monster level 80. Even if we ignore the darkness ENTIRELY for the first month. Its the only smart thing to do, glue yourself to the cart, never get more then 3 inches away, get down for Azurite for weeks just to let the upgrade catch up. You only actually start to "progress" your delve chart after you get deep enough for mobs to be lv83 AND ALSO have enough upgrades to not get instantly killed by the darkness so you can actually start blowing up walls and shit. ONLY AT THIS POINT you are actually starting to delve.

    That is totally unnecessary and boring process. Especially when we already done it 2 leagues already. Nothing exciting can happen because all the special or more rare nodes only spawn at like 380 plus. You are just killing 100 Devourers for the 100th time, you are only killing 100 ghost bears for the 1000th times, and the same exact encounters with nothing new. Its different fro maps, because the map layout are differnt every time and mobs are different every time. Not in delve. The Azurite node will always spawn the same mobs. And you dont care about the loot drop because you are getting ilv 80 items in maps (you know, where you get the fuel to delve) while in delve you are getting ilv75. And you are still waiting for the upgrades to catch up so you can go to the side areas without the high risk of dying.

    Annnnnnnd after all that you finally start to progress. And when is the fun parts? Like fights that is not the Bone-Ghost-Bear? Not the blue flame Dragon you killed the 500th time? You have to grind for another month for stuff like Argus to start appearing.

    I really think its a bad idea to intruduce "an endless mine" and then punish people for trying to go deep. A lot of people are limited by time and sulphite instead of the content scale hard enough so their builds cant handle it.

    Now in the new league we only get a random master 40% of the time. So like every 5 times you get a master its Niko. Its like what? Every 12.5 maps for 1 Niko spawn? Its just ultra TERRIBLE. To fix, firstly, the Scarab nerf is just unresonable. Delve is bad enough as is. And then, they either have to skip the early delve and just straight up let delve start at map level (with upgrades also in place) or they need to make delve scale faster so the more interesting stuff appear earlier or at the very least let you catch up with monster level as you enter red maps. They can gut the reward to balance it out. Why the hell darkness farming at depth 50 gives the same reward as doing depth 200 normally is just beyond me. As it stands, it just require way toooooo much grind before we can actually get TO the content unlike any other league mechanics. And because of that it can get old really fast.

    submitted by /u/DerpAtOffice
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    An Update about Path of Exile on PlayStation 4

    Posted: 22 Feb 2019 12:40 PM PST

    We know many of you are eagerly awaiting a firm launch date for our PlayStation 4 release so we wanted to give you an update about what to expect in the coming weeks. Development has been completed and we are still expecting to launch in mid March. Because of the technical process of launching on a new platform, we won't be able to announce a firm release date until around two weeks before the launch. We will let you know as soon as we have that date. We're very excited to bring Path of Exile to PlayStation gamers. We're so glad to see that we're already building a community of eager Action RPG fans on the platform. We can't wait for you to check out Path of Exile: Synthesis next month!

    submitted by /u/Bex_GGG
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    The judge determines worthiness by comparison to the paragon: himself.

    Posted: 22 Feb 2019 01:31 PM PST

    Would love ”use random portal mtx” as an option

    Posted: 22 Feb 2019 11:32 AM PST

    I love portal MTX. Its just something special about it. Would love to have an option to summon a random portal from my selection of portal mtx. Much like the summon random favorite mount from WoW.

    submitted by /u/pls_just_end_me
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    Please No More Such Challenges!

    Posted: 22 Feb 2019 09:42 AM PST

    [Fan art] Corrupted Exile: A long term project finally finished.

    Posted: 22 Feb 2019 09:44 AM PST

    QoL suggestion to the Atlas: When hovering above a map, it shows how many of said map is in the Map Stash tab.

    Posted: 22 Feb 2019 05:01 AM PST

    How about that QoL?

    Posted: 21 Feb 2019 11:21 PM PST

    Top 15 Steam Games 2015 - 2018 - i like the league start dates when POE hits in

    Posted: 22 Feb 2019 04:48 AM PST

    Playing Brands made going back to summoners depressing, and it's mostly because of Convocation vs Brand Recall.

    Posted: 21 Feb 2019 09:34 PM PST

    Brand Recall by itself already demolishes convocation in terms of cooldown (3s baseline vs 8s baseline), and that's before even any level bonuses or any other sources of cooldown reduction. And it gets even more depressing when you look at the other things that brands get - brands can place a new brand down at a far location, whereas most summoners, well, can't (those that can generally don't have the option of Convocation, like skeletons). And Brand Recall even activates all your brands for extra damage.

    So why, with all these advantages that brands have (alongside brand recall), does convocation have to suffer from having an absurd cooldown in comparison to Brand Recall? We can't do damage to mobs that have proximity shield unless our minions are in them, but if convocation isn't up, well we're just sitting there doing nothing for a while -- and this gets really obnoxious when using ranged spectres because they will often run away due to their AI. We can't magically summon new spectres at will like brands can just place new brands. Hell, sometimes our spectres just get stuck in a corner or on the other side of a ledge. So being able to control our spectres is important, but a big part of being able to control them is having Convocation available. It really makes no sense, other than running far enough away from them while they are stuck recalls them automatically - but then you're balls deep in the middle of a bunch of mobs.

    On the note of the cooldown reduction as well, it doesn't help that Brand Recall is also easier to make have better cooldown in comparison to Convocation because of the problems summoners have with socket space. Doesn't help that Convocation scales less per 8 quality (1 level of enhance or a mastercraft 8% on a weapon/shield) than brand recall does with 1 level (1 level of empower or a single affix on a rare or +1 unset ring). As a matter of fact, the biggest source of Convocation cooldown reduction is necromancer - but with guardian, occultist, elementalist, and more having summoner builds be possible, more ability to lower the cooldown is massive.

    But on that note, the leveling bonus of convocation. It's negligible regen. Usually doesn't even account for 0.5% life regen per second for the minions when you use it, and it's short duration. Your biggest reason to level it to 20 is literally just to flip it for 20 quality.

    On top of this, convocation has an issue ever since it became an instant skill. Whenever it was used before, it would set a new "target location" for your minions to attack directly on top of you, meaning their focus would be on mobs next to you always -- basically what Brand Recall does now. However, now that it's instant, this target location simply doesn't change from whatever it was before you used Convocation. So minions just run back to where they were and keep doing what they were doing before, or just keep firing at the same mobs but from a different angle. It means convocation is harder to use defensively -- and even worse, gives more reason to use a movement skill, since sometimes your target location doesn't update by simply walking. There's very little reason to want it to work like it currently does compared to the old way, other than that Convocation is instant now.

    EDIT: Another note for a reason why Convocation should be buffed that I forgot to mention is the AI Freeze bug -- presumably fixed in Delve at some point, but the fix was rolled back as it broke other summons causing them to do literally nothing at any point in time. If a minion is trying to target something too far away from itself, it will simply freeze up and do nothing unless that target moves or your target location changes, or the minion is moved. Convocation is by far the biggest counter to this bug as a result, and with an actual decent cooldown, may make the bug mostly irrelevant. Awkwardly forgot to mention this, but one of the biggest reasons to actually buff convocate since it's clear that fixing the bug is going to take way more work than what was initially thought.

    There's more I dislike about summoners right now, but Convocation has been the biggest issue for so long now that it needs to be the first issue addressed at the very least -- and it's also probably the most simple change to make overall. The only build that feels like it potentially makes broken is Herald of Agony (which I'll save my complaints on for another time). And I think I can speak for every summoner player that Convocation has been an issue for far too long.

    TL;DR: Buff Convocation, please. It's the one thing that would help summoners the most by far.

    submitted by /u/theuberelite
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    Mathil on Winter Orb (1:50-3:09 from his newest video)

    Posted: 22 Feb 2019 08:58 AM PST

    Hi GGG, I found the solution to the unviability of self-casting, please hire

    Posted: 21 Feb 2019 09:58 PM PST

    The scourge arrow experience

    Posted: 21 Feb 2019 08:29 PM PST

    From the Trailer: Does this mean there is a way to obtain the Quantity Gem?

    Posted: 22 Feb 2019 12:03 AM PST

    What about not having to pick up VEILED items for unlocking bench recipes again?! Alternatively, unlock bench recipes via Jun XP progress..

    Posted: 22 Feb 2019 04:10 AM PST

    I don't have problem with doing syndicate missions. Many of them. I have a problem with having to pick up milion of junk items for nothing..

    How come all other masters unlock their stuff by merely leveling master (ie. Zana), but for Jun we have to do this dumb redundant chore..

    submitted by /u/npavcec
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    A little surprise guest while trying to finish my Challenges in Betrayal

    Posted: 22 Feb 2019 08:24 AM PST

    Development Manifesto: Betrayal as a Core Game Mechanic

    Posted: 21 Feb 2019 03:01 PM PST

    Math on Breachstone XP penalty in Synthesis

    Posted: 22 Feb 2019 11:13 AM PST

    In Betrayal, it takes 101 xoph runs to go from 99 to 100.
    https://www.reddit.com/r/pathofexile/comments/ae0vmy/how_many_pure_breachstones_do_you_need_to_level/edls52z/

    The following nerfs to breachstones apply the following multipliers to the number of required runs:
    https://www.pathofexile.com/forum/view-thread/2330305

    XP gain 250% increase to 100% increase = 3.5/2 = 1.75x

    Monster level reduced from level 82 to 81 (variable EffectiveDifference changes from 8 to 9 in the XP equation) = 1.34x
    https://pathofexile.gamepedia.com/Experience#Experience_penalties

    Pack size multiplier changes from 100% increase to unknown (assume 50%) = 2/1.5 = 1.33x

    101 x 1.75 x 1.34 x 1.33 = 315 stone runs


    Comparison numbers for context:

    Mapping t12/13 with beyond requires 1200 runs. If you plug 9.5 into EffectiveDifference, you're right at the lower bound of 0.01. Combine this number and the XP penalty equation for tier 16, this calculates out to 461 maps.
    https://www.reddit.com/r/pathofexile/comments/7xkh3q/abyss_sc_road_to_100_without_sextants_solo_some/

    Beachhead required 117 maps to go from 99 to 100. Applying the 3.1 XP penalty, this is 163 maps if run today.
    https://www.reddit.com/r/pathofexile/comments/73if2w/leveling_99_to_100_only_beachheads_data/

    Before Poorjoys was reshuffled from t9 to t6, it took 74 rotations (~444 maps) to go from 99 to 100. Since t6 and t9 share the same XP penalty, the primary change here is the 3.1 XP penalty of 1.4x. This becomes 621 maps.
    https://www.reddit.com/r/pathofexile/comments/7vubpt/my_journey_to_100/


    TLDR: with the XP nerfs you now save ~30% time by running the new pure breachstones compared to elder maps. Considering that pure stones expand at a fixed rate regardless of your clear speed, T16 maps might be faster now.

    submitted by /u/large-farva
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    Chaos Conversion Items

    Posted: 22 Feb 2019 08:00 AM PST

    Let me start by saying that I was allways a big fan of conversion. Elemental conversion is really strong at the moment. I was not a fan of the nerf of items like pyre, but i get why it was needed. But what about chaos conversion uniques. I feel like items like voltaxic, consuming dark and others are not up to today's standards anymore and could be buffed without making them op at all.

    Lets take a look at consuming dark for example. Nowadays you can easily craft a shaped dagger that has 30 % of ele/non chaos dmg as chaos dmg. This is extra damage. Not converted damage. And lets be honest, the dagger has not much more to offer. The whole purpose of the unique is a chaos conversion playstyle which is really cool and unique in my opinion. And in my opinion it should do that better than what 2 mods can give you on a rare dagger, not worse.

    If you take the full combo for example with the infernal mantle you can't even get to 100%, while you can get more chaos as extra with crafted daggers and an incandescend heart. And I would argue that IH is an overall better chestpiece.

    Or would it really hurt if Voltaxic Rift would get rebuffed to 90-100% and used once more?

    Chaos damage was once thought as this rare type of damage that would be hard to obtain, but with the introduction of more chaos spells this league I would consider it fair if these really cool and build enabling uniques would have their values adjusted and be played again.

    Feel free to apply said things to all chaos conversion items.

    If you dont like the idea or think that it could lead to problems or be op in any way please tell me why you think so!

    If you like it, maybe consider supporting my idea.

    Have a good day Exile!

    submitted by /u/nekros95
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    Are YOU happy with Betrayal going core?

    Posted: 22 Feb 2019 03:43 AM PST

    I have seen a lot of people expressing their discontent with the decision GGG made in making betrayal syndicate encounters going core. Personally I'm quite indifferent to it. If they made good changes to make the encounters actually rewarding compared to how dangerous they can get in juiced up T16, and make Mastermind worth running and unveiling to be less rng gated, I'm okay with its inclusion. But honestly I won't miss it if GGG drops it out of core. Just implement some of the safehouses reward like take one item or tiny's trial into core by other means, but the whole syndicate encounters to manipulating the charts, not a big fan.

    submitted by /u/SoulofArtoria
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    Will GGG ever rebalance MTX prices?

    Posted: 21 Feb 2019 08:08 PM PST

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