Path of Exile Questions Thread - April 22, 2019 |
- Questions Thread - April 22, 2019
- Synthesis is the first league where I feel the top end crafter are playing a totally different game
- The Princess, modeled and textured in Blender. Rendered on Eevee. (reuploaded with Gfycat)
- Kammell Class Reward Race 8 pm CET April 27th - Signups Available
- [SSC] 369Es + Onslaught Boots
- Certain stash tabs have become so important that this game can no longer be considered F2P/Non pay-to-win. Change my mind.
- My wife baked an Einhar cake (talent competition)
- I made it finally! Beat Act 10 for the first time yesterday
- PSA: you can't get a synthesized items with two implicit mods of the same kind.
- Immunity Belt
- The Support Bow - Easy lvl 32 Auras
- Why does a spell called Frostbolt shoot bubbles?
- Umm Riker... what are you doing?
- Developer Questions and Answers
- When you try to help someone finish off uber elder but they only have 2 portals left
- Nice Jewel for TS
- i used my supreme MSPaint skills to show you how i would see synthesis boss entry once it goes core.
- Applying Mark Rosewater's game design theory to video game auction houses
- Lessons that should have been learned from Delve(but weren't)
- Farrul's Pounce Bleed Archer (Long Post)
- Synthesis logo on the Trophy's fanion is definitely in a much lower resolution that all of the prececessor and I feel bad about it :(
- There's issues with synthesis crafting, but you not getting onslaught boots isnt one of them
- How I duped my way to an Alt Art Alpha Howl... again
- [Standard] It'll be nice to dupe something besides quant gear for a change.
- Gonna place a memory then
- [Fanart]Meme Divination cards.
Questions Thread - April 22, 2019 Posted: 21 Apr 2019 05:09 PM PDT Questions Thread - April 22, 2019 This is a general question thread on April 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:
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] | ||
Synthesis is the first league where I feel the top end crafter are playing a totally different game Posted: 22 Apr 2019 08:23 AM PDT I feel like that's a big reason for why this league is so unpopular among my friends Usually when you played, sure, the mirror tier items were godly but they felt like you could still get them with luck. Synthesis I feel is the first time I feel like those with the means and time are playing their luck on a wholly different table most players aren't even invited to. I feel like this is important, because the feel that you could get a great item, even if unlikely, is a strong drive for playing leagues. And right now I think it's gone in a lot of ways. [link] [comments] | ||
The Princess, modeled and textured in Blender. Rendered on Eevee. (reuploaded with Gfycat) Posted: 22 Apr 2019 06:35 AM PDT
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Kammell Class Reward Race 8 pm CET April 27th - Signups Available Posted: 22 Apr 2019 07:51 AM PDT Hey all, If you want to join: https://www.pathofexile.com/private-leagues/league/Kammell+Class+Reward+Race This race is open participation and open to everyone. Once I set up the league I will be making that public and people will be added until we reach the cap for the amount that is allowed in a private league. You do not need to submit anything to get in everyone is invited. The race ends when the rank 1 person of each class hits level 80. Class = Base class regardless of ascendancy Global is 822 for the race and countdown for race is here: Look out for casting by ZiggyD, Octavian and Brittleknee: https://www.twitch.tv/ziggydlive https://www.twitch.tv/octavian0 https://www.twitch.tv/brittleknee French casting by Yolonou: I'll be putting $100 toward the prize pool again. Overall Rank 1 = 30% bonus from prize pool Rank 1 of each class will get 10% of the prize pool Can help with prize pool if you'd like here: https://paypal.me/pools/c/8dxsJ82Oc3 I expect the same big streamers and racing names to be in this race. Don't feel the need to write a list out of people participating. I'm sure some of them will choose off-meta classes and funky builds. Thanks, Kammell [link] [comments] | ||
Posted: 22 Apr 2019 12:56 AM PDT
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Posted: 22 Apr 2019 10:26 AM PDT So I've been playing PoE for years and just started playing on PS4 when it was released there and I have a buddy who I'm trying to get to try the game out. He asked me if the game is free to play, I had to think about what the correct answer was because technically the answer is yes, but I personally had to buy stash tabs or else I wouldn't have continued playing the game. There are so many different items in the game at this point that I think its pretty unfair to not give people access to at least some sort of basic currency, map, and premium tabs. At this point they should just charge people something like $10 for the game and give them access to those tabs. [link] [comments] | ||
My wife baked an Einhar cake (talent competition) Posted: 22 Apr 2019 11:01 AM PDT
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I made it finally! Beat Act 10 for the first time yesterday Posted: 22 Apr 2019 06:00 AM PDT I've played off and on since beta, never really done anything on Standard - always played league, then got bored and moved on. Finally last night beat Act 10, took about 30 hours total, that's my next league goal is to bring that way the heck down. Got to the epilogue and now am completely overwhelmed hah. My gear is shite for this level, I must have died on Kitava at least 20 times. But I made it! [link] [comments] | ||
PSA: you can't get a synthesized items with two implicit mods of the same kind. Posted: 22 Apr 2019 03:55 AM PDT After seeing this thread I realized I should post this. It is not possible to get two of the same synthesized implicit even from two different sources. For example, you can't get 2 different movement speed implicits on boots, for more than 8% total. I realized this after trying to craft a 30% reduced Flask charges used belt. Proof. Sorry for really crappy quality. So whats happening here? We're trying to synthesize 3 Amulets with "increased fire damage" and "fire damage to attacks". Since both of these give "increased fire damage" as an implicit and we are guaranteed 2 different implicits, the whole thing fails. How can we exploit this? Any Mod crafted on these Amulets is guaranteed to be used for an implicit, which is nice. [link] [comments] | ||
Posted: 22 Apr 2019 02:10 AM PDT
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The Support Bow - Easy lvl 32 Auras Posted: 22 Apr 2019 06:12 AM PDT
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Why does a spell called Frostbolt shoot bubbles? Posted: 22 Apr 2019 01:09 PM PDT | ||
Umm Riker... what are you doing? Posted: 22 Apr 2019 07:48 AM PDT
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Developer Questions and Answers Posted: 22 Apr 2019 02:02 PM PDT
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When you try to help someone finish off uber elder but they only have 2 portals left Posted: 22 Apr 2019 11:50 AM PDT
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Posted: 22 Apr 2019 01:55 AM PDT
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i used my supreme MSPaint skills to show you how i would see synthesis boss entry once it goes core. Posted: 22 Apr 2019 09:59 AM PDT
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Applying Mark Rosewater's game design theory to video game auction houses Posted: 22 Apr 2019 09:51 AM PDT For those that don't know of him, Mark Rosewater has been the lead designer for Magic the Gathering for over 2 decades. As a result, he has a huge depth of knowledge when it comes to game design which he shares through his articles and podcasts. For anyone interested in learning about game design you can easily spend a few hundred hours learning from the resources he's put out, there's a lot of good information in there. One thing he has discussed at length is the difference between engineering design and game design. His go-to example is a lamp. An engineer designs the lamp to be as obvious as possible to tun on, a single switch that is immediately apparent when someone looks for it. A game designer would do the opposite, turning on the lamp would be a multi-step process that needs to be puzzled out. This difference is because the two are solving fundamentally different problems. The engineer is providing the easiest possible solution to a lack of light, while the the game designer cares more about the journey. To the engineer the goal is to get the light on as quickly as possible, while the the game designer the goal is to have as much fun as possible getting the light to turn on. So how does this all relate to auction houses? Auction houses in games are never really designed by the game designers. They are simply adapted from engineer designs used in the real world, like e-bay. This means they aren't built to be fun, they are implemented with the ideals of an engineer. They are made as efficient as possible so the player can get back to the rest of the game where the fun is supposed to be. This approach has costs, as detailed in GGG's Trade Manifesto. Fundamentally it's a liquidity problem, an efficient auction house makes items a more liquid form of wealth which increases the efficiency of the economy. As the efficiency of the economy increases, the disparity between the ease of buying upgrades and the ease of finding upgrades also increases. Even without an auction house this is already true in PoE; I've reached the point where I basically assume that once I hit endgame I'll be buying most or all of my upgrades from that point on and I doubt I'm the only one. An engineer's auction house would just make this disparity more extreme. Literally every single problem that people bring up when they talk about how bad an auction house would be for PoE is a side effect of this engineer approach to an auction houses design. This seems like a huge missed opportunity to me. While an auction house built by an engineer would increase the item liquidity, one designed by a game designer could actually reduce it. As an example, one could look at the indie game Recettear. It's a game about running an item shop, a task that most would think of as boring, but it pulls it off because they didn't design it like an engineer. Rather than the efficiency of just ordering items to stock from a distributor, the game encourages you to acquire items to sell from monster-filled dungeons. Since it's digital they could just let you list infinite items for sale, but instead your store has very limited shelf space and you need to carefully select which items will be on display and even prioritize the more premium space like the windows. It could just let you set fixed prices for everything and automatically complete transactions, but instead it has the shoppers bring the item up to the counter and you play out a short haggling game to get the best price. It even has a larger metagame where you could be encouraged to NOT haggle someone up in price because it could result in them walking away and there are benefits to selling the item to them beyond money, like selling a weapon upgrade to an adventurer that helps you in the dungeons will result in them equipping that item. These changes aren't efficient - they're not what an engineer would do - but they all make the game more fun. This is the root of why auction houses so frequently cause problems in games. They aren't built by a game designer to be a fun part of the game, they're built by an engineer to be as efficient as possible so players can get back to the game. Doing the same in PoE would be no different, and the trade manifesto acknowledges this. The problem is that the lesson they took from that is that all auction houses are bad rather than just those built by engineers. Few people have taken the time to actually approach an online game's marketplace from the perspective of a game designer rather than an engineer, but if someone did there's a huge opportunity to make something that replaces the problematic efficiency of a standard auction house with the fun resistance of a game. A well built marketplace wouldn't be a way to circumvent the other methods of finding items and undermine the fun within the game, it would work with them to be an fun option to find upgrades that embraces the game's strengths. It certainly wouldn't look like the auction houses people always ask for, but that's just because they've never seen anything else. It doesn't mean it can't be done. [link] [comments] | ||
Lessons that should have been learned from Delve(but weren't) Posted: 22 Apr 2019 12:22 AM PDT tl;dr This is essentially yet another rant about random affixes and spawning on bosses. I think it's important to keep bringing it up because I don't think I've seen one direct response on this topic from GGG. Who here remembers buying their way to 36/37 in Delve because an Aul never spawned? How dirty did that make you feel? The hollowness of the "challenge", the layers of RNG. Or are you one of those people that got one to spawn, but he had nutty affixes that prevented learning the encounter, let alone defeating it? Two leagues later, I still haven't had Aul spawn but we'll get to that later. I realize challenges haven't been "challenging" for the most part for a while, and I'm fine with that. Just earlier today I was feeling good about wasting chaos on Zana Essence to get those two related challenges. 3 hours of focused farming and I was rewarded for my decision, that feels good. I make another decision to focus farm Cortex, immediately bee-line to every boss that spawns and keep Nexus near to full. Despite being on an elder UGS strategy for weeks(i.e. mainly doing T16 maps), I'm rewarded with my first Cortex spawn of the league after changing my farming strategy. Everything's coming up Milhouse! Except he spawns with:
I was going to try to get the 12 void area achievement but as I started the fight, I soon learned that meant the entire area would be covered. I get through ~40% of the fight before running out of portals. I felt I learned a little bit but the experience thus far has been very discouraging. When is he going to spawn next? What affixes is he going to have? I can't rely on this system if I want to get my challenges before this already narcoleptic league is killed by the flashback. I'd rather spend the money buying Cortex I and II than learn the fights. And if I didn't want the challenge completion, I'd just nope out of the "content" altogether. I thought they had learned their lesson with RNG bosses and challenges with Betrayal. But after watching Chris' GDC talk, this mid-league change to Nexus bosses feels like it came from the top. Which is overall worrying because it likely means we have more of this bullshit in store. Get ready for more "experiencing" content via streamers. [link] [comments] | ||
Farrul's Pounce Bleed Archer (Long Post) Posted: 22 Apr 2019 09:18 AM PDT TLDR: Expensive Farrul's Fur + Farrul's Pounce / Crit Based / Bleed Archer / Max-Block Gladiator. Also Sry no video. PoB: https://pastebin.com/tqXcGGWX (Edit: Need to manually add 25% attk speed to lioneye since pob won't do it) Intro: This build was really run to craft and level (and expensive), and less fun to grind levels at the end (partly because I'm mostly done with the league). The Setup is with Puncture and the puncture duration enchant this helps us have long bleeds even after the "bleeding you inflict deals damage % faster" mod on watcher's eye and bow implicit. The long bleeds are important for Farrul's Pounce. Build Focal Point - Farrul's Pounce: These gloves have an interesting interaction and also some nice up-sides. 3 passive points saved (don't allocate Crimson Dance). LOTS of flat accuracy (easier crit scaling). Bleed damage and Crimson Dance during Cat's Stealth. I wrote a simulator to calculate bleed damage and even added weighted values for the rotating Crimson Dance notable. This simulator is still lacking a more accurate simulation of the Aspect of the Cat rotations, but still gave me a good weighted idea of the actual damage. At the end of the day, you get the best and worst of both worlds with the rotating Crimson Dance. Sometimes one 70% bleed and movement bonus will insta-start a chain bleed-splosion. Other times, one 70% bleed with no movement bonus feels really crappy. Other times, Crimson dance (35% bleeds) is active and that is normal, just need to stack many bleeds. Finally the best case scenario (longer fights) is when you've been stacking 8+ 70% bleeds During Cat's Agility and Aspect of the Cat swaps to Cat's Stealth. Then the top 8 bleeds are all 70% from the previous phase, the damage goes through the roof (560% compared to 280% Crimson dance). Now keep in mind that best-case this is only half the time and only works well if your bleed duration is fairly long. Hence using Puncture and helm duration enchant. That way I could get my 70% bleeds to bleed as long as possible during the next Cat phase. I wouldn't say that Farrul's Pounce isn't overpowered, if anything the damage averages out to be about the same as just going Crimson Dance. But it is good boss damage and enables crit builds with the high accuracy. I also picked up a Farrul's Pounce with Vulnerabilty on Hit for fairly cheap, so that was a large boon to the build. Crit Based: I felt like I needed to go crit because I was already getting accuracy from Farrul's Pounce and Power Charges from Farrul's Fur. The Fur also lengthens Cat's Stealth which is very nice for this setup. Also, there are limited ways to scale bleed damage so crit was a good option even though you can't scale the crit multi without a garbage tree notable (Perfect Agony - not worth it from my point of view). Bleed Archer: I just wanted to do it, especially after I crafted a very nice bow: https://imgur.com/jEU8JVH (also kind of sad, I just sold it since I got offered a nice price) Siege Ballista: On top of my main clear setup, I use siege ballista for the single target damage because of how hard it hits. The siege ballista bleeds were a very nice complement for boss damage. Note: the totem without investment has small life and may not reliably always hit the desired target. Pro: a 21/0 gem is cheap, at least when I bought. Max Block: Because I wanted my build to be semi-unique/hipster I incorporated getting my block and spell block up to 78%. This is done using "The Red Nightmare" and allocating all the fire resist nodes over by the Marauder starting spot for 13% block chance. I also used the "RearGuard" quiver for high block % and the corrupt implicit +1 chain (rare and expensive implicit, but freed up a support gem for my main clear skill). Also used a "Rumi's Concoction" and 8% of my block was conditional to having been hit recently (From ascendancy / also available on jewels). I also got 2% attack block synthesis implicits on boots and helmet but didn't end up using the helmet in favor of a Devotos (yay movespeed) that had my desired enchant. I did use the boots once I crafted something usable. And finally I paid many exalts for a corrupted "The Anvil" that had +5 Attack block as the corruption implicit. Max block felt amazing, but also was semi-reliant on my flask so felt bad during longer boss fights. The Struggles: Because I invested so heavily into max block, my life pool and damage suffered quite a bit. I imagine it would be more effective (and cheaper!) to not try and hit max block and just gear in another defensive layer (or just more life) and more damage. It would free up a lot of Passives and you could grab pierce over by the Ranger area. You could use a different quiver/amulet for more life/dmg. Another thing was that I was Unique Heavy at the end. So my rings were mostly to fill out resits, and I needed resists in the tree. Also, the map modifier that gives all mobs a chance to avoid bleeding is very annoying. Phys damage reduction mod not as annoying. Endgame: I cleared all guardians a few times (mostly deathless). I killed shaper, the damage was very good and I died once to a slam (user error). I killed two 83 Nexus bosses, but don't remember the modifiers but was mostly fast and smooth. I didn't get around to spawning Uber Elder, but in my experience I think my damage is enough at this point as long as you know the fight well enough to not die too much. I imagine I could do it, but not deathless. (also there is a video of a TS Bleed Archer doing it a couple weeks ago, so at the least you can follow his guide if needed) Other important pieces for Bleed scaling: Ryslatha's Coil, Malevolence + Watcher's Eye, War banner, Herald of Purity (can get the new unique ring for LOTS of phys damage, but I needed my resist rings), vulnerability on hit. Synthesis Bleed bow or Elder Bow with Vicious Projectiles. The Rest of the Build: I think I touched on most of the important topics, everything else can be seen if you are interested to look through the PoB. Meta Question: Why you no tOrNaDo sHoT? Doesn't really fit into what I wanted. I wanted really long bleeds for bleeds lasting through the aspect changes and having the +1 chain on my quiver helped my clear and bleed stacking without sacrificing damage and trying to get a TS helm enchant. Final Note: If people want to see my bleed simulator, [link] [comments] | ||
Posted: 22 Apr 2019 12:51 PM PDT
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There's issues with synthesis crafting, but you not getting onslaught boots isnt one of them Posted: 22 Apr 2019 12:25 PM PDT There's been a lot of good points brought up about synth crafting. It crowds your inventory with trash, third party websites again, trading is rough, etc., but having crafting recipes for the 1% isn't one of em. The "average player" isn't supposed to get onslaught boots, or arcane surge on hit rings, or a 1000es regalia. And while it sucks to see items like that on the reddit and know they aren't achievable for you, it's important that the game has systems in place to reward the 1%. I've never had 100ex in my stash, but if one day I do, I'd want to get rewarded for having earned that kind of money. Endgame crafting is one of those rewards (possibly the main one). There is work to be done in making PoE more accessible to all players, but we don't want a Diablo3 remake, PoE is amazing because of its infinite scaling into endgame. Systems like high end craftin/synth crafting contribute to that. [link] [comments] | ||
How I duped my way to an Alt Art Alpha Howl... again Posted: 21 Apr 2019 02:25 PM PDT Hey there, I'm Now before we dig deeper into what happened I feel that I must apologize for click-baiting you with this title, I just couldn't help myself. While I did earn more mirrors than I did in Bestiary, I don't actually plan to acquire a second Alpha Howl later to skin transfer over the first, as that would be a bit too tacky, even for me (but rest assured I'm still gonna use the mirrors to purchase pretty Alt Arts when the league is over!)
This time there was no beast-crafting involved, as the "Split" recipe was disabled for both Fractured and Synthesized items. But once again, no exploits were used, and everything stayed ethical! The key to my technique is the answer that GGG provided to the Irresistible Force Paradox: "What happens when an unstoppable force meets an immovable object?".
As indeed a Fractured Item is very much immovable: fractured mods can never be modified (to the disappointment of any player who has wasted Divine Orbs on them as I did). But a special fossil sharing a similar name, the Fractured Fossil, will also always split an item in two. So the big question was: "what happens if you only have fractured mods on the item when you split it?". I decided to trust the words of Navali, who once told me
and assumed the hypothesis that the the split rare items would both keep their Fractured mods, keeping the source intact instead of distributing the mods evenly. However, using fossils on fractured items was disabled for the entire first month of the league, so this question took a long time to be answered, leaving me with a long preparation time filled with anticipation, during which I earned a good amount of currency by specializing in Onslaught boots crafting.
PreparationThe first thing I did while waiting for the "Fossil Fix" patch was try to prove that you can use a "Mirrored" tagged item as part of a Synthetised recipe. Luckily for me, that was possible to achieve without using actual mirrors, as there is a Prophecy called "Kalandra's Craft" that will make a rare item drop with 3 mirrored copies. And while extremely rare, some were for trade as Fractured Items and I was able to validate the craft. This also proved my theory that should one obscenely wealthy player possess a perfect 3x tier 1 fractured item, one could mirror it three times to create a Synthesized result without loosing the source (and thus brute-force a god-tier Synthesized item by throwing currency at it) It also means that the right Fractured Item base (especially triple-modded from ilv86+ bosses) could be easily worth multiple mirrors by itself. When was the last time in PoE that you could drop a 3 mirrors-worthy rare from a boss, with no further crafting required? (and with a chance to drop much higher than that of a single Mirror)
The second part was arguably the most difficult: acquiring the best possible Fractured Item base. Knowing that Fractured Fossils only come from special nodes in Delve (and mostly from very deep ones which is a part of the content only engaged by a niche group of players), I would need something very valuable and rare to be able to profit from a significant crafting cost (the fossils were already between 2 and 3 exalts a piece, and you need 3 per synthesis). In order to drastically improve the chances of getting the desired mod, using a triple-fractured base was also necessary. As we know that rare items have very high chance to have 4 mods (with 5 being uncommon and 6 mods being rare), this meant that the "mirrored" output of a Fractured fossil would most likely only have 1 additional mod to the 3 existing fractured ones. Since we have absolutely no control over the mods once the item has been mirrored (can't annul the additional random mods), lowering the different affixes on the final items in the recipe was crucial, so a 2 mods source would induce way too much variance for it to be worth it. And lastly, having 3 mods simply means better result overall with a guaranteed 3 implicit Synthesized item. However, for the best implicits you always need Tier 1 mods, and you would be lucky to find a single one of a 3-fractured item with this specific affix for sale, let alone a good one with other decent rolls and/or base. The solution? Just get lucky, 4Head!
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[Standard] It'll be nice to dupe something besides quant gear for a change. Posted: 22 Apr 2019 12:34 PM PDT
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Posted: 22 Apr 2019 01:37 AM PDT
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[Fanart]Meme Divination cards. Posted: 22 Apr 2019 12:38 PM PDT
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