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    Path of Exile Questions Thread - May 01, 2019

    Path of Exile Questions Thread - May 01, 2019


    Questions Thread - May 01, 2019

    Posted: 30 Apr 2019 05:08 PM PDT

    Questions Thread - May 01, 2019

    This is a general question thread on May 01, 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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    An Update from Chris

    Posted: 01 May 2019 02:19 PM PDT

    It doesn't take much reading of the official forums or subreddit to realise that a group of Path of Exile players are angry about a number of topics and feel that we haven't given solid answers about how we're going to address these issues. We will explain as many of these topics as we can in the Q&A that is currently scheduled for later this week. However, one thing that the Q&A doesn't address is how we got here. I wanted to personally post an explanation of what has been going on behind the scenes at Grinding Gear Games that led to this state.

    Synthesis was more work than we expected. It was developed over the Christmas holiday, and its gameplay prototype came in very late. We didn't have a lot of time to iterate on it before release or to make drastic changes that it potentially needed. While our improvements after its launch have helped a lot and many players are enjoying it, we fully acknowledge that it is not our best league and is not up to the quality standards that Path of Exile players should expect from us. It will not be merged into the core game in 3.7.0. Maybe we can do something with it in the future, but we have no current plans.

    When we reveal 3.7.0 in three weeks, you'll see that its league has a focus on repeatable fun, and the combat revamp has a lot of focus on improving the fundamentals of Path of Exile's gameplay. In order to do this, we have had our heads down, focusing on getting 3.7.0 to be ready as early as we can within its development cycle.

    But that's not all we need to work on. There are a large number of critical projects going on at the same time. For a start, our 4.0.0 mega-expansion is taking a huge amount of the company's time. We see this upgrade as critical because the next generation of Action RPGs is coming and we have to be ready. Not proactively keeping up with competitors is how companies die. We don't see the huge time investment in 4.0.0 as optional at all.

    In addition to 4.0.0, we've also committed to running the ExileCon convention later this year. You may think that this is a fun optional side project for us, but we see it as critical because we need a stage (literally) to announce 4.0.0 to the world. Talking to other developers has shown us that conventions are by far the best way to market a new product of this size.

    Then there's the Korean launch. South Korea is a large market and we feel we are years late to release there. Due to that, we committed with our publisher to release in Korea alongside 3.7.0 and we will meet this commitment, but it's yet another project to handle concurrently.

    Then there's various issues with Path of Exile on the console platforms which feel bad about because we have made promises that we haven't yet fulfilled. After the Xbox launch, all of our console resources went into preparing the PS4 release which meant we didn't spend enough time supporting the feature requests from the Xbox community. Now that the PS4 version has launched, we need to make headway on console features.

    All of these areas, from 3.7.0 through to the eventual release of 4.0.0, are going to make massive and lasting fundamental improvements to Path of Exile. We have been making great headway and are incredibly excited to show this work when it's ready. However, this has all come at a cost.

    While we have released many patches during the 3.6.x cycle to address community concerns, the significant internal development focus on the long term of Path of Exile has meant that we have chosen not to prioritise things like completely overhauling Synthesis or creating an entirely new type of one-month race.

    Every week, there are feedback threads about many different topics. The community generally do a great job of constructively presenting reasons for wanting various changes, and we appreciate that.

    When given this feedback, we have two options:

    • Assemble the team of seven key people who are needed to solve the issue, discuss it for half a day, and then lock in the solution, so that we can at least tell the community what our plan is, even if it's a little while before we get to it. An example of this is the when we made large functional and balance changes to Delve based on community feedback. The drawback with doing this is that it derails up to seven important projects that we're working on in order to solve the problem. We have to be selective about which problems we apply this approach to.
    • The second option is to read and consider the feedback, and specifically decide to deal with it later. This doesn't mean it isn't going to be done, it just means we are prioritising the existing release we're currently working on. An example is the Map Stash Tabs in Standard situation where we waited a whole league before we solved it. If we had put the time into this solution a league earlier, Synthesis would have been even worse.

    Simply put, we can't fix every problem every league. There are going to problems that we don't address quickly. We'll get to them as soon as we can.

    A big topic in the gaming industry recently is development crunch. Some studios make their teams work 14 hour days to pack every patch full of the most fixes and improvements possible. Sometimes when we read our own Patch Notes threads and community feedback, we feel that we are being asked to do the same. I will not run this company that way. While there's inevitably a bit of optional paid overtime near league releases, the vast majority of a Path of Exile development cycle has great work/life balance. This is necessary to keep our developers happy and healthy for the long-term, but it does mean that some game improvements will take a while to be made.

    We try as hard as we can to communicate with our community about our development priorities. We post daily news and aim for some kind of substantial development update every week. Bex and her team are all over the community posts, passing information back to the developers and seeking answers to questions. However, as I explained earlier, in order to be able to share our firm plans about topics, we have to assemble the right developers, derail their current work and make some time-consuming decisions.

    Due to the sheer amount of stuff we've been working on, certain topics have not been addressed to the satisfaction of the community.

    I am very sorry about this. One of our key values is our relationship with our community. We feel that our internal emphasis on longer term improvements to Path of Exile has caused some damage to that relationship in the short term. We will make sure that we find a good balance between addressing immediate concerns and making the long-term improvements the game needs.

    Later this week, we'll post our first set of answers to the questions from the Q&A. I will make sure that it includes all the hot topics such as Synthesis, trade, console improvements, races, etc.

    We can't wait to announce 3.7.0 in three weeks. Its name is on the list.

    submitted by /u/chris_wilson
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    Maximum possible physical DPS for each weapon class in Synthesis.

    Posted: 01 May 2019 10:59 AM PDT

    So, finally finished Act 10. Realized I don't understand this game.

    Posted: 01 May 2019 04:26 AM PDT

    Shit, this game is super confusing. I made the decision I wanted to be a fucking thunder god, so I picked Templar and decided to go all-in on lightning spells. I had gone through Act 1-10, absolutely loving the shit out of smiting the undead with my Arc like some Norse god and all-in-all I enjoyed the D2 vibes. Then around level 70, I killed Kivara or whatever that demon dude is called and I got dumped into that Templar Research place and was told to use some maps. I promptly got super excited about crafting some cool gear or getting some nice item drops.

    Then I started some frantic googling to try to get some directions on where to go and what to do now and apparently I've been playing this game dead wrong the whole time.

    So, apparently, as far as I understand picking up items is completely pointless unless they're unique, the only things you want to pick up are currency orbs, trying to grind or craft a nice piece of equipment seems to be completely pointless, because "you should just buy them with Chaos Orbs or Excellent Orbs lul" or some shit. There seems to be no point in doing anything but pick up orbs. Well, there's a whole crapload of side things to do like some Menagerie and some mine that is never explained adequately. This game just loves bombarding me with all these bells and whistles but doesn't really explain why I should be doing them.

    I'm feeling super confused and overwhelmed. I really enjoy the core mechanics of this game, but 99.9% of the time, I feel like a dog trying to fly a commercial jet. I'm just running around doing random things, randomly upgrading some maps and putting them in the map device. Killing shit is fun, but I have no idea why I'm doing things like sealing prophecies, finishing labyrinths, using some leaguestones, upgrading maps with some chance orbs, other than to grind some currency items into eternity. I don't know. The overwhelming sensation I get when playing this game is: "Am I doing this right? I'm doing something horribly wrong here, aren't I? Oh fuck, this can't be right." like some 14 year old boy on his first date. I find it kind of discouraging, to the point where I'm thinking about dropping this game and trying to find something else that fills that D2 void. It's sad, because I really want to like the game but it just feels bloated and super unfriendly towards new players.

    I know y'all love this game and I meant no hate. I'm just lost as fuck.

    EDIT: Hey, thanks for the insight. It feels nice knowing that it wasn't just me and there are more people like me struggling with this game. And most of y'all are nice and helpful, which is a breath of fresh air for reddit.

    submitted by /u/looongface
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    Chris - "We can't wait to announce 3.7.0 in three weeks. Its name is on The List." Any guesses?

    Posted: 01 May 2019 02:32 PM PDT

    Can't click Hillock, again. Lost Research safehouse

    Posted: 01 May 2019 05:33 AM PDT

    [Item Showcase] Lightning Conversion + Conductivity on hit ES gloves

    Posted: 01 May 2019 09:58 AM PDT

    I tried my hand at crafting a "cool" wand

    Posted: 01 May 2019 11:52 AM PDT

    My synthesis experience

    Posted: 30 Apr 2019 02:38 PM PDT

    [PSA] You don't get extra chaos orb from chaos recipe if quality of any item exceeds 20%.

    Posted: 01 May 2019 05:03 AM PDT

    FeelsBadMan

    Delve items (◡‿◡✿)

    submitted by /u/SunRiseStudios
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    Karvarousku, Kammell and Zizaran discuss BEAT racing event

    Posted: 01 May 2019 07:38 AM PDT

    What I expect from the melee rework/buffs in 3.7

    Posted: 01 May 2019 08:28 AM PDT

    map mods are a bit too harsh to bleed builds...

    Posted: 30 Apr 2019 09:27 PM PDT

    if an area has:

    • 40% physical reduction
    • gain an endurance charge on hit

    that's an easy 85% physical damage reduction (endurance charge grants 15% per charge on mobs), and player has no way to counter it like ele/chaos builds with penetration.

    If the area also has:

    • 65% chance to avoid bleed/poison
    • 70% more life

    that's basically (1-0.15*0.35/1.7)= 97% damage reduction on a bleed build (and again there's no additive stats available in the game like penetration to counter them)...

    I mean, bleed is already a very weak mechanic, ggg pls have some mercy

    submitted by /u/insobyr
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    Damnation [Hideout]

    Posted: 30 Apr 2019 10:15 PM PDT

    While some people have their GPU destroyed by POE. Mine is pretty chill but my CPU is calling for help ( I5-9600K+ R8 280X)

    Posted: 01 May 2019 01:03 PM PDT

    Shogun - full Hideout [Overgrown tileset]

    Posted: 01 May 2019 02:58 PM PDT

    I was skeptic abouth new music, but this reminds me of old diablo 1 tristram music. TNX Kamil!

    Posted: 01 May 2019 01:18 PM PDT

    Do you want Synthesis to go core? [Strawpoll]

    Posted: 01 May 2019 01:12 AM PDT

    https://strawpoll.com/heexe115

    Feel free to upvote for "yes" and downvote for "no" as well.

    Doing this to see if there are a meaningful percentage of people that want it to go core.

    EDIT: posted a mirror post on the poe official forums since a few people mentioned it would be too biased if it's only reddit users voting :)

    submitted by /u/KlinaVorn
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    3.6.4 Patch Notes Preview (deploying next week)

    Posted: 30 Apr 2019 04:38 PM PDT

    Really pumped; I'm finally ready for endgame. Any tips?

    Posted: 30 Apr 2019 04:14 PM PDT

    Is Trickster tankier than Occultist?

    Posted: 01 May 2019 03:20 PM PDT

    I've played both this league, and Trickster feels 100x better in terms of tankiness, which confuses me when people say Occultist is tankier. I'm playing my first Occultist ever (following Mathil's arctic breath build), and although it has more EHP, the mitigation doesn't seem to be there. My 8k ES gets chunked by bosses and even packs of mobs, while I don't think I ever died as a Trickster apart from stupid cortex fights. Am I doing something wrong? Or is Occultist just really squishy despite having a lot of EHP?

    submitted by /u/PM_ME_YOUR_BUTTplz
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    [Suggestion] Scarabs could be retooled as a general leaguestone-esque item not tied to betrayal to allow people to access content at their own paces

    Posted: 30 Apr 2019 02:20 PM PDT

    This suggestion has been made before on this sub but hasn't really been expanded upon by their OPs. I was wondering people's thoughts on a particular implementation that I think may solve some of the complaints people have with the game right now.

    • Masters no longer randomly appear in maps. Master missions (that show up on the atlas map) remain.

    • Remove the 3 scarab tiers (rusted, polished, gilded). Scarabs now only have a single tier of each type. Intervention now simply rewards 1/2/3 scarabs of their respective type.

    • Scarabs now simply make their specific mechanic appear, rather than making them appear and augmenting them in some way. For instance, the sulphite/delve scarab would simply say "Area contains Niko". non-master content scarabs like breach/abyss/harbingers would largely stay the same: "area contains 2 breaches/abyss/harbingers", "contains 3 perandus chests with 33% chance of meeting cadiro" etc.

    • Add scarabs for any mechanics that are currently missing one. "area contains zana/alva/jun/cavas/etc". You could potentially remove the scarabs that simply buff droprates of maps/div cards/uniques/etc but that isn't necessary.

    • Scarabs now drop from map bosses at a fairly high droprate (say 40-60% chance, though open to adjustment). Higher map tiers could have higher chances of dropping scarabs, or could drop multiple scarabs. The intent here is to have the scarab droprate be such that players who use their scarabs are meeting the masters at about the same rate they are now. Could integrate scarabs into other league mechanics (beast recipe that gives random set of scarabs, scarab room in incursion, scarab encounter in delve, etc).

    This solves a few issues people have been having with master content being thrust upon them. Master encounters are now effectively "bankable" by holding onto their scarabs. If you don't feel like doing incursion/synthesis/betrayal at the moment, you can just hold onto your scarabs. Further, if you don't want to interact with a mechanic at all, you can sell those scarabs to other players who do, and you can buy scarabs for a league mechanic you really like to target farm it. That way, you don't really lose out by not participating in certain league mechanics.

    Potential drawbacks:

    • somewhat micromanage-y: people complain about the process of chiseling/alching/vaaling/etc being tedious, and this would add to that. I think it's a bit different here since scarabs would be for accessing particular league content that you want to do rather than just juicing a map's rewards.

    • bad for f2p btw players: this results in a lot more scarab fragments being in the game which could be hard to manage without a fragment tab. wouldn't be too bad provided you use your scarabs as you acquire them and don't try to bank a fuckton

    I personally enjoy all of the league content, for the most part, but I do go through periods where I get annoyed when a certain mechanic pops up because I don't want to deal with it. This seems to be a pretty common sentiment on this sub so this suggestion should hopefully appeal to some people. Let me know if you think this is a good or a bad idea

    submitted by /u/Notsomebeans
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    Uber elder build

    Posted: 01 May 2019 08:05 AM PDT

    Hello everyone.

    I have spawned uber elder but I think the build I'm using atm is too squishy for a first timer. I have ripped two sets already (playing worb trickster unleash ice spear, with not so good gear). Managed to get to the last portal phase (just before you fight both shaper and elder) on first set and got completley gutted on second set.

    I'm thinking of leveling up a new character to be able to kill uber elder more easily. Do you have any tips? Thinking about MS jugg.

    I will probably level in delve from 70 and maybe some group play to not lose my UE spawn.

    Ty for any advices!

    submitted by /u/Foppisshlol
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    How to buff melee without buffing other builds at the same time

    Posted: 01 May 2019 02:16 PM PDT

    TL;DR: read bold

    Some of the suggestions that get floated around like buffing armour, fortify, stun or even life aren't really melee fixes because they would affect all builds. None of them would necessarily make melee more competitive. The focus needs to be on game elements that are specific to melee, and there are some ways to do that without any complicated system reworking.

    Melee isn't all bad; you can make a perfectly good melee character. It won't rival Winter Orb for clear speed, but that's OK, melee shouldn't be exactly the same as casting. If you've got the currency, you can make a melee character that will smash Uber Elder and all the rest. The principle problem with melee is that it's comparatively expensive to make a competitive build. By rebalancing weapons, this problem can be solved and it would go a long way to rebalancing melee in a way that wouldn't upset the balance of other builds.

    Finding a good melee weapon is absurdly difficult. Most players don't even identify T1 bases because the chance of getting anything decent is negligible. The main reason for this is that high tier prefixes for increased physical damage, hybrid increased physical damage and flat physical damage are weighted to be rarer. This negative weighting starts at T5 mods, so even finding an item with middle-range mods is extremely unlikely. T1 mods are weighted to 2.5% of a regular weighted mod (T6-8).

    Negative weighting of mods needs to be rebalanced. I would say the weighting for these prefixes should only start at T3, with the weight for T3 at 40% of regular (up from 10%), T2 at 10% (up from 5%) and T1 remaining the same at 2.5%. That would make perfect weapons just as rare, but it would make it much easier to get something good enough for end game.

    In terms of elemental prefixes, they all have the same weighting across the tiers so it's not so bad. Flat elemental damage mods are have 4 times the weight of increased elemental damage with attack skills though. I would say these could be equalised, which would make it a bit easier to get a top elemental weapon at high levels where you can easily get flat elemental damage elsewhere.

    Suffixes aren't so bad as there isn't a load of negative weighting going on. The one change I would like to see is to get rid of resistance mods on weapons. Not only are they unwanted, but they are thematically inappropriate for the weapon slot. I would replace them with some niche attack mods that would also make crit less mandatory. I would like to see chance to impale enemies on hit with attacks, chance to shock/freeze/ignite with attacks, increased area of effect with attacks, all going up to 30-40% at T1.

    There needs to be a rebalance of melee weapon bases too. Most of them may as well not exist because people will always go for the fastest base. Even for a bleed builds, it's been shown to be better to use the fastest base because more attack speed gives more chances of inflicting a big bleed. I would say all weapons of the same type should be within 0.15 aps of each other. Currently some types have a 0.45 aps gap (one handed swords).

    The inherent drawback of melee is that you spend a lot of time close to the enemy and hence take more hits. Melee builds need better defence to cope with that, so buffing weapons is not the whole solution. One easy way to give melee builds better defence is to include defences in melee passives. All melee notables should have some amour/evasion/es, block, dodge or life as appropriate to the weapon type they apply to. All melee builds will pick up some of the notable melee nodes, so this would give some defence "for free" and go some way to improving survivability.

    Of course, a lot of melee skills need rebalancing or completely reworking. Numeric changes won't solve all of melee's problems, but will go a long way to balancing melee against ranged skills.

    submitted by /u/pinktiger4
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