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    Path of Exile Questions Thread - May 29, 2019

    Path of Exile Questions Thread - May 29, 2019


    Questions Thread - May 29, 2019

    Posted: 28 May 2019 05:06 PM PDT

    Questions Thread - May 29, 2019

    This is a general question thread on May 29, 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
    • Price checks
    • 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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    Surprise Birthday cake from the wife

    Posted: 29 May 2019 07:45 AM PDT

    I did it, GGG! Please hire!

    Posted: 29 May 2019 01:01 PM PDT

    +2 to developer skills

    Posted: 29 May 2019 09:39 AM PDT

    Path of Exile 2k19 Toolbar

    Posted: 29 May 2019 09:33 AM PDT

    With the introduction of the new defensive instants in Legion, expanding the skillbar is way overdue

    Posted: 28 May 2019 10:33 PM PDT

    Nothing punctuated the limitations of 7-slot skillbar more than playing summoner before. You likely had multiple auras, curses, minion skills, movement skills, Convocation and an offering skill of your choice. Maybe two. Juggling all that was nearly impossible on just 7 slots, but that was counteracted heavily by the virtue of summoners being painful to play to begin with, thus unpopular.

    Now however, look at the mandatory skillbar of the archetype GGG is pushing, sandy blood memlee. You have your attack skill of choice. You have an instant movement skill to dodge attacks. You have an instant defensive skill. You have the new blood/sand toggle to allow you to fully use your skills. You probably want to have an ancestral totem. You also will likely use at least one Vaal skill, totem or not. You might also want to use a golem for accuracy or regen. That's 6 skills already, all that you must have hotkeyed and ready to go. This does not include your non-toggle auras, potential curses, utility skills like Phase Run, Warcries (kinda important for a Berserker), Banners, potential single target attack skill of choice, or a potential map mobility movement skill, or one that allows you to clear ledges if you run Shield Charge.

    Using all that is heavy on your gem sockets, and that is a larger balance consideration that ties in directly into game mechanics. I'm not asking to change that. But adding 3-5 extra slots on the skillbar comes at no cost to the core gameplay or balance at large. And frankly, would be one of the biggest QoL to come for many builds.

    submitted by /u/Sleelan
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    The gate in The Sarn Encampment has the same sprite as the fire pot beside it

    Posted: 29 May 2019 05:40 AM PDT

    When you want to start crunching numbers in PoB (Chieftain Ascendancy)

    Posted: 29 May 2019 07:36 AM PDT

    Here's an early look at the Chieftain Ascendancy in Path of Exile: Legion!

    Posted: 28 May 2019 05:33 PM PDT

    Rip clutch +50% life regen and leech?

    Posted: 29 May 2019 04:28 AM PDT

    League goals

    Posted: 29 May 2019 01:01 AM PDT

    Melee Before Legion and After Legion

    Posted: 29 May 2019 08:51 AM PDT

    poeskilltree.com - historical skill trees

    Posted: 29 May 2019 07:48 AM PDT

    Hey everyone,

    Last league I released a simplistic online skill tree, and for this next league, I wanted to release all the skill trees I have (see table at the end of post for full list). This is everything from 0.11.3 to 3.6.0. You can also compare any two of these to each other by adding &c=<version> to the end of the url (i.e. 3.6.0 vs 1.1.0: http://poeskilltree.com/?v=3.6.0&c=1.1.0). If anyone happens to have trees and assets pre-1.1.0 let me know. I have some earlier trees, but I don't have the assets to go with them. I would really like 1.0.0 Thanks /u/morelandjo. If there is something I could improve on let me know

    Thanks, _Emmitt_

    Version Link
    0.11.3 http://poeskilltree.com/?v=0.11.3
    1.0.0 http://poeskilltree.com/?v=1.0.0
    1.1.0 http://poeskilltree.com/?v=1.1.0
    1.2.0 http://poeskilltree.com/?v=1.2.0
    1.3.0 http://poeskilltree.com/?v=1.3.0
    2.0.0 http://poeskilltree.com/?v=2.0.0
    2.1.0 http://poeskilltree.com/?v=2.1.0
    2.2.0 http://poeskilltree.com/?v=2.2.0
    2.3.0 http://poeskilltree.com/?v=2.3.0
    2.4.0 http://poeskilltree.com/?v=2.4.0
    2.5.0 http://poeskilltree.com/?v=2.5.0
    2.6.0 http://poeskilltree.com/?v=2.6.0
    3.0.0 http://poeskilltree.com/?v=3.0.0
    3.1.0 http://poeskilltree.com/?v=3.1.0
    3.2.0 http://poeskilltree.com/?v=3.2.0
    3.3.0 http://poeskilltree.com/?v=3.3.0
    3.4.0 http://poeskilltree.com/?v=3.4.0
    3.5.0 http://poeskilltree.com/?v=3.5.0
    3.6.0 http://poeskilltree.com/?v=3.6.0
    submitted by /u/_Emmitt_
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    [SSC][Item Showcase] Sorrow Crest - Synthesized Hubris Circlet

    Posted: 29 May 2019 01:29 PM PDT

    I recently took up whittling, it's not perfect but I had fun all the same.

    Posted: 28 May 2019 09:59 PM PDT

    Steelskin and the Guard Skills

    Posted: 28 May 2019 07:34 PM PDT

    Suggestion for Delve: When you destroy a frac. wall, update it on the map with a red X

    Posted: 29 May 2019 08:16 AM PDT

    Can Chieftan's Ngamahu, Flame's Advance node please get some sort of indicator?

    Posted: 29 May 2019 05:40 AM PDT

    Title. Especially since this patch seems to be more about giving control back to the player, having some sort of indicator for this would definitely help.

    Edit: Specifically a buff icon. Maybe something that switches back and forth like "You will gain Flame's Advance in 6 seconds" and "You have Flame's Advance for the next 3 seconds"

    submitted by /u/thecuiy
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    With All the Melee Hype Around 3.7, I Think We Are Forgetting Something BIG...

    Posted: 29 May 2019 09:07 AM PDT

    Chieftain Ascendancy overview for 3.7

    Posted: 28 May 2019 07:58 PM PDT

    Any plans to improve performance?

    Posted: 29 May 2019 08:45 AM PDT

    Or is it just going to get worse when 3.7 comes around?

    The game runs like ass right now (Yeah i know i have a bad computer and all but i have no issue running literally ANY other game).

    submitted by /u/deathescaped
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    Legion also introduces new Sextant mods! Here's an example.

    Posted: 28 May 2019 03:29 PM PDT

    Chieftain totem reflect is nowhere to be seen in 3.7. Please pay your respects to the dumbest build I've ever come up with.

    Posted: 28 May 2019 07:13 PM PDT

    Stun immunity is a broken, boring mechanic, whether it’s on enemies or on players. There already are tools in the game to make stun protection way more balanced and interesting - implement them!

    Posted: 29 May 2019 09:48 AM PDT

    Recent posts have highlighted the issue of stun immune mobs being a game breaker for stun builds. I fully agree that this is a problem that needs to be attended. However, I also think stun immunity on players is just as much of a problem as it is when it is found on mobs. Bear with me before deciding this opinion is idiotic. Although the following is a wall of text, I've put some effort into thinking it through and getting it as succinct and clear as I can, and I think it'll be worth your while if you care about the game and its mechanics. Please give it a read, and then decide whether it's idiotic or not - and if you do (or don't) please elaborate why you think so. I look forward to hearing your opinion.

    The TL;DR can be found at the end of the post.

    Stun immunity as a player stat

    The problem

    The ability to negate or mitigate stuns is very powerful and, indeed, very desirable. However, having complete stun immunity readily available as a single stat (either on or off, with very few things in between) is a problem for reasons listed below:

    Issues with stun immunity being easily achievable:

    • It trivializes content by completely removing a fundamental combat dynamic which is both a threat in itself and a unique form of signal that being hit actually matters beyond the damage being dealt to you. Such effects should simply not be so easy to altogether remove.
    • It makes the game lose an opportunity to differentiate between melee/life builds on the one hand and ranged/caster/energy shield builds on the other (more on this below).
    • It makes certain stats and modifiers mechanically obsolete, namely the "X% increased stun and block recovery" modifier and the "X% chance to avoid being stunned" modifiers on elder bases, from fossils, on the skill tre and the boot enchantment. Stun immunity technically also makes "X% increased stun threshold" mechanically obsolete, but for some reason this is hardly implemented as a stat for players - more on this below. (The same issue arises with the "Hits can't be evaded" mod, but that's a subject of its own.)
    • It devalues the Unwavering Stance keystone, and the sacrifice that goes with it
    • It devalues the pantheon system (Soul of the Brine King)

    Issues with there being too little in between stun immunity and full-on stun "sensitivity":

    • It hurts build diversity. The builds and ascendancies with no easy access to stun immunity have a hard time getting a reasonable protection from stuns.

    Suggested changes

    The general idea in short: Remove/modify all sources of stun immunity as a single stat and implement more of "X% increased stun and block recovery", "X% chance to avoid being stunned" (conditional or not) and especially "X% increased stun threshold" to already existing and used sources.

    I can already see the comments saying "You're insane! Wanna nerf melee and life builds even more?" To that my short answer is no - quite the opposite. Keep reading. But before you do, just note that any specifics in the following examples are only meant to iłlustrate the basic concept and to argue for it being functional and enriching for the game. All details would of course have to be extensively thought through and tested for balancing purposes.

    First off, the stun threshold stat is severely under-implemented with regard to players. As far as I can tell, the only way of increasing it (or indeed affect it at all) is the skill tree notable "Warrior's blood" down by the Marauder. This, I think, ought to be drastically changed. Few people, however, are probably in favour of diluting the mod pool of rares further, so I'm not suggesting "X% increased stun threshold" as a possible mod on regular items. But by all means put some increased stun threshold on a number of existing, thematically fitting uniques such as Kaom's Heart and Belly of the Beast. Put it as an implicit on strength armours. Put it on a utility flask. Add "X% increased stun threshold" to endurance charges and the new rage mechanic. And above all, put it on the skill tree, on already existing defensive nodes and life nodes, and perhaps even give it a dedicated cluster.

    Sources of "X% increased stun threshold" should be concentrated on the left and lower left side of the skill tree, and most of them should be put on existing passives so that you literally cannot avoid picking up a decent amount unless you're building a glass cannon. Put increased stun and block recovery there as well. The right and upper right of the skill tree should instead primarily get different forms of stun avoidance, with the combined chance being hard capped somewhere between 75-90%. Also, I think life builds in general should get a decent bonus to stun threshold provided maximum life is at least twice the size of maximum energy shield, or some similar condition. I find this thematically fitting to life versus energy shield builds (at least as long as life pools are so far behind in size compared to energy shield), and it makes life easier for melee.

    Getting rid of stun immunity and making use of the stun threshold stat in general also opens up for new, interesting and powerful uniques with decreased or less player stun threshold as a trade-off, or items having unique interactions: Cloak of Defiance could for example get a modifier like "Unreserved Mana counts towards effective Life for determining chance to be stunned" (feel free to come up with a more efficient wording).

    As for existing ascendancies, here's two examples with the Juggernaut and Occultist ascendancies, in order to illustrate how it could be handled:

    Juggernaut: instead of "Unstoppable" giving unconditional stun immunity, make it give something similar to "Your stun threshold is doubled. Your stun and block recovery is doubled". With more passive nodes giving substantial increases to stun threshold this could easily become the equivalent of having 5 times the normal stun threshold, effectively requiring a hit to reduce your life by 50% for the lowest stun chance (20%), and if you are stunned, it's at maximum just for a tiny bit longer than the cooldown of Cast on Crit. With 5 times the normal stun threshold, you'll never have a higher chance of being stunned than 40% - any hit with a chance to stun above that and it's a one-shot.

    Occultist: instead of "Vile Bastion" giving "Cannot be Stunned while you have Energy Shield", make it give something similar to "Energy Shield grants a 25% additional inherent chance to Avoid being Stunned. Your Stun Threshold is based on Energy Shield instead of Life." The base stun chance is ordinarily calculated off of life (In the case of CI, the calculation uses the life the character would have had without CI). An energy shield build with no life investment usually have around 1500 life, which means 20% base stun chance from a 150 damage hit, and 100% base stun chance from a 750 damage hit and above. This is then reduced to 10% and 50% respectively, due to the 50% stun avoidance energy shield inherently grants. The suggested change to "Vile Bastion" would instead make it so that a character with 10 000 energy shield would have a 20% base stun chance from a 1000 damage hit, and 100% base stun chance from 5000 damage hit and above. This is then reduced to 5% and 25% respectively, due to the 75% stun avoidance the occultist now gets from having energy shield (50% inherent + 25% bonus).

    This would give both Juggernaut and Occultist significant stun protection but in different ways, in line with their characteristics. The Juggernaut would have to be hit harder to have a chance to be stunned at all, and if he's stunned he recovers much faster. The Occultist have a lower chance to be stunned for equivalent hard hits, but can still be stunned by weaker hits than the Juggernaut and is slower to recover. And last but not least: it still benefits them to get additional stun recovery, chance to avoid stuns or increased stun threshold (especially the Juggernaut, due to him getting more multipliers) - it becomes a matter of prioritizing among other available mods and considering diminishing returns.

    As for stun immunity granted by items and the Unwavering Stance keystone, here's a couple of short suggestions for illustration:

    Eye of Chayula could get a substantial increased stun threshold mod, and Presence of Chayula could get "Stun threshold is based on Energy Shield instead of Life" on top of that.

    Change the Unwavering Stance keystone so that it doubles your stun threshold (i.e. gives a 100% more multiplier), instead of it giving complete stun immunity. Then pair that with the Juggernaut ascendancy node "Unstoppable", and stun immunity will be achievable provided you stack "X% increased stun threshold" from other sources. With 150% increased stun treshold + Unstoppable + Unwavering Stance you will get 2.5*2*2=10 times your normal stun threshold, which in effect makes you immune to stuns. So you can get stun immunity, but at a cost. And, there is everything in between this extreme and having no protection from stuns.

    A new keystone could also be added that says "Stun Threshold is based on Energy Shield instead of Life. Energy Shield does not grant an inherent chance to avoid being stunned." Make it easy to path to from the witch, templar, shadow and scion area. Is it a good trade-off? Yes, provided you get stun avoidance from other sources, which should be made more available on existing defensive nodes in the upper right side of the skill tree.

    All in all, the suggested changes would solve the issues mentioned in the beginning of the post. Any character would be able to get a moderate to high protection from stuns depending on level of investment (and, indeed, would get decent protection by speccing as they usually do), with some ascendancies giving significant boost to stun protection. Melee and life builds would be much better at shrugging of stuns from trash mobs while mapping, since their easy access to increased stun threshold in practice makes them stun immune to hits dealing damage below a larger portion of their life. Although stun immunity as a single stat would be removed from the game, there would instead be stun protection to get aplenty. Stun immunity (or close to it) could still be gotten for dedicated builds, but it would require investment and the process of getting there would be gradual.

    I get that losing stun immunity as a single stat is an inconvenience, but in my opinion balance and validity of existing mechanics means more than losing some convenience. One of my main points is that a decent level of stun protection would still be very convenient to get for anyone.

    So what do you think of this? Is it a good or a bad idea, and why?

    ---

    TL;DR: No one should be able to get complete stun immunity as a single stat. Everyone should be able to get a moderate amount of increased stun threshold and/or chance to avoid being stunned just by putting points into existing defensive/eHP nodes on the skill tree, with some ascendancies/items/dedicated skill tree clusters giving significant bonuses.

    (I'm aware that stun are getting a rework in the upcoming league, but from what we've heard, that mostly seem to affect which abilities will be most effective in order to stun mobs. A discussion on stun immunity on players is still relevant. )

    submitted by /u/maivaer
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    PoEkemon Episode 2: Raise Spectre WORMS

    Posted: 28 May 2019 05:22 PM PDT

    [Discussion] Does Flask piano discourage playing with multiple skills?

    Posted: 29 May 2019 07:22 AM PDT

    For me yes, I find it just too much to manage to get all of my flasks up all the time and use different skils at the same time. That drives me to use a build that will allow me to right click all the content. What is your take on this? If that's a problem for many of you, what would be the solution?

    submitted by /u/iminnocentpls
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