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    Path of Exile Questions Thread - July 25, 2019

    Path of Exile Questions Thread - July 25, 2019


    Questions Thread - July 25, 2019

    Posted: 24 Jul 2019 05:07 PM PDT

    Questions Thread - July 25, 2019

    This is a general question thread on July 25, 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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    Legion league so far

    Posted: 25 Jul 2019 06:22 AM PDT

    I was going to say 'channeling', but ok..

    Posted: 25 Jul 2019 07:08 AM PDT

    +7 free tabs ^^

    Posted: 25 Jul 2019 06:08 AM PDT

    Outdated and potentially unpopular opinion: The old character creation screen was better.

    Posted: 25 Jul 2019 11:49 AM PDT

    Introduction: When I started playing during the Sacrifice of the Vaal, the title screen and character creation screen had a background of a wooden ship in stormy weather. When you attempted to create a character, the camera would move into the hold of the ship, and the player would see the 7 characters among other ... fairly unhappy exiles. I feel this setting is better for the game than the current court room on Oriath.

     

    Point 1 - Logical scene flow: Seeing your character in a wooden ship with other exiles, and then cutting to a scene with your character laying on a beach with wood laying around and other exiles, makes the flow of events fairly easy to understand. A friend who I was introducing to the game had trouble making the connection between seeing their character in a fancy ancient marble courtroom ... and then just ... on a beach. She compared it to playing other games where for example your character is in the middle of a busy city, a cutscene starts, you accidentally skip the cutscene, and suddenly you are in a cave in a desert with no intelligent life anywhere and the player reaction is "O.o ... what the hell did I miss?"

     

    Point 2 - Mood: Inside that ship was ... scary and ominous. Lightning and rain, contribute to feeling of "Lack of safety". Sickly depressed bodies aplenty around you ... You're all exiles together, but YOU are the one that needs to survive. I like to think that the first exile you speak to on the beach, is someone you met on the boat and spoke to for a bit. Everyone on that old creaky boat has died, and your adventure begins and you know it's going to be gruesome. Our current screen. Clean courtroom. Structured guards/police force, and then again ... suddenly on a beach fending for your life.

     

    Points of argument against myself: Just to be neutral, I want to state I understand the appeal in the actual sentencing of the exile to exile. There is an artistic touch of being exiled in-front of the Kitava statue who will be the big boss at the end. The problem is this touch is lost on users who don't know the story and are trying to get immersed in the fact they are on a hard journey to fight for their lives. The plot comes later Solution? Before a new character gets to Act 5, show the boat. Once that character gets to act 5, show the courtroom.

    submitted by /u/GregoryOwO
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    3.7.4 Deployment Downtime Incident Report

    Posted: 24 Jul 2019 09:16 PM PDT

    The Road to Headhunter (A Detailed Guide) - DAY TEN

    Posted: 25 Jul 2019 12:36 PM PDT

    (Yesterdays Post):

    https://www.reddit.com/r/pathofexile/comments/ch9zfz/the_road_to_headhunter_a_detailed_guide_day_nine/

    (Video diary):

    https://youtu.be/7G_fAgQKcFc

    Just a little foreword before today's stats:

    I'm sure that through these posts there's been some confusion in exact information of how I'm running these maps, and also the intention behind it. First of all, I would like to stress that this is primarily an experiment to see how long it would take to make the currency for a headhunter purely through the most popular form of farming this league: Monolith farming. For those not sure of what this is, it entails entering a map, heading straight for the Monolith, activating it, clearing it, and picking up loot. After this, immediately leaving and starting a new map (no boss killing etc). As of right now, I could easily purchase a headhunter with all my combined currency - in fact, I could have for a while. I will stress once more that the intention of these posts are to provide qualitative and quantitative data through every step of the way in how long it would take you to theoretically farm a headhunter through this method. I really appreciate all the kind words from all of you lovely people - the vast majority of feedback has been phenomenally positive.

    I also appreciate the wishes for me to be dropping a headhunter outright as I run these maps, but if that happened, honestly it would be vaaled instantly, put in my stash, and I would continue on. We are about the DATA people!

    Lastly, after this challenge is done, I will be pursuing new goals. Let me know what you would like to see data on. I would probably take a bit of a break from daily posts once this challenge is complete, but then start up again on the next endeavour! Thanks heaps everyone. You're all beautiful.

    ~ Badger

    DAY TEN:

    THE PLOT DOTH THICKEN TODAY.

    I'm beginning to reminisce of my lovely times in alleyways. Slicing through the marketplaces, dicing around trees and buildings, crossing small canals. It was like Venice, except filled with cold-blooded murder of thousands of mortals.

    Now, all I see is white.

    Like a blanket of shivers, Glaciers make my skin crawl and hairs stand upon end as I endlessly lose myself in the blinding whiteness of the tundra. There is no more good in this world. There is no more emotion, no more joy. Only white.

    Snow.

    Death.

    ------------

    GLACIER MAPS RUN: 200

    TOTAL TIME TAKEN: 2 hours, 54 minutes, 36 seconds

    AVERAGE PER MAP: 52.38 seconds (we did manage to shave off 2.28 seconds from yesterday!)

    ...

    but here is the bad news.

    TOTAL PROFIT: 1172.03 CHAOS

    PROFIT PER HOUR: 402.76 CHAOS (the lowest that we have ever had, even considering the average time per map is
    the fastest ever)

    PROFIT PER MAP: 5.86 CHAOS

    Oh dear. That ain't good.

    NOTABLE DROPS:

    Exalted orb: 1

    Divine orb: 2

    Annulment orb: 2

    Stacked deck: 12

    Maraketh splinters: 69 (heh, nice one Maraketh *wink wink*)

    EXTRANEOUS DATA:

    Number of Non-headhunter leather belts dropped (a.k.a number of times my blood pressure rose for nothing): 1

    Total in Glacier: 7

    Percentage of times Monolith spawned in Cavern: 2% (4/200)

    SUMMARY:

    We are not looking too good as of today in Glacier's favour on it being the best map to speed clear monoliths in. Again, the data is only from 600 maps so far but things seem to be very equal with Alleyways. Which isn't a bad thing, but doesn't bode well for the amount of hype it has been getting.

    I feel much more drained running Glaciers. It's a larger area, meaning I have to be running around more, and the distance between loot is further apart. The visuals, once again, are jarring. I just want my Alleyways back :(

    COMPARISON TO ALLEYWAYS:

    The profit per hour of Glacier is sitting, as of right now, almost IDENTICAL to Alleyways profit per hour. (It's only 1.32 chaos higher per hour). This is a pretty big stat as of right now. The other thing is, I feel my new build is actually more efficient than my old one, and that my old build would not be able to clear Glacier as fast. I can't tell right now as I would have to fully remake the old cycloning build, but yeah. Interesting.

    Glacier is now about 10 seconds faster, on average, to run than Alleyways.

    GRAND TOTAL STATS:

    GRAND TOTAL MAPS RUN: 1600

    GRAND TOTAL PROFIT: 13810.43 CHAOS

    GRAND TOTAL PROFIT PER MAP: 8.63 CHAOS (we lost 0.4 chaos from yesterdays average)

    GRAND TOTAL TIME SPENT: 26 HOURS, 53 MINUTES, 7 SECONDS (including selling and buying time)

    GRAND TOTAL PROFIT PER HOUR: 527.14 CHAOS (a net LOSS of 13.46 CHAOS from last time, quite a substantial loss and effect for only 200 maps to have)

    GRAND TOTAL TIME PER MAP: 1 minute, 0.4 seconds (we are cutting down on time though, 1.6 seconds quicker than yesterday!)

    Chaos left until Headhunter Purchasable (according to Poe.Ninja as of 5:12am AEST, 26/07/19):

    9928.47 CHAOS

    Headhunter has once again risen in price meaning that through our 200 maps, we are actually 207.57 chaos further away than what we were yesterday. Dangit.

    ESTIMATED MAPS REMAINING: ~ 1150 (73 more than yesterday)

    ESTIMATED TIME REMAINING: 19 hours, 17 minutes, 40 seconds (about 45 minutes longer estimate than yesterday)

    Not much to say here.

    Alleyways rules.

    Glacier sucks.

    Badger out.

    submitted by /u/ThisIsBadger
    [link] [comments]

    I noticed all the oni farming videos were 15minute long stream clips. So I tried making a short guide.

    Posted: 25 Jul 2019 12:20 PM PDT

    Rapture Bond, a belt that Cavas surely won't ever forget

    Posted: 25 Jul 2019 08:58 AM PDT

    [Fluff] Glacier Cascade

    Posted: 24 Jul 2019 10:12 PM PDT

    I just understood korean guy!

    Posted: 25 Jul 2019 08:15 AM PDT

    [GGG] We are rolling back the game database to restore fossils damaged by the patch rollback. This may take several hours. We are very sorry for the inconvenience.

    Posted: 24 Jul 2019 06:07 PM PDT

    Decided to merge my two favorite hobbies for a moment...

    Posted: 25 Jul 2019 02:39 AM PDT

    Are we all in The Truman Show?

    Posted: 25 Jul 2019 05:16 AM PDT

    Where do you think you're going

    Posted: 24 Jul 2019 06:29 PM PDT

    S U P E R I O R as F U C K

    Posted: 24 Jul 2019 08:52 PM PDT

    Opinion: The Endgame Labyrinth has many outdated mechanics and is simply frustrating/ unfun to play

    Posted: 25 Jul 2019 08:47 AM PDT

    1. There are almost 1040 possible helmet enchantments in the game. For most build, only 1 or 2 enchantment are realistically worth using. This means there's a ~0.1% chance of landing the enchant you want every time you run Lab. That is absolutely ridiculous.
    2. Incredibly punishing for build that are not tanky/ high regen. You could often get hit by one trap or stuck in the fire for a few seconds and you would die and HAVE TO RESTART FROM THE BEGINNING . I'm sure I am not the only one feels incredibly frustrated when a random spike pop up, chunk them for all of their HP and the past 15 mins have been wasted. Not to mention the server has been quite bad and Legion and a quick lag spike is all that needed.
    3. The layout is often confusing and frustrating. It is often like a maze and you have to spend such a long time in certain layout to find the gold key or the entrance to the next area all the way on the other side. I'm sure someone people like the aspect that it's not straight forward and you have to run around the map to find the exit, but there's a middle ground here and I think atm the lab is too long/ confusing.
    4. The boss fight is a joke. It's merely stat check whether he can one shot you or not. At a certain point, you do so much DPS you can just hold right click and doesn't even care what the boss do. Compare this to Uber Elder, Uber Atziri, Delve boss, etc it is such a horrible designed fight.
    5. It is simply not fun. When was the last time you hear anyone excited to run lab? Most people just want to do it once to get the Ascendancy and ignore it for the rest of the League.

    IMO, the Endgame Lab needs a rework and actually make it FUN to do and not frustrating. Both in term of appropriate and deterministic reward, and the mechanic of the lab itself. I'm saying this from a Jugg main who can just steamroll the lab, get hit by every traps and still have 80% HP.

    submitted by /u/burizar
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    I am speed

    Posted: 25 Jul 2019 06:47 AM PDT

    Do something about the enchantment bench in the lab!

    Posted: 25 Jul 2019 12:39 AM PDT

    I have been playing this game for many years now and have contributed massively to the game by buying most if not all MTX. I am not a whale but close to it. This is a testament to how much I love this game.

    However, I feel this game has several points where things can get improvement. Here is one.

    Today a new patch 3.7.4 came through and I noticed you added a further 10 enchantments in the lab. This is great btw.

    When I started playing getting a lab enchantment was quite doable. If you focused enough you could hit your enchantment.

    The problem is that over the years you have added so many skills that running the lab for your enchantment of choice is downright crazy There are currently 1002 enchantments. 1002!!!

    Yes, you might make big profits by hitting other meaningful enchants but if were to play SSF then you can clearly see where I am going. I ran in delve the end game grind for the 40th challenge and i realized it was stupid to even think to get the enchant I wanted and I spent 3 days flat doing them with a speedy char.

    So I have a question:

    Why don't you evolve the enchantment bench to at least give us the option to choose between a red, green or blue skill?

    This would help us narrow down the huge amount of skills you guys added with absolutely no afterthought to the consequences this would impact when working towards getting an enchantment.

    submitted by /u/NckyDC
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    What's your DPS? 2 shapers per second (0.45s) impale btw

    Posted: 24 Jul 2019 04:31 PM PDT

    All my fossils are gone!

    Posted: 24 Jul 2019 05:56 PM PDT

    What the fuck?!

    submitted by /u/AnimalChin-
    [link] [comments]

    Seems like tons of skills will get nerfed next league. RIP to cyclone.

    Posted: 24 Jul 2019 11:48 PM PDT

    Old patch note fun/reminiscing

    Posted: 25 Jul 2019 07:33 AM PDT

    Was looking back at the wiki to trace back when some stuff was added into the game, and spotted a few fun things from the open beta (v0.10.0) that might be interesting for newer players. Shows how the pace of the game has changed somewhat!

    - Added 📷Quicksilver Flasks, a type of utility flask that increases movement speed by 40% for five seconds . Yes, we didn't used to have quicksilvers!

    - Some areas now have doors which can be opened by clicking them. You can fire projectiles through certain doors. Yep, this was a feature!

    - Life regeneration is now shown as a per second stat, rather than per minute. I'm not sure what kind of figures it displayed back then, not all the sources of regen, but people did build regen tanks.

    - Disabled Diamond flasks until we've rebalanced them properly. Might want to think about this again....

    - Granite Flasks now grant 4000 armour on use, not 10000

    - The life regeneration on Coral Amulets has been improved. Yeah, can we look at this again please?

    - Fixed a bug where you could add Piety to your friends list. Can we have this back?

    submitted by /u/carlovski99
    [link] [comments]

    The monster with the hellish tree

    Posted: 25 Jul 2019 09:07 AM PDT

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