• Breaking News

    Saturday, October 26, 2019

    Path of Exile Questions Thread - October 26, 2019

    Path of Exile Questions Thread - October 26, 2019


    Questions Thread - October 26, 2019

    Posted: 25 Oct 2019 05:06 PM PDT

    Questions Thread - October 26, 2019

    This is a general question thread on October 26, 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
    [link] [comments]

    Only thing that takes longer than waiting for this announcement is waiting for einhar to throw his nets...

    Posted: 26 Oct 2019 05:54 AM PDT

    RIP Servers?

    Posted: 26 Oct 2019 01:04 PM PDT

    f

    edit: we back

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

    So this just dropped. Somehow.

    Posted: 25 Oct 2019 11:30 PM PDT

    My first finished craft: Loath Horn, a helmet for spellcasters

    Posted: 26 Oct 2019 12:31 PM PDT

    Hopeless Dreamer [Fan art competition]

    Posted: 26 Oct 2019 01:10 PM PDT

    Two Leagues in a Row! What a God!

    Posted: 26 Oct 2019 04:47 AM PDT

    QOL: I'm sure it has been posted before, but please let us see what the item is called, when we hover over it, even if we don't have it. This would help out new players (or noobs like myself) a lot.

    Posted: 26 Oct 2019 12:58 PM PDT

    No MTX needed to look good

    Posted: 25 Oct 2019 03:59 PM PDT

    A positive trade interaction we can all get behind.

    Posted: 25 Oct 2019 11:15 PM PDT

    the enchanting fossil result should be affected by other slotted fossils

    Posted: 26 Oct 2019 10:58 AM PDT

    like if you use a minion+aura fossil with the enchantment one it should be more likely to pick a minion or aura related enchantment.

    so, uh, thoughts?

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

    Finally a fitting name for this league

    Posted: 26 Oct 2019 01:08 PM PDT

    6 rare beasts on the same screen. Guess how long it took Einhar to throw the nets...

    Posted: 26 Oct 2019 07:37 AM PDT

    All i'm asking for next league is that Zana's "Favour fortunes the braves" actually has the whole mods pool, not just those available in the current league

    Posted: 25 Oct 2019 07:38 PM PDT

    I would pay good money for a hideout that's just a big open area, no walls, slopes, ect.

    Posted: 26 Oct 2019 06:41 AM PDT

    Like a black empty void that goes on in all directions for a long period of time.

    So I can place masters wherever I want, and I can put my map device wherever I want.

    Hideouts right now are very annoying because they limit you to very annoying restrictions on where you can put your Masters and map device.

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

    My mother, polish, is a die hard diablo 2 fan, but unfortunately does not know how to read English and plays poe inefficiently.

    Posted: 26 Oct 2019 01:02 PM PDT

    Please, she needs a polish version... I saw the gear on her lvl 49 character, she had been using a lvl 1 white dagger and lvl 5 blue claw. She made it to 49 with that and viper strike no link. Nothing else. Help my mother, GGG.

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

    Add Blighted map concept for another leagues

    Posted: 26 Oct 2019 09:32 AM PDT

    i think good ideia if can have "Blighted map" for another league, per example large breach hand for all area in map or Abyss league map with boss form this league or more better make large battlefield war with Immortal Syndicate.

    Sorry for bad english =)

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

    Starforge + Voidforge

    Posted: 26 Oct 2019 04:58 AM PDT

    Is it just me wants new sword via vendor recipe "Starforge+Voidforge+something=new_ultimate_sword"? Starforge is physical sword, Voidforge is elemental sword and new sword can be chaos oriented. What do you think?

    submitted by /u/44shadowclaw44
    [link] [comments]

    something been up with washington dc servers

    Posted: 26 Oct 2019 11:01 AM PDT

    some instances run good others u get huge lag spikes that makes it unplayable.. only washington tho... texas works fine.. my internet is fine.. anyone else notice this?

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

    On the way to kill Kitava I wanted to check my ignite dps and oddly satisfying was the result.

    Posted: 26 Oct 2019 01:00 PM PDT

    We were just having a chat......

    Posted: 26 Oct 2019 11:56 AM PDT

    Glue accidently spilt on keyboard

    Posted: 25 Oct 2019 01:01 PM PDT

    My 1-5 keys are glued together as a result of an unfortunate accident. Do I have to buy a new keyboard to avoid getting banned?

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

    Terrain generator pasted ship graveyard above water

    Posted: 25 Oct 2019 05:08 PM PDT

    On the state of Strike skills and melee's bright future

    Posted: 25 Oct 2019 12:43 PM PDT

    Chris has said that killing enemies quickly/efficiently is the definition of power in an ARPG. Melee's specific limiting factor in PoE is that it can't hit enough enemies. GGG has tried to solve this by giving melee skills projectiles or large blast waves, but just makes them not melee skills. There's still a fundamental fantasy being under-served. I think that Strike skills should be the focus of a melee improvements because those best represent that fantasy. I also think that clear steps in the right direction were taken in Legion. I'm going to highlight which changes were in the right direction, where they made mistakes, what opportunities they have to correct them, and then describe long term improvements.

    To really understand the fundamental effect of the Legion changes, I recommend playing a Shadow, Ranger, or a Duelist for an hour through act 1. Try different weapons in combination, and different skills with different attack patterns and speeds. Try to group enemies up to hit multiple with the weapon arcs. Try with move toggled on and off. Pay attention to when you leave stragglers and when it seems like your attacks miss.

    A core problem has been that melee skills lack specific trade-offs compared to ranged skills and spells. They don't have any particular advantages to compensate for their disadvantages compared to other playstyles. Giving strike skills an inherent AoE with the arc of the weapon cannot be understated: it gives melee a clear distinction from other forms of attack. Unfortunately, this implementation didn't go far enough.

    By tying the AoE to the *animation's* arc, GGG created weird inconsistencies between character models and weapon types, where swings will come in high over monsters' heads on one character but not on another. Weapon base ranges and targeting system also aren't quite right for this purpose. The daggers and claws (range 10 and 11) don't have enough range to hit more than one or two enemies directly on top of the player.

    Many attacks also alternate animations with different wind-up speeds and arc paths. Because the character doesn't snap to the target (like Ancestral Call or Multistrike), the left swing animation will often miss a target slightly to the right when a rightward animation (or turning the character directly toward the target) would have hit. The end result is that you often miss enemies that are within range because your character used the wrong swing.

    Finally, the implementation of animation cancelling causes further problems. Animation cancelling in general is good and should be expanded upon for skill-expressive combat. However, chief among the problems for melee is that the alternating attack speed can lead you to cancel the slower attack half-way through the animation when the faster one would have swung. Then you have to swing an extra time to actually get the attack off, and it feels like you arbitrarily missed. (On top of the enemies you actually do arbitrarily miss.)

    Correcting these issues would give melee the foundation to build an identity. There are a number of ways to do go about it. I think the smallest, most effective changes under the current system would be to make the minimum weapon range 14 or 15 and normalize the animation attack times. Beyond that, I think that attacks should always snap to targets like Multistrike, unless you overwrite it by namelocking on a target. I'd also prefer the attacks not be tied to weapon animations themselves and instead have an underlying area of a predicable shape (that does not dramatically alternate).

    After all this work, Strike skills will feel compelling compared to Projectiles right up until act 2. Then the they start getting more projectiles and areas of effect and the gap widens. How do you allow melee skills to keep up without giving them big AoEs and projectiles too?

    If the problem is that melee can't attack enough monsters, then let them get to monsters faster than other characters. GGG has shown movement in this direction with Chain Hook, Close Combat Support, and Nightblade Support. Flicker Strike was also probably originally designed for this purpose. GGG has also shown interest in giving increased melee range, as there are many weapon range increases on the passive tree and abilities. A melee character will now incidentally get +4 or +6 range. I think GGG has been conservative and could do more.

    For Strikes to compete with other skills in maps, they'll need to be able to clear packs thoroughly in a click or two. It's not enough that Strikes move quickly, you have to offload some of the work of targeting and movement to the game (in the same way that Mirage Archer, Chain, explosion effects, and Ancestral Call already do). Strike skills probably need a "Lunging Attack Support", as well as new supporting movement skills. Imagine a movement skill like shield charge which let you attack while moving along its path. Or a ninja dash that let you flip to a new target automatically each time your main skill attacks.

    Once GGG makes the basic strike feel compelling and distinct from other abilities, there's a lot of interesting places to take real melee skills. I feel confident both that GGG will make the finishing touches on melee improvements (likely with their 4.0 animation revamp), and that GGG has an eye on improving Strike skills in this direction.

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

    No comments:

    Post a Comment

    Fashion

    Beauty

    Travel