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    Path of Exile Questions Thread - December 06, 2019

    Path of Exile Questions Thread - December 06, 2019


    Questions Thread - December 06, 2019

    Posted: 05 Dec 2019 04:06 PM PST

    Questions Thread - December 06, 2019

    This is a general question thread on December 06, 2019. You can find the previous question 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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    In 3.9.0, maps can have Vaal side areas.

    Posted: 06 Dec 2019 12:05 PM PST

    In Conquerors of the Atlas you can now add Item Filters to your account through the Path of Exile website!

    Posted: 06 Dec 2019 09:48 AM PST

    took me 7 years to draw this fan art

    Posted: 06 Dec 2019 02:30 AM PST

    I was inspired

    Posted: 06 Dec 2019 06:17 AM PST

    Am i the only one who expected rework for raider that would give more options for it?

    Posted: 06 Dec 2019 07:32 AM PST

    GGG please fix Mao Kun

    Posted: 06 Dec 2019 05:39 AM PST

    GGG please fix Mao Kun

    Mao Kun currently has a bug where the guy you need to talk to spawns outside of the map and this makes it so you can't get any booty chests or complete the map, it has happend to me multiple times.

    https://preview.redd.it/8bu4m6ryn0341.png?width=1920&format=png&auto=webp&s=95786b857625b090d5f1f1dcd21aff17eb432917

    submitted by /u/brick321123
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    What

    Posted: 06 Dec 2019 01:10 AM PST

    I was trying to get 3 red 3 blue sockets, instead I got 6 blue. How rare is this?

    Posted: 06 Dec 2019 08:57 AM PST

    The death log : why this is an issue, and how to work around this ?

    Posted: 06 Dec 2019 11:48 AM PST

    The death log : why this is an issue, and how to work around this ?

    Since PoE is a complicated game with a ton of moving parts, creating an accurate death-log is a very hard task to do because it involves tracking so many little tiny things. A death-log might say a white archer killed you with a random stray arrow, but in reality it was you running 5 meters while being Punctured by a different enemies which took 97% of your hp. Also, if they were to track damage on every single player, performance would take a hit. Similar to Trade, they're open to hear any smart suggestions regarding this.

    Since this is a very interesting topic, I'd like to dig a little more on it. Part of the problem is, we don't know what challenges GGG is facing here exactly. If you told someone this problem, the basic reaction is "just tell the client to print the last damages, and not only the last one!" but things are more complicated.

    So I made this post to try to understand why it is more complicated, and try to think to possible solutions, and to

    The supposition : what combat information does the client & server know ?

    Ok, let's imagine the following scenario : we have three skeleton mage attacking a sorceress.

    https://preview.redd.it/aho85glye2341.jpg?width=459&format=pjpg&auto=webp&s=0f8c12a3960c462a4ec5b08468f5e0b428fac12f

    I can see two way the damage information is exchanged :

    1. The server sends periodically all informations regarding combat data (Fireball from Skeletal Mage 1 deals 11 fire damage, etc...)
    2. Or the servers sends periodically only life-information update (Sorceress has 69 hit-points remaining).

    I suspect we are in the second case, because :

    • If we were in the first case, it will be really easy for the client to keep a log of last activity and print the "death log", so we wouldn't have this discussion.
    • It's massively reduce the amount of data to be transferred, thus leading to better performance.

    How does this work in the server-side ?

    For our exemple, we are going to take some arbitrary values : let's say that the server sync the HP value of the sorceress only one time every second (the sync process is the blue line on the following table).

    https://preview.redd.it/0kxu1cd8f2341.png?width=635&format=png&auto=webp&s=9d2e2236ce5abb6930efa228e99c03897c9c3812

    So the client only have 3 refresh of the information of the value of the hitpoints before dying, even if the player has been attacked 8 times by the skeletons.

    Also, the server doesn't keep into memory those informations. As soon as the HP value on the server side has been updated (after the damage calculation), only the current HP value is in memory.

    So in that case :

    • The client only knows that the HP goest from 100 to 69 (31dmg), 69 to 26 (43dmg), and 26 to 0 (26dmg). However those values doesn't reflect at all the real damage value, or the sources of the damage.
    • When the HP of the player drops to 0, the server only knows that took the HP value at 0, but not the previous ones. So it can't tell the client any thing else other what is the damage of the attack that killed the player.

    This is my working scenario, as it's match what GGG is describing.

    How does the POE client and server communicate combat data ?

    I've run a packet capture during 2 blood aqueduct run, to see what is going on on the network side. This test has been done in predictive mode.

    First, during the runs, I am able to see TCP exchanges between my computer (u/) and IPs on the 159.8.121 range (I'am in France, and looking in the BGP info (https://bgpview.io/ip/159.8.121.152), those IPs are from SoftLayer, which is a cloud company (https://en.wikipedia.org/wiki/SoftLayer) that is used by PoE as their frontend.

    https://preview.redd.it/0gn7axvef2341.png?width=897&format=png&auto=webp&s=da43c3150276441560ebedde70f7858e6b66c0d3

    If we graph the number of packets per second, we can see that around 60 packets/s are exchanged between the client and the server.

    https://preview.redd.it/607y4t1if2341.png?width=1249&format=png&auto=webp&s=a5fce7bc13e2be85d22610fbeabdc28fd2756274

    The bandwith usage is going from 2kbps to 32kbps (maybe more on very dense situation)

    https://preview.redd.it/yzblmcyif2341.png?width=1259&format=png&auto=webp&s=e0b76ed77c7aa713af7074297a7c4dc97262a363

    So to summarize, the combat informations :

    • are exchanged in TCP
    • ~60 exchanges per second between the client and the server
    • The size of the information varies from 2kb (in town) to 32++kbps (in fight)

    The possible solutions, at what cost ?

    I can see here two approaches to solve the problem.

    • Let the client know
    • Let the server remember

    To better understand the values we are facing here, we are going to take our previous scenario, but let's make it a bit more PoE-realistic. Let's imagine that our sorceress is facing 200 hundreds skeleton, each attacking our sorceress every 0.5s with multiples attacks (like GMP lightning spiders or whatever)

    https://preview.redd.it/adr4gqbsf2341.png?width=827&format=png&auto=webp&s=eb089bc9bc5afc9bee63f51ee8203a093d4d29b5

    Then, let's consider what a relevant death log has to show us :

    • The enemy at the source of the damage
    • The attack performed
    • The damage type
    • The damage value
    • The mitigation value

    Depending on how those data are stored, we can talk about something around 100b in memory. (I'm a little excessive here, but it just to have a magnitude order).

    Let the client know :

    Ok, this idea is simple : when the server sync data with the server, it also send the details of all the damage done to the player since the last sync. It would be "easy enough" to the client to print the last events before death.

    However, we have the following issues :

    • We have to store the data in memory on the server between each sync. If the server store 100 events (which is not absurdly high for a heavy game like PoE, evein in 1/60th), and if each event represent ~100b of data, it's still 10 kb of data in memory.
    • if the data isn't compressed before sync, it's not impossible to see sync taking around 700kbps in dense environment (which is between 2 to 3 order of magnitude over what we have now). This could maybe lead to some issue client side, but will definitely be one server side, since such huge change on the uplink will not be possible.
    • If the data is compressed, it will still be 1 to 2 order of magnitude higher in bandwidth usage, and use CPU cycles to do the compression on the server-side.

    => This solution doesn't look viable : small memory pressure, huge uplink increase, CPU consumption increase.

    Let the server remember :

    This idea take a different approach : only tell the details to the client when the the hit points reach 0.

    For this, the server has keep in memory :

    • All events Few second in the past (for exemple like in the 3 last seconds)

    Remembering the events few seconds in the past is something that could be huge serverside : if each event take ~100b in memory, having something like 800 events per second during 3s is something like 240kb to store in memory.

    If we have 300.000 players, and the servers has to be design to have room for maybe 500kb of event per player, it's 150.000.000 kb of memory usage. Or 150 Gb. If PoE runs 100 servers instances, it is still 1,5 Gb of memory usage per instance… only to be able to store data for a death log.

    Also, how a "death logs" of one thousand entries will be of any help of a player ? It will look at the bottom, or just don't really care.

    • The N last events

    The second option could be that the server keeps in memory something like the 100 last events. It's fixed, so easy to provision. It's should be around 10kb in memory, so for 300.000 players, it represent a fix value of 3gb of memory usage increase, which is 2 order of magnitude less than the previous estimation.

    Those last 100 events would be more readable for the player, and maybe if sometime not accurate enough, would however covers 95%+ of the use cases (at least the player would know "oh ok, this is this huge chaos damage that killed me, I have to work on my chaos resistance to be able to mitigate this attack", or "oh, ok, this is a 20k physical damage, I can't reduce that, I have to dodge this", etc)

    I think this has to be the "better" solution, but it doesn't solve another GGG challenge : being able to edit all part of the code that "update" the HP pool to also create an entry on this "event pile". Which, depending of the code complexity, can be a huge task.

    Also, I don't have any idea of the CPU cost of "storing" an event in memory, even if this is done asynchronously, and how this can affect the performance outside of the memory pressure.

    TL/DR :

    What we know :

    • The client & server are syncing data around 60 times per second over a TCP connection.
    • The amount of data transferred is between 10 to 20 kbps in average in fight.

    What we suppose :

    • During this sync, the server only sends HP value updates to the client (not the real damage value).
    • During calculation, only the current HP value is stored server-side, and the server doesn't keep the previous events in memory.

    What solution and for what cost :

    • Let the server store the 100 last events, and send them to the client when the HP reach 0.
    • Should add a slight memory usage server side, but require for GGG to edit all HP updates in the code.

    Glad to hear your opinions and ideas on this.

    submitted by /u/De7z
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    Highlights from the most recent Dropped Frames podcast episode ft. Chris Wilson

    Posted: 05 Dec 2019 04:40 PM PST

    Episode link here

    Tried to only put information that the community and playerbase previously didn't know. Definitely omitted various things, sorry if I missed anything or got anything wrong. Overall it seemed like they touched upon the broad scope of everything (ExileCon, PoE 2, 3.9, GGG as a company, etc.). Enjoy! Edit: Thanks for the silver!

    • 4:12 - There are still a few things that they need to implement a solution to in the final week before 3.9 launch. For example, under the new Atlas system with watchstones, how would completing a Map in Standard League using an older series of Maps work? They're deciding on a solution.

    • 5:30 - Another big plus is that ExileCon finally gave an opportunity for other GGG developers/members to be able to meet/interact with fans around the world whereas previously it was mainly just Chris, Jonathan, and Erik at fan meetups.

    • 6:25 - They got advice on how to properly do a convention from Rebecca from Warframe (TennoCon) and EveCon.

    • 11:26 - Among the various things Chris signed at ExileCon, they included a pair of glasses, a fishing rod, and someone's skin.

    • 14:40 - Overall, the only 'real' thing that Chris felt that went wrong at ExileCon was having to restart the race. But since it was only 10 minutes, it was hardly a big thing. Would've preferred more safety over risk but all in all the results were good for ExileCon.

    • 15:20 - If they were to do another ExileCon event, they would do it just the same because it went perfectly. They wouldn't add anything because it went really well.

    • 15:45 - Chris originally pitched Las Vegas as the ExileCon destination but changed it to Auckland due to various reasons, one of which being that if held in Auckland, every GGG developer could be in attendance and it's much easier to do. Plus, one of the possibilities that could've occured would be various members saying "Hey, I've never been to America so I'm going to take my vacation days there too!", which would ultimately delay the PoE content release schedule.

    • 17:11 - While Chris was the one to think up of the ExileCon card game, Jonathan and Qarl were mainly the ones behind the design. Qarl was tasked with creating the game's mechanics/ruleset and worked on it for a very long time before handing it over to Jonathan who put the final touches on it.

    • 18:00 - Chris thought that only 5-10 people would be able to defeat him (The Shaper) in the ExileCon card game but 49 (1 on the first day, 48 on the second day) people were able to beat him.

    • 22:05 - They've been thinking of PoE 2 ideas since 2013, shortly after the game launched. They would create a list and every time there was a new system idea that was too difficult or complicated for Path of Exile, they would add it into the list to potentially implement in the sequel. Over time, ideas got improved, removed, etc. They had ideas for skill systems that were entirely different than what we have now that was waaaay too difficult/complicated for anyone. They realized that certain ideas were very reasonable to implement into the core game to make a sequel within Path of Exile itself over time. About two years ago, they already knew a new 7-Act Campaign + new Skill system would be coming to the game, and just needed a perfect way to announce it.

    • 24:04 - They knew Path of Exile 2 was the right plan - the POE 2 campaign and new skill system is better than existing PoE (has a bit more depth too). It makes the system more accessible and makes upgrading from one item to another easier, so they're confident that it is only an upgrade to existing PoE.

    • 24:27 - The PoE 2 campaign fixes a lot of problems that the PoE 1 campaign has, so it'll be suited for newer players and overall players who just want to play a new Campaign. Since GGG has a clean slate, they are able to design the new 7-Acts with all of their decade+ experience in ARPG development. It serves as a potential "reset" because they can fine-tune what type of content is present in the Campaign (while keeping everything at Endgame once players know how to play) so new players aren't turned off by the mountain of information/knowledge they need to climb over when they press Play. Another reason was that PoE 2's campaign allows them to dial it a bit back because PoE 1's campaign had 'story-creep' - there's not much further you can go after you've been killing literal gods.

    • 26:03 - GGG is planning some of their biggest expansions to-date between now and 4.0's release. 2020 will be the year for Path of Exile for things affecting the core game, so now is a good time to start playing. This is one of the bigger reasons why Path of Exile 2 will not be a separate game. You don't have tons of people asking "do I play now or wait for PoE 2?" , because they're the same thing.

    • 28:58 - A larger focus is on targeting returning players (the people who have been playing for ~3-5 Leagues) when designing new things for the game rather than targeting new players. Like Magic The Gathering, very rarely does a new player come into the game on their own. It's usually through word of mouth from a friend or two introducing that new player to the game.

    • 37:44 - The expectation from players will be a key factor in determining how they balance making PoE harder for the veterans of the game while not making it unbeatable for new players. You shouldn't expect to get very far if you're not paying attention and are playing recklessly for example. He can't promise the game will be extremely hard overnight but philosophically, they want the game to be more challenging.

    • 38:50 - They would probably make more money if the game was extremely easy, but if they were designing an easy game, they might as well just change the core of the game to appeal to mass-market type of gamers. However, they don't want Path of Exile to be that game, so having it have sharp edges in terms of difficulty (at the appropriate times) does very well for the long-term health of the game, especially when PoE is a game that many play for long-term and not just for a weekend.

    • 40:44 - There will be increases to endgame Map difficulty coming in 3.9, but it wasn't clear if it would be something like red-tier Maps are waay harder and everything stays the same or if all Maps would be getting more difficult. For early-game difficulty, Acts bosses will be harder (as seen in the announcement post).

    • 43:56 - They want Trading to be difficult, but don't want the frustrations that make it difficult (like players who don't reply). Creating a system that eliminates these problems that is not an Auction House is a very difficult thing to do. For example, a reputation-based system can easily be abused, etc. There isn't a clear, good answer to this otherwise GGG would have done them by now. They're open to hear suggestions that are smart and have little to no downsides that fit with the design philosophy of PoE.

    • 47:22 - They won't wait for a special day/patch (ie. 4.0) before making a change to Trading. If they are able to come up with a solution to a problem (ie. price-fixers), then they will implement it the very next day. The tricky thing is coming up with an idea that does not make Trading too easy nor does it harm regular players. In the example of price-fixing, you don't want to implement a fix where you killed off both price-fixers and genuine noobs who mis-priced something.

    • 47:42 - GGG's long-term plan is unification of console and PC realms. Ideally in the future, you'll be able to play with console players and trade with them. This raises a few problems, as console players have a different Trading system than their PC counterparts, so they'll have to figure out a solution.

    • 49:05 - When they are prioritizing development efforts, a feature that makes it into the PC version generally makes it into all versions of the game. This is contrasted with if they were to specifically target consoles, that feature is only present in 2 versions of the game (Xbox/PS). Due to the fact that the game isn't as popular on consoles as PC + constrained resources, they implicitly over-commit to features that affect all versions of the game. One of the downsides to this is that they occasionally underserve the console community of PoE and they're very sorry about that. One of their PoE 2 goals is to ensure console players get all the development effort they need. Feature parity is important so chat on console is almost done and ready, just need to fix a problem with item-linking.

    • 50:50 - Consoles are a medium-sized demographic so it was very well worth the development effort putting PoE on consoles. It may seem like they aren't doing anything about consoles but they do indeed have at least a few people making console-specific fixes behind the scenes.

    • 51:28 - Eventually, they would like PoE on as many platforms but right now they're currently too busy for a Nintendo Switch port. Plus, there are other limitations because Switch games and patches may only be a certain size so it's unsure if they would port the PC/console/mobile version of the game onto Switch

    • 52:20 - They still want to make guild improvements, including guild capacity but this is something of a second priority whereas first priority if core game development. If in an ideal world with unlimited features, they'd love to do Guild Hideouts, Guild versus Guild events, etc.

    • 55:55 - Since PoE is a complicated game with a ton of moving parts, creating an accurate death-log is a very hard task to do because it involves tracking so many little tiny things. A death-log might say a white archer killed you with a random stray arrow, but in reality it was you running 5 meters while being Punctured by a different enemies which took 97% of your hp. Also, if they were to track damage on every single player, performance would take a hit. Similar to Trade, they're open to hear any smart suggestions regarding this. They also talked about how lockstep basically allowed them to do replays (or demos, as they used to be called), and it would be possible to do something similar to play of the game for deaths, but it would require a good amount of work : lockstep works by taking the difference between a frame and the next (the delta), you'd need additional work to record the first frame and sync all this up. Chris also mentioned the availability of nVidia Shadowplay and the equivalent AMD feature in modern GPUs to retrieve and store the last few minutes of gameplay by hitting a key. Basically, if you really want it, you can already do it with external tools.

    • 1:03:28 - The Einhar thing at ExileCon was simply a matter of allocating him ~10 minutes when they should've allocated ~5 minutes for him. With that being said, watching it live was very fun/funny whereas watching it online had people saying "cringe" and is a cycle - if you see people saying "cringe" in the chat, then it changes your persective on what you are watching.

    • 1:05:24 - Bookmarking a "set" of MTXes so you can easily equip 6 different MTxes with 1 click sounds easy to do. A dressing room feature in the game sounds like something that is a second tier priority because it's something that makes them more money but doesn't make the game better - because they prioritize making the game better over all else. If it's not easy to do and doesn't make the game better, it goes on the back burner until they have extra time.

    • 1:08:05 - A relatively engaged player spends about ~$340 ((60 per league * 4 leagues in a year) + 100 on Core supporter pack), which equates to roughly a dollar a day. With that being said, there are also tons of players who spend more and those that spend less, and that's the beauty of F2P. If they priced PoE at $60, you'd cut out a lot of people from both ends (the free players who don't want to or can't spend money) and also the players who want to spend more than $60 to support the game. With that being said, they treat all players equally regardless of how much they have spent.

    • 1:09:09 - There are no current plans to change the Armor/ES/Evasion system, but they'll have to be extremely careful because any change can easily break people's characters or make the system too simplistic.

    • 1:10:31 - While there won't be a Pantheon system in PoE 2, they're still not 100% sure on what they will do with it. Perhaps they remove it from PoE 1 and replace it with something else.

    • 1:11:10 - There is a ton of player character dialogue throughout the 7-Act Campaign in PoE 2 but there currently isn't plans to extend player character dialogue beyond Act 4 in PoE 1's campaign. But who knows, maybe they'll add some more in later.

    • 1:12:10 - In regards to Headhunter, Chris feels taking the most iconic powerful item in the game and making it worse isn't not the right direction. Instead, they feel like the better alternative would just be to introduce more chase Uniques. While it is not up to Chris but rather Mark2 (Neon)'s decision, Chris guesses there's a higher-than-50% chance that it'll get adjustments.

    • 1:17:50 - One of their item de-cluttering goals they wish to implement before 4.0 is to make the Rares that drop on the ground much better than they currently are.

    • 1:18:38 - They are currently experimenting a half-finished idea where if someone purchases a Supporter Pack through a streamer's referral link, they're able to give a small kickback to the streamer.

    • 1:21:15 - In general, they are pretty in-tune with what the community playerbase thinks/feels about the game and their releases/announcements reflect that. Of course, they're human so mistakes happen like the Salvage Box and they are quick to rectify things like that.

    • 1:23:08 - They have sold ~$800,000 worth of Seraph Spectral Throw MTXs and Chris is happy to admit that half of that was due to Mathil promoting it with his OG Ele Buzzsaw build back in the day

    • 1:24:30 - Most of the time when bad things get pushed into the game, it's not the QA department's fault but rather, Chris' fault due to their tight development schedule. With that being said, Metamorph has been working extremely well for a long time, so they aren't taking a big risk like they were with Blight. Chris enjoys making ambitious Leagues occasionally and they've shown recently they can do very stable Leagues like Legion - they just need to improve processes internally with regards to things lining up.

    • 1:27:12 - Chris really likes how this HCSSF event is going to be a spectacle on Twitch. There's a lot of money on the line, you've got a boss that nobody knows how to beat or get to, etc. It's going to be a bloodbath.


    Rory comes in

    • 1:33:15 - The main reason they're focusing on Bows and related things this patch/League was not because they were generally weaker than other archetypes (ie. Like Melee/Spell/Necro), but rather because of how Ranged hasn't seen anything new in quite a while and that current playstyle have barely changed over time (like T Shot reigning supreme). Thus, nerfs to stuff like that and buffs to RAT (now called Ballistas) were needed. Unfortunately, wands got the short end of the stick because they've been too busy with the League, the expansion, and PoE 2 so they would rather focus on what they're doing well right now and save wands (like new Wand-skills) for a later time. With that being said, there are small improvements this patch, like Barrage Support, and increasing the wand base damage.

    • 1:37:03 - One of the harder challenges in 3.9 was to not over-nerf various things.

    • 1:38:35 - There are 3 key points in where they start at with balancing. First is very early-game (ie. once you pick up the skill), the second is once you start your endgame Maps, and lastly is how far you can push the skill at the super late-game stage.

    • 1:39:40 - One of their biggest mistakes in recent history was the initial version of Mirror Arrow because due to how they balanced their Life/Damage, players took advantage of Minion Instability and made an insane damaging build.

    • 1:43:20 - They won't continue the recent trend of tackling entire archetypes of skills (Spells/Melee/Necro/Mines/Bows) for future patches. They only started doing that because they wanted to address various things that hadn't gotten any attention for a very long time. Now that everything will be up to par, they can start focusing on smaller, more niche mechanics for future patch buffs/nerfs.

    • 1:44:30 - They aren't happy with post-3.7's state of Melee and are continuing to work towards ways of improving it, but there aren't any easy fixes. They will continue to buff Melee in the coming Leagues with things like new Support Gems, improving existing Melee mechanics, etc. What they feel like they need to do is make new animations, because animations are a large chunk of what feels great when playing Melee in videogames. Chris adds that with new rigging and animations in PoE 2, Melee will feel much better.

    • 1:47:50 - On the topic of outliers for Leagues, Chris notes how they never internally discuss "Okay, so what's the cheese skill this time around?" , but it's somewhat natural for players to find a very strong combo and recommend it to everyone else. They don't intentionally make something OP. Rory also mentions that builds that are categorized as "low investment" are typically because they have limited things to invest in to increase the performance of the build and ideally that giving a build more things to build around is desirable but also presents a more complex challenge for balancing. He continues to say that whilst they consider that case to be a problem, minions are not as bad as other builds they were worried about in the past and as summoner is one of their "core" archetypes they want to support they don't want to remove/nerf enablers for them being viable at endgame.

    • 1:50:50 - While they do have Alpha testers, they don't particularly like the idea of having a Public Test Realm for PoE because it somewhat kills the hype of a new League. They could very well launch the 3.9 patch for 1 week without any Metamorph league content but you'd see a big surge of people return for 3.9 and then an even smaller amount of players return when Metamorph is enabled.

    • 1:51:52 - Making mid-League nerfs can easily be done, but GGG simply does not want to because there's too much backlash - it feels bad for those who planned their build around a particular skill or bought a particular Unique item. They feel its best to only nerf something if it's severely and mechanically broken (as in its interactions are not intended at all).

    • 1:57:10 - By the time Patch Notes come out, a patch is usually ~80% complete. The rest is just fixing small things and double-checking tested stuff.

    • 1:58:40 - Traditionally, all expansion content has gone live on both League and Standard at the same time because it expands the base game, so there aren't any plans to release some Uber boss on Leagues first (so League players can't get spoiled by someone in Standard running it first). Chris says that he trusts players to manage their own spoilers.

    • 2:00:20 - There typically hasn't been a point where GGG observes players not fully understanding / utilizing a skill to its potential. If there was a case where they see players don't know how to use a particular skill well, then that's simply just a failure in skill design / description. With that being said, this is what build-enabling Uniques are for - they do something quirky with a Skill so you're able to think up of new ways to use/build the skill.

    • 2:02:30 - The joke/meme where "Skills receiving MTXs = will get nerfed" is purely just a coincidence due to the fact that Skill nerfs happen at the end of a League. And it is more-so due to them being slow on pushing out a MTX for that particular skill. Furthermore, it's two different teams looking at popularity statistics. The MTX team may see a particular skill and say "Wow, that skill should get an MTX because it's popular" whereas the balance team may see a particular skill and say "Wow, this is way too overpowered and needs a nerf."

    • 2:05:20 - Neither Chris nor Rory look at MTX sales - they would rather just make a good game first and the money will follow. Chris remarks how it's going to sound terrible for a CEO to say, but as a company, GGG doesn't care how much money it makes. Most people at GGG just make the game as best as it can be. He doesn't dwell on financial metrics too much when making decisions for the company. It's more about "is this good for the game?" , "do people like this MTX?" , "is it undermining our game's art style?" , etc.

    • 2:06:10 - Continuing from last point. It might be that sure, a board of directors from Tencent may watch this video and say "aww, come on man!", but in the end it doesn't matter in the end. The important thing is a good game that lasts a long time.

    • 2:06:54 - Rory doesn't think they have nerfed Tornado Shot enough, but we'll see. There is still a short while before patch notes.

    • 2:07:30 - It is always a shame when a skill receives a small nerf and the community overreacts, saying it's now dead when in reality, it's still a very strong skill. The psychology plays a part into it, where nerfs, no matter how small they are, are seen as a hugely negative thing just because it is called a nerf in some eyes.

    • 2:08:55 - They will be changing Support Gem Plus' name. There's been internal discussion on what name they're changing it to: including Pristine Support Gems or Awakened Support Gems

    • 2:11:50 - There won't be any big Ascendancy class revamps in 3.9.0

    • 2:12:45 - Chris likes secrets in the game and wants to add more. And he was a bit disappointed in the community because nobody recognized that he had redirected pathofexile2.com to pathofexile.com/poe2 a couple of weeks before ExileCon, hinting that there would be a sequel

    • 2:14:30 - For reference, there are hundreds of millions of stash tabs currently in the game. Changing it so players would be able to upgrade 4 regular stash tabs into 1 Quad tab is extremely hard to do. It would require an entirely new stash systems, lots of thinking, and weeks and weeks of work/testing in order to solve this problem. So no plans to convert tabs yet.

    submitted by /u/Ryant12
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    Are icicle mine gem links up for debate? The distribution on poe.ninja is relatively well spread-out compared to other builds

    Posted: 06 Dec 2019 05:08 AM PST

    [PSA] The default max number of character is 24

    Posted: 06 Dec 2019 11:58 AM PST

    Was creating characters to practice leveling and hit the cap, so I decided to count them all since I have seen a bunch of people asking this question.

    submitted by /u/_NmK_
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    This is how I'm planning for next week. [MSPaint]

    Posted: 06 Dec 2019 11:45 AM PST

    New Divination Cards

    Posted: 05 Dec 2019 03:37 PM PST

    Cassia's Essentials, Vanguard Belt

    Posted: 05 Dec 2019 08:58 PM PST

    My biggest wish for Metamorph is to have a Dark/Gloom version of "Legacy character effect" as Challenge reward. Which would thematically fit the Metamorph creatures

    Posted: 06 Dec 2019 07:06 AM PST

    Did GGG ever end up uploading the interview / panel with the ex Blizz North dudes?

    Posted: 06 Dec 2019 02:20 PM PST

    Newbie question - loot important items

    Posted: 06 Dec 2019 04:57 AM PST

    The Celestial Sea (Hideout)

    Posted: 06 Dec 2019 01:02 PM PST

    When you accidentally find Abaxoth in a map

    Posted: 06 Dec 2019 09:38 AM PST

    Blight Ends Soon - Get a Free Mystery Box When You Spend Points!

    Posted: 05 Dec 2019 07:16 PM PST

    Extreme latency spikes in the evening, does anyone know a fix?

    Posted: 06 Dec 2019 10:45 AM PST

    Like this: https://imgur.com/a/arnFHEm

    I know this issue has existed for a while now and there have been many threads for it, but I wasn't able to find a solution.

    Every day in the evening from like 6-11pm, where the main traffic is, my ping in PoE spikes from normal rates (20-30) into the hundreds every few seconds, which makes the game pretty much unplayable. I live in Germany, pretty close to both Frankfurt and Amsterdam, and my interet provider is Vodafone, so maybe it's on them, but I don't experience this issue in other games. I tried using a VPN, NordVPN in particular, but the issue seems to persist or even get worse using it, so that doesn't work either. Did anyone have the same issue and have a fix for it, or knows a possible solution? It's pretty annoying to not be able to play when I actually have the most time

    submitted by /u/Pr0gger
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