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    Path of Exile Questions Thread - March 15, 2020

    Path of Exile Questions Thread - March 15, 2020


    Questions Thread - March 15, 2020

    Posted: 14 Mar 2020 05:07 PM PDT

    Questions Thread - March 15, 2020

    This is a general question thread on March 15, 2020. 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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    There is no time to pick up loot during Delirium, and being forced to backtrack the whole map is really annoying after clearing it just to pick up loot

    Posted: 15 Mar 2020 04:06 AM PDT

    Why is this delirium debuff even a thing? At 7+ stacks you cannot do anything.

    Posted: 15 Mar 2020 05:49 AM PDT

    One of Delirium selling points was the interaction with older leagues but I feel punished for doing them under Delirium fog.

    Posted: 15 Mar 2020 06:52 AM PDT

    I once went through Delirium portal and then opened Breach that was nearby. The fog didn't even last for the whole Breach duration and I've got maybe 2 stacks of loot.

    If I interact with older leagues I'm losing Delirium loot and if I don't I have to backtrack to complete these encounters.

    The fog timer should stop(or atleast slow down) when you interact with other encounters that are affected by it.

    submitted by /u/Amaxie
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    @GGG why did you think it would be fun to have half of the delirium mobs explode on death?

    Posted: 15 Mar 2020 08:02 AM PDT

    community has hated mobs with cast-on-death shit since forever -> "haha lets add more lmao"

    submitted by /u/SUPERMONGOLOID69
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    GGG, there is no scenario in which this is an acceptable visual

    Posted: 15 Mar 2020 04:35 AM PDT

    I Found the hidden Delirium Modifier aktiv in every Map

    Posted: 15 Mar 2020 05:50 AM PDT

    What Delirium League feels like - two days in

    Posted: 15 Mar 2020 12:05 PM PDT

    PSA - The pods on the left spawn delirium mobs that help fill your bar. The pods on the right spawn homing bombs that help kill you.

    Posted: 14 Mar 2020 08:45 PM PDT

    Righteous Fire is literally unplayable this league.

    Posted: 15 Mar 2020 11:15 AM PDT

    I know RF has been pretty garbage for a while now but the one thing it had was that it was a tank. Right now, it's just a matter of time until you RNG roll the life recovery debuff in a Delirium and just die. Actually unplayable and very frustrating as it's one of my favorite builds...

    Please GGG... I love you but damn this feels terrible.

    submitted by /u/Xaudio
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    Raiz on Delirium mobs

    Posted: 15 Mar 2020 01:22 PM PDT

    LocalIdentity / Community Path of Building Fork v1.4.161.1 : Cluster Jewels

    Posted: 15 Mar 2020 01:27 AM PDT

    LocalIdentity's Path of Building Fork has now rebranded as Path of Building Community! This is a community-driven effort to develop and enhance Path of Building, and is currently being maintained by LocalIdentity, Cinnabarit, and Nick. All issues and contributions should be submitted here:https://github.com/PathOfBuildingCommunity/PathOfBuilding/Path of Building Community has no Patreon, and is not interested in accepting donations due to the nature of our crowd-sourced contributions.OpenArl has agreed to us using his updates for this project. Without him, you wouldn't have access to the cluster jewels already. We are excited to build upon his project to build a tool for the whole community.

    A new update is out, changes are as follows:

    • Add support for Cluster Jewels on the tree ( Openarl )
    • Add support for many of the new Notables from cluster jewels ( Peter Pölzl ) ( dclamage ) ( quote_a ) ( Nostrademous ) ( cbinners ) ( PJacek ) ( PandaLivery ) ( meatballing ) ( Regisle ) ( pikzen )
    • Add new 3.10 skill gems and skill gem balance tweaks
      • Full support for Kinetic Bolt, Stormbind Bladeblast and Second Wind
      • Arcane Cloak, Spellslinger and Archmage Support are not supported properly for DPS calculations
    • Add new 3.10 uniques ( Peter Pölzl )
    • Add back oils to the tree, now with a picture of the oil on the notable ( dclamage )
    • Add Paradoxica to the unique selection menu ( AdmiralChopper )
    • Add support for "if you have Stunned an Enemy Recently" ( Peter Pölzl )
    • Add support for active brand limit and Sign of Purpose ( Peter Pölzl )
    • Add conditional more multiplier of Groundslam for nearby enemies ( kkienzle )
    • Add support for mana spent recently mods ( Peter Pölzl )
    • Add support for Unencumbered from the Hollow Palm Keystone ( Nostrademous )
    • Add Perforate DPS calculations in Blood Stance ( kkienzle )
    • Update elusive values to 3.10 ( dclamage )
    • Update temple jewels to their 3.10 variants ( Yartch )
    • Fix Rigwalds Curse with 3.10 passive tree nodes ( Nostrademous )
    • Fix typo in Ascendant Deadeye/Longshot notable ( quote_a )
    • Fix parsing of mods applied to spell skills ( PJacek )
    • Fix Slayer Impact node calculation
    • Fix parsing of warcry cooldown override on Al Dhih ( PJacek )
    • Fix Ballista placement speed ( quote_a )
    • Consolidate resistances into a single line in the sidebar ( optionsreaper )

    Here's a link to see most of the visual changes in this update: https://imgur.com/gallery/zcA3f9q

    Massive thanks to all the new people who have been joining us to help and lent there hand to getting the parsing done for the majority of the new notables. Also a massive thanks to Openarl for getting support for the cluster jewels so soon.

    The cluster jewels are not fully supported on the website, so you won't be able to import a linked cluster from someone's profile, but Pastebin links for builds will retain the whole jewel structure

    If you're interested in contributing to the fork, head here:https://github.com/PathOfBuildingCommunity/PathOfBuilding/blob/master/CONTRIBUTING.md

    If you want to download my fork, head here: https://github.com/PathOfBuildingCommunity/PathOfBuilding/wiki/Installing-this-Fork

    If you want to suggest a feature to add, head here: https://feathub.com/LocalIdentity/PathOfBuilding

    submitted by /u/LocalIdentity1
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    This is one of the worst leagues of risk vs rewards we've had

    Posted: 15 Mar 2020 12:11 AM PDT

    Every delirium has rippy af stuff, one shots everywhere and we can't see shit yet at the end (if you don't die first) we get a handful of items at best (only if you can clear monsters that get ridiculous damage reduction).

    This league needs to have it's damage toned down and it's rewards increased, so far it's pretty bad.

    submitted by /u/german39
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    GGG, I would like to introduce you to a little something called "contrast"

    Posted: 15 Mar 2020 12:20 AM PDT

    I know, you are probably thinking "that isn't even a word!" Well let me assure you, not only is it a word, it is a word that describes something that you can apply in your game and don't worry, I haven't patented it.

    Contrast is when you have something that is quite noticeably different from something else. This is like the color orange surrounded by black or the McDonald's yellow and red sign at night. Contrast is a reflective belt that a runner may wear at night.

    Now let's look at some examples of the opposite of contrast.

    Me in an all white suit including white shoes and white hair. Now GGG, I know you are thinking, "holy fuck that sounds so cool looking!" I can assure you that literally no one else thinks that.

    The same goes for black on black like you know, in Metamorph.

    Or, red and grey black on red and grey black, like on Sirus.

    Or, grey on grey on grey, like in Delirium.

    Contrast is something you can use to increase clarity and show what is bad. Most RPGs utilize it in some way. Even scientists use it when they want to identify something! Scientists are pretty smart. It is cool to do smart things so adding contrast would be pretty smart/cool.

    submitted by /u/gobthepumper
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    One shot mechanics are not fun, nor have they ever been.

    Posted: 15 Mar 2020 11:20 AM PDT

    Delirium league has way too much bullshit right now. I would have thought that ggg learned from last league about poor visibility and one shots, but evidently they havent.

    Delirium features tons of on death effects from monsters that absolutely will one shot you.

    It also features a debuff that slows you down, making it impossible to dodge those monsters and their one shots.

    It also scales those monsters health up to insane values so you can barely kill them unless you have top tier dps..

    There is barely any player skill involved in surviving these extremely rippy encounters. Its complete bullshit.

    Edit: dont even think about playing any close range melee this league unless you can really deal with those death effects in your face.

    Ggg, you can balance around high monster health. You can balance around rippy monsters and low health..but you cant have both and expect the game to feel good to play. Pick one.

    submitted by /u/relnes1337
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    PSA: You can 5 for 1 cluster jewels to get back a new one with a random enchantment.

    Posted: 15 Mar 2020 10:08 AM PDT

    If you vendor 5 cluster jewels of the same size and rarity, you'll get a small "mystery box" in the vendor window (similar to the 5 for 1 Prophecy, but 1x1 size) that will contain a new unid cluster jewel of the same rarity with a new enchantment (new number of passives, new "minor nodes have X").

    Should be useful for recycling low-value cluster jewels in search of something better, especially if you're SSF and want a specific cluster jewel notable, and need the appropriate enchantment.

    Note: they have to be the same rarity! Found the recipe by accident when clearing out a sell tab, and was having trouble replicating it because I was vendoring jewels of different rarities.

    submitted by /u/00zau
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    When you open Legion during Delirium

    Posted: 15 Mar 2020 04:18 AM PDT

    The delirium fog movement should pause while you are engaging with another league mechanic

    Posted: 15 Mar 2020 07:30 AM PDT

    It is sad having the fog dissipate mid alva temple, or while I am doing cassia tower defense. I thought the delirium was supposed to interact with all the leagues but now it just feels kind of bad to do them.

    submitted by /u/weded
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    Just realized that all timers have a unique design to be differentiated

    Posted: 15 Mar 2020 07:15 AM PDT

    Imma be honest, The league mechanic feels pretty over tuned.

    Posted: 14 Mar 2020 06:19 PM PDT

    max res, 5000 HP, 10% phys reduction, on T4 maps currently.

    I frequently get 1 shot to things that feel almost invisible in the horde of shit going on screen. ill be walking along at full HP with no enemies, stop to pick up an item than just die.

    The random spike damage of the league mechanic makes it VERY obnoxious. Ive played this game forever and this is the first time I've felt truly cheated. My current character has more deaths to server side lag oneshots from yesterday than a few of my 90+'s combined.

    I thought it would get better when i got to maps and the DDoS stopped, it doesn't. I remember the devs saying they wanted the challenge to be tanky mobs and for it to not feel overly rippy... i can safely say they missed that mark. I shouldn't be getting 1 tapped by hallucinations from off screen for just picking up an item.

    submitted by /u/N0-F4C3
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    New Unique Jewel - Megalomaniac

    Posted: 15 Mar 2020 08:30 AM PDT

    Delirium fog explained

    Posted: 14 Mar 2020 11:05 PM PDT

    Delirium fog explained

    Hi,

    I attempt to analyze the events happening in Delirium encounter. What I discover is that there are two rings that manifest themselves after one touches the Delirium mirror. The outer ring, moving fast, generates the fog that shrouds the area in mist. The inner ring, on the other hand, expands slowly but will destroy the fog created by the first ring.

    One would want to carefully navigate themselves in the outer ring and use quick movement skill to cross the expanding inner ring if one wants to cover all the Delirium foggy area, thus maximizing one's profits.

    I compile an illustrated picture and a video clip as below. Hope you find it useful.

    https://imgur.com/gallery/F4bdOO1

    https://www.youtube.com/watch?v=w6-tSXD1czQ&feature=youtu.be

    https://preview.redd.it/ngayn4nc9sm41.png?width=2010&format=png&auto=webp&s=4faa5272672f9a35c30c35479e6d3ae4744417a9

    submitted by /u/wolfie_poe
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    PSA: Gamebreaking melee bug that ruins most builds

    Posted: 15 Mar 2020 01:26 AM PDT

    I don't know if it is common knowledge yet, but dual-wield is NOT registered unless you swap weapons every time you zone into a map/location. Couldn't understand why t5 was feeling rough, but now I'm destroying T10. Be aware, probably why leveling felt bad for many.

    submitted by /u/Psycho_logic
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    GGG Unkillable suicide Bombers delirium mobs are not okay.

    Posted: 14 Mar 2020 04:31 PM PDT

    Also little black/white ground explosions that you literally cant see because of the fog and color are also not ok.

    submitted by /u/JaktheJoker
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    Delirium is the most exhausting and stressful League I have played so far

    Posted: 14 Mar 2020 11:09 PM PDT

    I have played PoE since Talisman and every league, I do play quite alot, get to endgame and also play all the way through until the end of the league.

    Playing Delirium since the League start, I feel exhausted like I have never felt before.

    We've had stressful leagues before. Synthesis, Blight, Metamorph all had their fair share of highly stressfull sequences.

    In Synthesis, you knew you had to focus when entering the memory fragment for a short amount of time.

    In Blighted Maps, you had to focus on multiple lanes and building towers while a horde of monsters keeps spawning.

    In Metamoprh, at the end of every map, you summon a difficult Map boss that is hard to see and deals a shit ton of dmg.

    But all these mechanics had one thing in common: They were quick sequences of high pressure gameplay. Blighted Maps lasted 5 minutes and could be very stressfull, depending on your build. But it was something you knew you would get into rarely, you lazer focus and take a deep breath afterwards, go back mapping and its all good.

    Delirium is different. It is supposed to influence your entire map. That means that every map you run is a bleak, grey, indistinguishable mess compared to the usual, colorful layouts. It contains monsters you can bareley see, monsters you cannot kill. It keeps spawning and spawning. And while its great to have some real action going on, its getting very exhausting quickly.

    Delirium is like constant double beyond, like constand blighted maps. And just a side node, because thats not what this is about - the rewards for such a stressful gameplay are pretty poor. Plus I really preferred the diversified lootboxes over the single, counting up loot box.

    The constant lag spikes when monsters appear, attack you and run after you just add to the stress per map.

    I really wish GGG would come up with a solution for the following:

    - Keep some color in Delirium Maps. If everything is grey all the time, its getting exhausting. Keep Bloodline Monsters purple, keep rare monster yellow. Keep some of the map colors intact. Besides the fog, keep the map in its original state. Let us see something.

    - Tone down the content. The ever increasing difficulty is a nice idea, but having unkillable monsters, almost indistinguishable monsters and ground effects that spawn is exhausting.

    - Slightly Increase rewards.

    - Fix lags.

    - Decrease the duration of Delirium influence. This might not be needed if they fix the above though.

    Looking forward to Delirium improvents so I can keep playing this otherwise amazing game

    submitted by /u/RDeschain1
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    On its own, Delirium is unrewarding. However:

    Posted: 15 Mar 2020 04:05 AM PDT

    With context, Delirium is one of the most rewarding leagues we've had in terms of time efficiency to rewards.

    Now, stick with me here:

    Typically with a league mechanic you're stuck sinking time into a mechanic and can't go faff off somewhere else and multitask effectively, not so with Delirium. Delirium encounters are the first modern league mechanic where doing the mechanic costs almost no time, allowing you to consistently do the mirror encounter plus at least one other action.

    If you can do the encounter, you're getting rewards for nominal time investment, the only time spent is the extra time taken to kill a buffed monster vs killing that same monster with no Delirium scaling, and obviously, dying.

    Value assessments and you:

    Previous league encounters were typically handleable at their hardest by the majority of builds, and the only common value assessment was whether it was worth your time to sit your butt down and do the encounter, or if it was better to simply ignore it.

    This mechanic presents an interesting snap value assessment the entire time it's active: knowing when to tap out. I am very sure that very few builds will be able to hang with maximum Mirror scaling at fully juiced maps; the vast majority of builds will need to recognize when to hit the fast forward button before they get smacked and lose a ton of time, XP, and potentially their characters.

    You can get greedy and go for the most rewards possible, but push it too hard and you'll start losing time to tankier mobs causing mathematically diminishing returns or, more likely, you'll get dunked by a fully yolked rare pack.

    If it's so good, why does it feel unrewarding?

    Let's get the unequivocal bad out of the way first: Getting generic rares blows. Yeah, they still have some intrinsic value but it just doesn't feel good. Getting a rare with a Temple mod, veiled mod, or influence feels much better, and it does occasionally happen, but the typical experience of getting a dump of 6 rare armor pieces after facing off against the mapwide increased difficulty simply is not enticing. I would not blame you for skipping mirror encounters with rare armor/rare weapons/maybe rare jewellery with how the system is right now.

    So, what else? Well, time efficiency is a tough thing to really feel as an average player. There's so much variance to maps and they last long enough for you to easily not feel small changes in speed.

    All the player knows without putting some thought into the equation is:

    They finished a Delirium encounter, faced way harder enemies than they feel was fair because they maybe didn't tap out soon enough or got killed by something they didn't recognize as a threat or couldn't identify quickly enough, and got a decent chunk of loot.

    The amount of time spent solely getting that loot is not something that calculates easily as you play. You feel like the entire time you were in the mist was time investment towards that loot, when in actuality you were doing other things during that time that you would have already been doing.

    Not knowing when to tap out also makes encounters feel more wasteful (because they are once you start struggling)

    When to tap out?

    I've been talking about tapping out this whole post, and I just want to make sure everyone's on the same page: 'tapping out' is when you click the fast-forward button right above your skillbar while you're in the fog.

    That doesn't answer the most important question, though: When is it advisable to do so?

    Well, it's ultimately up to you as the player, but here's some tips from my experience so far.

    • Are you taking too much damage?

    Obviously, if you die it's a huge waste of time and XP (and on hardcore, your entire character). If you can't identify what's dealing so much damage to you and think you're going to die, retreat and either see if it was a fluke with the next pack or fast forward the encounter. You're likely to die if you don't make this assessment quickly, but it can help you eke out some extra rewards or simply save time.

    • Are the enemies taking too little damage?

    The longer it takes you to kill monsters while in the fog, the more time you are losing, and the longer scary monsters are alive to take you out. It's a lot simpler to assess this facet than the damage you're taking, if you're barely tickling the monsters than they're more than likely to be giving you a rude awakening if they land a few hits on you. Tap out if it suddenly feels like you're attacking monsters plated in iridium.

    • Did you recently fill a stage of the reward meter?

    If you think you're probably not going to be able to eke out another instance of rewards, you should be a lot more generous with your usage of the fast forward button. Continuing to fight in the fog of the Delirium when you are fairly confident that you won't be able to get another stage of rewards filled out before the fog outpaces you or the monsters overwhelm you only gets you marginal benefits: maybe an extra Simulacrum splinter or two, and the raw loot from whatever extra delirium monsters you kill.

    It's better to simply let the fog pass and finish the map as normal.

    • Has a different mechanic shown itself that would be worth stopping the fog for?

    As we're all well aware of, some mechanics are vastly more rewarding than others. For example, if you see a Legion encounter that you reckon is going to be more rewarding than whatever more you could get out of the fog is and you don't think you could take it while in the fog, don't feel bad about fast-forwarding the Delirium encounter to survive the mechanic you think is worth your time.

    • Should you even initiate the encounter?

    Some maps are high stakes. If you think you'll need all your portals for a high level conqueror, a Zana map where you can't die, or it's simply a map with enough damage mods to make more scaling sketchy, sometimes it's wiser to not engage with the Delirium encounter.

    Skipping mechanics is nothing new -- we've all done it, be it skipping an incursion or blight because you just don't feel up to the timesink, or disappointing Tane because you're worried the metamorph will get the better of you, there's no shame in not engaging with something that could get in the way of a current goal.

    A maddening conclusion:

    Delirium is a mechanic that requires a lot more thought than the typical league mechanic. Not thought in a syndicate sense, though, these are judgements you need to make on the fly while playing through a map normally, instead of inside the safe(ish) walls of a Fortification encounter.

    There are definitely some kinks with the current iteration, as there always are and always will be with new mechanics. Some very important enemy skills are hard to identify in the thick of things, the sacks on the ground are arbitrary in what they spawn and any given player couldn't be blamed for not knowing they're consistent in what they spawn or that they even spawn anything, performance is poor on some rigs, and as I mentioned a couple reward types could use some love. I'm sure there's a handful of other issues GGG will see fit to remedy in the coming weeks, but those are what immediately stick out to me.

    I (probably obviously) adore this league's mechanic and wanted to try to give players who were claiming it to be unrewarding or fundamentally flawed in some way a new perspective or just some pointers. I think that fundamentally, Delirium is a foundationally sound mechanic with the expected 3 month development cycle rough-and-tumble scuff, and GGG has proven to me in the past that they are more than capable of turning community opinion on a new mechanic with some well thought-out polish and unexpected improvements.

    I understand that this post is one huge wall of text, and I've tried to format it in such a away that it's decently readable and coherent (as coherent as the 3 am ramblings of a player with nothing else to do can be, at least). For those who've read through the whole post, thanks for your time, for those who haven't and skipped to the bottom, I encourage you to at least skim over it as there's some useful tidbits in there. I don't think I can provide a TL;DR as some of these thoughts are too complex to be condensed into just a few sentences (that's why it took several dozen instead).

    submitted by /u/WRLD_
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