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    Path of Exile Questions Thread - March 18, 2020

    Path of Exile Questions Thread - March 18, 2020


    Questions Thread - March 18, 2020

    Posted: 17 Mar 2020 05:06 PM PDT

    Questions Thread - March 18, 2020

    This is a general question thread on March 18, 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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    How PoE should work without all this?

    Posted: 18 Mar 2020 04:35 AM PDT

    I'm sorry Chris for bashing the league, please call off your hitman

    Posted: 18 Mar 2020 10:18 AM PDT

    Please, GGG, for the next league forget that the top 0.1% of the players even exist

    Posted: 18 Mar 2020 11:35 AM PDT

    Rethinking the last few leagues I have the suspicion that a lot of the early league mechanic problems come from you trying to make the game hard for the top 0.1% players. So maybe, just for one league, ignore these players. Forget that they even exist. Let's see how that is like and use the data to conclude further action to improve the game.

    Edit: I just realized that I did not phrase this clear enough. I'm not talking about the game being hard in general. I am talking about the mechanics implemented especially to target the best of the best. Like all the proximity shields in blight that bricked the encounters (especially paired with the can't die auras) or the on death effects of delirium. My main point is that these mechanics punish the average players disproportionately more than the players they are intended for and thus make the game less enjoyable for the majority of people.

    submitted by /u/Kamantum
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    Suggestion; Make the simulacrum key from a stack of 50 splinters instead of 300, and each key will add 5 waves. You can then use 1 key to test your build or go 4-5 key to get more loot etc.

    Posted: 18 Mar 2020 07:11 AM PDT

    Thought that in the shower.

    submitted by /u/Flextapedmysphincter
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    Item Transfer - Can we get improvements?

    Posted: 18 Mar 2020 07:02 AM PDT

    delirium league.

    Posted: 17 Mar 2020 11:28 PM PDT

    [Art] I drew our favorite map queen!

    Posted: 18 Mar 2020 09:38 AM PDT

    Hot take: A player shouldn't die in one hit if they have 7 endurance charges, 7k life, and fortify, on a map that only has 1 extra damage mod.

    Posted: 18 Mar 2020 12:42 AM PDT

    100% Delirious

    Posted: 18 Mar 2020 05:24 AM PDT

    I auto-close most Delirium encounters as soon as I see the reward type. Why are we limited to one reward type per encounter? Legion/Blight/Metamorph didn't work like that, and they felt so much better. Why not re-roll the reward type each time you go up a Delirium level?

    Posted: 18 Mar 2020 05:27 AM PDT

    Plus stop the shit-tier reward types spawning once you get to maps.

    You know what made Metamorph/Legion/Blight so rewarding? You got multiple different reward types. Sure some of the rewards were shitty weapons or useless armour, but you had multiple chests of different types to pick from each encounter. With Delirium, 80% of the time you get stuck with a useless reward type and it ruins the whole map.

    Delirium feels so much better when you are playing for one of the good reward types, like fossils. It feels completely irrelevant when you roll weapons or armour.

    I think it would be better if a) a new reward type got rolled each time the Delirium level increased, coupled with b) dramatically reducing the odds (or - crazy thought - getting rid of altogether) of shit-tier rewards like weapons or armour

    submitted by /u/ergotpoisoning
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    Delirium time limit is utter bullshit when you have map bosses with invulnerability phases

    Posted: 18 Mar 2020 01:20 AM PDT

    two best examples that come to mind are the innocence and crab dude variants. there is simply NO WAY to kill them with delirium up. you can pop delirium, run straight to these guys, phase them in a few seconds, and you will STILL run out of time.

    kill bosses on timers for extra rewards, but bosses are invulnerable long enough to run out timers regardless of your performance. such FUN

    remove the timer. i am sick and tired of being shoehorned into the speed clear meta, and even when i have a bosser that can drop bosses almost instantly, there often isnt any point in even trying anyway.

    no point in trying is shite game design.

    as an aside, why nerf delirium into the ground? the challenge was fun. now the only 'challenge' it presents is feeding beyond mobs which will A) absolutely destroy your fps, and B) eventually instakill you when bameth pops up and vaal dd's the entire screen without warning.

    PS - originally posted on the official forums, but since GGG reads reddit more than their own forums, AND it was moved to 'feedback and suggestions' where GGG simply NEVER reads, i figured to repost it here.

    submitted by /u/Duthos
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    T16 with 100% Delirium is funny, each white enemy has 10% of Shaper's HP

    Posted: 18 Mar 2020 07:37 AM PDT

    Used 5 of my trash orbs to see how hard a T16 is on my Cyclone that has around 1.5 million DPS. It takes arounds 4 seconds for me to clear a white pack, don't get me started on blues and rares. The big baddie from Delirium? He 1 shots me and has more HP than Shaper ever did.

    submitted by /u/Grand0rk
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    3.10.0d Patch Notes

    Posted: 18 Mar 2020 02:36 PM PDT

    My experience playing Delirium ft. FPS graph

    Posted: 18 Mar 2020 09:04 AM PDT

    [Video] RaizQT RIP - Delirium HCSSF

    Posted: 18 Mar 2020 09:36 AM PDT

    We need more skill point...

    Posted: 18 Mar 2020 12:34 PM PDT

    Delirium does wrong what Metamorph did right: giving the player time to enjoyably weigh up risk and reward

    Posted: 18 Mar 2020 07:07 AM PDT

    PoE is a fast game, so my favourite thing about league mechanics is when I'm given an opportunity to slow down for a sec and try to make the right decision. Betrayal and Incursion both do this; Metamorph went one step further and made me weigh up risk and reward every time I cleared a map. Metamorph was satisfying because when I did get one shot, it was mostly due to a bad calculation of risk - not understanding how lethal a combo of map and morph mods would be.

    My main problem with Delirium is that its core gameplay loop provides you with this risk/reward decision in the heat of clearing the map. In high density maps you don't have time to think about whether it's wise to keep going, if you lose focus you'll die to on death effects, if you stop to think at all about whether to do this thing now or keep going you waste precious seconds that might end up being what you needed to get the next tier of rewards. This isn't a fun process of weighing risk against reward - it's a headache. It's 'fun' for a moment while levelling, until you realize you shouldn't be doing mirrors as you'll just end up overlevelled.

    The timer on the mirrors doesn't just make clearing frustrating in general - it gets in the way of the league's risk/reward dynamic. I loved stopping to select my parts in metamorph - I can't stop for anything in Delirium. So when I die, I don't think 'whoops, guess I should have ended the fog sooner'. I think about how impossible it was for me to make that kind of call.

    Even without the timer it would still be a nightmare trying to interact with the mechanic strategically, beyond trying to do as much as you can before randomly getting oneshot deeper into the map. I feel it would be better if each 'tier' of rewards also meant the tier of scaling you were up against, so you could quickly see that you were up to tier 5 in a red map and remember how often you got killed trying to push for tier 6. Then it would feel like after each milestone you're actively making a wager with the game. That would be much better than the mindless cannonball playstyle the current mirror mechanic demands from everyone.

    submitted by /u/JekoJeko9
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    Map sustain gutted, unrewarding league mechanic with an automatic 10% xp fee - how could we go from the lauded Metamorph fun level back to this kind of frustrating gameplay ?

    Posted: 18 Mar 2020 02:16 AM PDT

    I know GGG's vision is "Wraeclast is a harsh and unforgiving place" but I'm really wondering how we went from Metamorph, arguably the best league in PoE to date with the great map sustain, rewarding league mechanic with players agency and the new atlas that felt GOOD when you didn't have to fight for maps...

    to Delirium where I have to take a pretty much automatic 10% xp fee in every single t14+ map to barely get maps at awakening 6 with 100% completion bonus - all the while playing a very tanky LL ES miner that can do juiced T16s without issues.

    the awakening bonus nerf combined with the master missions nerf combined with the lack of league rewards combined with the removal of white maps for conqueror procs is just horrible, especially during progression. way to go overboard.

    I hope they fix this mess soon, because I can deal with Wraeclast being hostile but not with the developers being unfair.

    I'm not even being plagued by performance issues on my new laptop, so I can't imagine how people who play slideshows feel in this situation...

    /u/Bex_GGG - I bought a supporter pack for the first time in Metamorph because the game finally felt good to play instead of being a chore. since we're back to the old ways I don't think you guys got the message, and your manifesto reads like you didn't actually appreciate it in the first place :/

    submitted by /u/Le_Vagabond
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    speaking of visual clarity, Veritania's giving delirium a run for its money

    Posted: 18 Mar 2020 04:15 AM PDT

    Delirium Voices Work Is Outstanding

    Posted: 17 Mar 2020 04:36 PM PDT

    As a old player who has made PoE a part of his life, I really love some PoE phrases. Some of them are memes in my family - "Look at that!" and "A weary traveler" are the most popular. And Cassie songs are just awesome.

    And having these lines pronounced by a strange voices in a wrong manner really brings me a feeling of something wrong and unhealthy. (And the fog, of course)

    Really good job here, which gives me a lot of emotions every time I touch this mirror.

    submitted by /u/ched_21h
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    I managed to get to tier 7 rewards on T2 Glacier Map and got a stupid amount of incubators

    Posted: 18 Mar 2020 03:59 AM PDT

    New Sirus fight is... i don't even

    Posted: 18 Mar 2020 06:36 AM PDT

    know where to begin, i understand that GGG tried to "fix" fight to be more chellenging and stuff, but that fight atm got totally 0 visibility for me, 3/4 of my circle was covered in dots, he spam beam at me and his shadow spam meteors on rest 1/4 of circle, on top of that they changed camera angle in fight to add even less visibility.
    I'm not even trying to kill it anymore, if iw ant proper boss fight i go fight Aul or Uber Elder.
    I still remember when they says on Exilecon we will get best so far and most exciting boss fight in atlas revamp.
    I'm sorry for that rant but if adding less and less visibility to game is only way to make game harder i can't even..

    EDIT: I'm all up for making Sirus fight harder, it was too easy last league, but I'm unable to dodge things as some people says, not because I'm bad at it, I'm doing any other boss fight without problems, but only because there is so much clusterfuck on arena now along with spammed abilities by Sirus apparition that i simply don't see what to dodge.

    submitted by /u/Ayanayu
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    Delirium difficulty makes Metamorph launch difficulty seem fair.

    Posted: 18 Mar 2020 10:03 AM PDT

    The "Don't you guys have loot filters?" ordeal highlights one of the biggest flaws in the overall POE design: accessibility

    Posted: 17 Mar 2020 11:13 PM PDT

    A lot of people are miffed at the suggestion that loot filters fix the problem with Delirium. I am, too, but for an additional reason: designing the league such that proper enjoyment depends on players using third-party tools (Filterblade, namely) highlights a major flaw in the overall business approach GGG has taken.

    Before I dig too dip, I'll preface this by saying that I love GGG and this game. This is intended as constructive criticism, which I do reluctantly, because I feel like gamers give devs a lot of shit. As a fellow dev (not gamedev), I get that software development is hard work. Gamers often expect miracles done by tomorrow when a realistic timeframe might be months away or never. Thus, I also want to make it clear that my complaint here is not something I expect can get fixed by the end of Delirium.

    We were all new players once. I got my start back when Piety was endgame, and you farmed Docks for levels. Try to put yourself back into that mindset: you're new, you don't know what you're doing, you want to do the content, but you're just missing something.

    What is that something? Unless a new player reaches out and asks questions, he/she isn't going to have any idea. Lots of new players aren't going to ask questions. They're going to uninstall.

    Build guides. Path of Building. Filterblade. Trade macro. The POE Wiki. I'm sure there are more tools, but those are the big ones. New players aren't going to have any idea how to access those things, and a new player who gets frustrated is a lost customer.

    Yeah, GGG has built a loyal fanbase, and that has worked well enough for them. Think of what it could be, though, if loot filters, build testing, and trading were actually part of the game, or at the VERY LEAST players were made aware of major resources.

    Thus, I feel like GGG is using the community as a crutch. People put in an ungodly amount of work apparently for free just so that people can enjoy this game. As someone who flirted with the idea of being a musician, let me tell you that there's nothing that irritates me more than people relying on other people to do work for cheap/free.

    GGG has made some strides, at least. There's a tutorial now, and the official trade site is great. Even still, though, you have to know that the trade site exists. You have to know a lot of hidden information to do well.

    POE could have a much broader appeal if it just started to disseminate information about itself to new players to retain them and generate good word of mouth to attract new players. Ex.: with the coronavirus lockdown, I've been making game recommendations to a bunch of people. Even though I'm playing the Delirium league, I don't really recommend POE to people unless I know they're the sort of person who enjoys doing a deep-dive into game mechanics, and all those people already know what POE is.

    All that is to say that I really hope GGG does a better job going forward of integrating information and tools into the game and making it available to people.

    Thanks for coming to my TED Talk.

    submitted by /u/Socrathustra
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    Blocks attacks = Blocks ALL attacks.

    Posted: 18 Mar 2020 12:38 AM PDT

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