Path of Exile Questions Thread - April 09, 2020 |
- Questions Thread - April 09, 2020
- I just had to make this when i saw someone type this in global chat
- Since you asked for it
- NeverSink's itemfilter - version 7.8.3 - tiering, high strictnesses and alteration orbs.
- Been playing for years and doing this still cracks me up each time I remember I can do this
- Restoration League (otherwise known as "the league where lots of old leagues get reworked")
- New player here: why does this game have such a hardon for instant kills?
- I could say i was lucky today!
- how to fix stun
- Path of Exile Developers Reveal Their Working From Home Desks!
- [Item Showcase] Sorrow Thirst - My Imperfect Cold Snap Spellslinger Wand
- The next league is going to feel so ridiculously easy in comparison
- Graveyard Full Hideout - Unearthed tileset
- Why GGG went silent on the performance issue introduced in 3.10?
- PSA: If you're hiding talismans in your loot filter, make sure that the base "Greatwolf Talisman" is still visible
- Blake Senior Environment Artist- "No I don't sit in my chair all day." "just you know most of it"
- Had to had to beat POE addiction by giving a friend all my currency.
- 21:9 Aspect ratio bug that wasn't fixed since 2017 and is the reason you might be dying
- Stackable incubators/prophecies when
- Forum - Announcements - Delirium Statistics - Path of Exile
- Pack size in delirium is top notch
- First time awakener orb user :)
- My first serious crafting, so happy to be rewarded!
- Anyone else experiencing the VERY loud audio bugs?
- Singapore realm extremely laggy for the past week
Questions Thread - April 09, 2020 Posted: 08 Apr 2020 05:06 PM PDT Questions Thread - April 09, 2020 This is a general question thread on April 09, 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:
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. [link] [comments] | ||||||||||||||||||||||||||||||||
I just had to make this when i saw someone type this in global chat Posted: 09 Apr 2020 03:49 AM PDT
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Posted: 09 Apr 2020 02:47 PM PDT
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NeverSink's itemfilter - version 7.8.3 - tiering, high strictnesses and alteration orbs. Posted: 09 Apr 2020 01:13 PM PDT [LOOTFILTER] NeverSink's itemfilter 7.8.3This version mostly focuses around QOL and sharpening the strictness/tiering algorithms. There's a lot of changes, such as new tiers for alterations orbs, incubator tiering, scarab tiering etc, you'll find the changelogs below. Also I've hit 36 challenges 2 days ago on SSF. Yes, I'm pretty exciting and using my own thread to brag about it :). https://filterblade.xyz/ - is of course also updated! Want to watch me code/poe, get live updates or support the project?: [PATREON] [TWITTER] [DISCORD] [TWITCH] [GITHUB] [FAQ] Download
ChangelogsThe Filter changelogs can always be found here: CHANGELOGS The FilterBlade changelogs can be found on the FilterBlade discord: DISCORD Filter and StyleversionsHigher strictnesses filter more items. The general rule is that: the faster you are, the less you want to pick up, because in the time you'd take care of a higher quantity of items, you can kill more monsters and get a higher chance at expensive loot and experience. You can start with Regular/Semi-Strict first (great for new players and leagues) and simply up the strictness from the option menu, once you feel like you want to see less.
Styles have no effect on how strict the filter is, but change the visual and audio configuration. Find one that pleases your eye most or make your own on https://www.filterblade.xyz . FilterBlade also comes with a preview comparison/feature for styles and strictnesses. Special thanks to...
Happy Hunting Exiles, ~NeverSink [link] [comments] | ||||||||||||||||||||||||||||||||
Been playing for years and doing this still cracks me up each time I remember I can do this Posted: 09 Apr 2020 12:41 PM PDT
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Restoration League (otherwise known as "the league where lots of old leagues get reworked") Posted: 09 Apr 2020 01:32 AM PDT I see a lot of comments in here saying they'd love a league that's chock full of improvements to other league mechanics, instead of having its own mechanic. So I figured I'd come up with some improvements. For each league I'll note the problems related to each mechanic, then ideas for improvements. Anarchy: Rogue Exiles, at the moment, don't really mean much to the player, who oneshots all of them in their path. Back when the league came out, they had enough life to be noticed by the player. There are videos of streamers killing them, and being super hyped about the loot explosion of magic and rare items. Those were different times. Rogue Exiles should enter areas through portals as the player gets close to them, to indicate better to the player that they'll be fighting one. The Rogue Exile's skills should be updated and made far more visible, as, these days, it's difficult to notice they're there most of the time. They'd have a whole lot more health, perhaps half that or equal to your average unique boss at the tier it fights you at. Then, when you kill it, it could have a chance to drop an item that the actual designed exile was wearing (so designing Rogue Exiles for the game would be similar to designing Divination Cards, as the player would try to find these exiles and kill them for a chance at specific items). Perhaps these might be rares that are actually useful (above-average pdps, spell damage/+ to all gems, etc), or the actual uniques the build was using, weighted so that strong items wouldn't be found easily. Domination: I don't have any problem with Shrines, but I do think they're a bit boring. Click this object to be a bit powerful for a bit. Meh. Perhaps there could also be shrines that buff specific item types (currency, incubator, breach, etc etc), but also give a debuff to your character to compensate? For instance. If you find a Currency Shrine, perhaps it causes enemies you kill to have a, say, 5% chance to drop an additional currency item. However, it also reduces your attack, cast, and movement speed by 30% during its duration (disallow selfcurse temp chains in this context), so you'll have to try a bit harder to make use of it. Incubator Shrines could make you squishier (it is a Legion reward after all), by increasing your damage taken by 25%. Things like that. Ambush: Strongboxes rarely give the player anything useful now. For the most part, it is only Diviner's, Arcanist's, and Cartographer's Strongboxes (as well as a couple of the Unique Strongboxes) that mean anything to the player. Most of their dangerous effects (besides Ice Nova and Detonates Nearby Corpses) are more or less completely ignored. The idea of crafting your own treasure chest is really cool though, so I simply think some of the mods on them should be updated. There should always be emphasis on risk and reward. All the dangerous mods should also be hybridized with mods that give the player extra loot, and there should be additional tiers of all the mods that go all the way up to T16 maps. "Casts Firestorm" in its current state is only really dangerous before you have any sort of Fire Resistance. Mods like these should have additional tiers that greatly increase the danger of them (perhaps a much faster Firestorm that follows the player?), and should also be hybrid mods with specific reward mods (breach, currency, divination, etc etc). Certain mods might greatly increase the danger of the strongbox in general while making the rewards much greater. For instance, "Enemies and Skills Created by this Strongbox deal 100% more Damage" hybrid with "50% more Quantity of Contained Items" could be an ilvl83 Strongbox mod. Finally, I think either there should only be one strongbox type that can have any kind of item in it, or large and ornate (artisan too?) strongboxes need to be removed, and other strongbox types be added in. Invasion: Like Anarchy, this is another league whose content difficulty and rewards no longer hold up to modern PoE. But instead of having the bosses come through a portal to attack the player, like my new version of Anarchy, I think the player should go through a portal to attack the bosses (not really "Invasion" anymore, but I don't want Anarchy and Invasion to feel samey). A portal would appear in a random place on a map for the player to enter, and inside there would be an arena with a boss. The bosses would have significantly more health than most bosses at the tier of map you would find them, and likely be significantly more dangerous (but hopefully fair). Torment: Tormented Spirits are frustrating to deal with, as there is no easy way to force a spirit into a rare monster. Many builds will also kill them before they are even seen by the player. Here's an idea: Remember Deshret in the Mines in Act 4? All Tormented Spirits should be like that to start with, trapped. They are no longer monsters, in that they aren't killable entities. When you release it, an animation shows the spirit immediately zooming to the closest rare or unique in the area. If no rares remain, the spirit will simply disappear. Rares possessed by the Tormented Spirit have significantly more health, and the Tormented Spirit acts like Izaro's Goddess, attacking you with skills from atop the enemy. The trapped Tormented Spirit would show a reward type symbol, and occasionally throw a weaker, slower version of its attacking skills at you in its trapped position (showing you what you're dealing with). Talisman: One of the least-popular leagues ever to exist. All that remains are rare and a couple of unique amulets that are generally vendor food. Talismans should no longer be corrupted items. We should be able to modify and anoint them like any other amulet, even able to grant them influence with Conqueror's Exalted Orbs. However, they should be very rare bases, each talisman type locked to a certain region of the Atlas, and higher tiers locked to specific regions of the Atlas in higher Awakening Levels. To get the Unique Talismans, vendor recipes involving full sets of Talisman tiers would hearken to the original league. Jorgin would convert your Amulets to uncorrupted Talismans. Talismans dropped by other league content would either be removed or instead found in the "Atlas Jewellery" type reward. Ascendancy: Not technically a league, but there are some issues with the related content. Namely the unique jewels, glove enchantments, the enchantment system in general. You can find some of my ideas in this old post, but I have a few problems with that now that I won't go into (namely Oils having specific prices but Lab enchantments having wildly variable prices depending on the meta, what enchantments are considered "valuable" by GGG, etc). I do like the ideas for new Glove and Boot enchantments there, though. Maybe an orb can drop from the Divine Font that grants the Enchantment? This would allow people to farm them and sell them without using them, so the gamblers can try to get good enchants on good items. As for unique jewels, it's no secret that there's like one or two people that get basically all the jewels for the league, then sell them at exorbitant prices. This wasn't a problem back when stat-stacking wasn't as popular, but now that it is, those jewels are actually sought out by people that then have to deal with the monopoly. Make each of the jewels a very rare drop from Izaro from each Labyrinth tier. More incentive to farm the lab. Perandus: I like how the league works, but it's a bit dated. Basically, add a ton more items to the pool that Cadiro can sell. Scarabs, incubators, newer uniques, Harbinger currency, etc. etc. That's all. Maybe give the player 2 or 3 deal options to choose from. Prophecy: You get too many prophecies that are mostly meaningless, or force you to go to some Act area to get rid of (Lost Maps, etc). Make it so Act-area prophecies can only be found during Acts, excluding series prophecies that lead to Pale Council fragments. Prophecies that create more monsters in maps (plague of rats, plague of frogs, etc) are fine as well. Create more fated versions of uniques. Perhaps prophecies that cause Blight encounters, Breaches, Legions, etc etc? Essence: Crafting with them is a bit of a crapshoot now, and there's more or less no context where it's optimal (besides on niche things like Essence of Horror on Elder Helmets for Righteous Fire). This idea is a bit of a crapshoot as well, though. Allow the player to use an Essence on a Resonator. This will combine the effects of the Essence as well as socketed Fossils to create an item that uses the fossil weighting to determine the other mods, but still keeps the Essence modifier. This would make both Fossils (since they were nerfed quite a bit in 3.10) and Essences far more useful for high-end crafting. Side note, I think the Essence mods on enemies should be a bit more challenging and interesting. I don't know what most of them are when fighting Essences. Breach: After Breach league was over, the league mechanic itself was nerfed significantly. The mechanic is also not very rewarding in general. Breach Rings are worthless. At the moment, it has a cool gameplay loop in theory, but the splinters, especially for Chayula and Uul-Netol, are far too rare. Running around obliterating enemies and getting splinters that way is fun, but opening the clasped hands is not. In my opinion, the small clasped hands should be removed, and the splinter droprate from other enemies in the breach should be buffed. The larger hands can remain. I think there should be more than one way to upgrade Breachstones, since unupgraded Breachstones at the moment aren't very rewarding (I'd need more than two hands to count the number of unupgraded breachstones where not a single item from the Breachlord showed up on my lootfilter). Perhaps the t3 Breach room in the Temple? Anyway, Breach Rings should not be corrupted items, and I believe the implicit should be changed from "Properties are doubled while in a Breach" to "Properties are doubled while in an area that contains a Breach". The spirit of that implicit, anyway, but I'm not sure how to make it shorter. Anyway, this is basically the same argument I made for Talisman. Harbinger: The content is too rare to find. Add Harbinger to the core of Path of Exile. Make it a "10% to find in Maps" content, like Breach and Abyss. Back when it was released, people didn't like it very much, but after the updates it went through, it became good content. Now that all the currency from Harbinger is in the stash tab, it's about time that we can find this content without having to invest every time. (Maybe add more Harbinger Uniques?) Abyss: The Abyssal Depths and Abyssal Trove aren't very rewarding. Giving it the Vaal Side Area treatment would be fine, I think. Make the areas rare. Perhaps put some of the Delve chests in there? It is technically super deep underground, after all. I think the Stygian Spires should drop Abyss Jewels. I think the Abyssal Trove should have a chance to drop a Stygian Vise, as well as more Abyss Jewels. Bestiary: The Beasts are too easy to deal with at this point, and there are too few beastcrafting options. Of course, back when Bestiary came out, some of the beastcrafting options were far too powerful, as far as I remember anyway. I don't have many ideas for specific beastcrafts, but I would like it if there were more. "Create a Breachstone" "Create a Prophecy" "Create an Influenced Item" "Create a Blighted Map" "Create a valuable Essence" etc. etc. As for the monsters themselves, I think they just need more life. Red Beasts in particular were quite difficult during Bestiary, as far as I remember (it was my first league, anyway). Back then, I saw them as obstacles that I needed to accommodate for. Being able to see them as a threat again would be nice. But mostly just add more beastcrafting recipes. Synthesis: Synthesis started out as poorly received, but got significantly better as the mechanic was updated. However, fractured and synthesized items were too powerful. I would love for Synthesis to come back in the form it left us at the end of that league, but without synthesized and fractured items, which took the powercreep to greater heights than it ever had before. Thankfully, that's all in Standard now. I don't really have any suggestions to change the league mechanic itself, besides maybe changing how the decay worked (as it punished a whole lot of builds that couldn't teleport through it). Perhaps making it so that, instead of specific sections of maps becoming inaccessible, it becomes more and more difficult to see (at least into areas that aren't the direction you're supposed to go, to get to the stabilizer) as you're slowly absorbed into the memory, until you reach the stabilizer. Synthesis could function as an alternate Zana Master Mission (in other words, doing a Master Mission from Zana gives you the option of finding a Memory Fragment or doing a Map), instead of a "10% to find in maps" mechanic like Breach. Now imagine all of those changes being released together in a single expansion. [link] [comments] | ||||||||||||||||||||||||||||||||
New player here: why does this game have such a hardon for instant kills? Posted: 09 Apr 2020 05:12 AM PDT | ||||||||||||||||||||||||||||||||
I could say i was lucky today! Posted: 09 Apr 2020 01:30 PM PDT
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Posted: 09 Apr 2020 12:22 PM PDT it's clear nobody on the GGG QA or dev team plays stun and, from the looks of it, nobody on poe.ninja really does either the core 2 problems are:
the first one is fine, tbh. i even enjoy having a 2h assbeater larger than myself taking 1 entire second to wind up. the second point, however, makes it useless in a practical sense. it'd be like if most endgame bosses had chaos inoculation. all the chaos damage builds would just never get played regardless of how good they are otherwise but the solution to the second point isn't to make stunlocking every boss possible -- because that would be broken as hell -- but rather it's to make stun modifiers affect damage when they can't cause a stun. if i have 95% stun threshold reduction and the boss is flat out immune to it or has too many hitpoints, then give me 95% more damage to my hit. or make the boss take 95% more damage from the hit. or whatever, these are random numbers subject to balancing. just make non-stunning hits in a stun build not a complete fucking waste. [link] [comments] | ||||||||||||||||||||||||||||||||
Path of Exile Developers Reveal Their Working From Home Desks! Posted: 08 Apr 2020 02:54 PM PDT
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[Item Showcase] Sorrow Thirst - My Imperfect Cold Snap Spellslinger Wand Posted: 09 Apr 2020 09:57 AM PDT
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The next league is going to feel so ridiculously easy in comparison Posted: 08 Apr 2020 11:28 PM PDT I forgot how much Delirium actually scales monster health until I absentmindedly ran a map without triggering the Delirium and realized I was pretty much just one shotting everything. "Good" damage in Delirium is "Holy shit, everything's dead immediately" tier in normal mapping. [link] [comments] | ||||||||||||||||||||||||||||||||
Graveyard Full Hideout - Unearthed tileset Posted: 09 Apr 2020 07:02 AM PDT
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Why GGG went silent on the performance issue introduced in 3.10? Posted: 09 Apr 2020 07:47 AM PDT Some asset loading, mainly in Delirium and Legion, but also people's MTXs in town is causing stuttering and freezes, which was not a problem before 3.10. They released couple of patches for this, but the issue was not fixed, at least not for everyone. Now there has been radio silence on this issue, which is getting increasingly frustrating. Does GGG realize that this actually is still an issue? Do they need more data? Is it just difficult to fix, or that there's currently no resources to investigate further? Please let us know what's going on. A comment won't make the issue disappear, but the situation would at least be less frustrating. Recap for those unaware of the issue: Since 3.10, 100% CPU utilization causes some asset loading to stutter and sometimes even temporarily freeze the game, and this usually happens in Delirium and when starting Legion encounter. Turning off multithreading in-game helps a lot, but causes a significant hit on overall FPS. Limiting PoE's CPU utilization with BES helps, but again lowers FPS and at least on my system causes FPS fluctuations. Again, this wasn't an issue before 3.10. Some assets just stayed invisible for a moment until it was loaded, but this didn't impact FPS. My system specs: i5 8600k, 16GB RAM, GTX 1660 Ti, Evo 970 SSD (fast SSD, in good condition and with plenty of space), good cooling. [link] [comments] | ||||||||||||||||||||||||||||||||
Posted: 09 Apr 2020 09:28 AM PDT The Greatwolf Talisman base is only used by the Eyes of the Greatwolf unique, which actually has potential to be worth something quite often. I dropped a quantity implicit one today and I would have completely missed it if I didn't press alt, as I had accidentally hidden the base in my filter. [link] [comments] | ||||||||||||||||||||||||||||||||
Blake Senior Environment Artist- "No I don't sit in my chair all day." "just you know most of it" Posted: 08 Apr 2020 05:40 PM PDT
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Had to had to beat POE addiction by giving a friend all my currency. Posted: 09 Apr 2020 03:20 AM PDT TL:DR: Title Long Story: I quit POE 7 years ago because being the compulsive need-to-build-the-perfect character person that I am, POE ends up completely dominating my the entirety of my free time and more. But then Corona Virus hits and I'm like "welp I have free time now" and decided to pick up POE again after a brief moment rushing Wolcen to endgame. Bad idea man. POE ends up consuming my every waking moment. I start sleeping 5 hours a day on average with some days even forgetting to sleep. There's way too much to do, way too many things to optimize. I do my passives, realize there are such things as threads and then re-optimize again. So today I had to really pull myself back, look at where I'm heading with all this and realize that I'm a working, married adult with probably much more things in life to look forward to other than trying to make a toon that speedclears juiced T16s AND bosses A8 Sirius comfortably. So ye, I hopped on, pinged the dude who got me started on POE again and just dropped him 19 exalts. I'll probably hang around, login once in a while and do a map or two. But ye. Probably dodged a bullet, my gamer addict brain can't deal with the crack cocaine laced with meth that is POE. [link] [comments] | ||||||||||||||||||||||||||||||||
21:9 Aspect ratio bug that wasn't fixed since 2017 and is the reason you might be dying Posted: 09 Apr 2020 12:42 PM PDT If you are using a 21:9 ratio or anything above 16:9 anything that is larger then this part is clickable but if you try to cast a spell while your mouse is there it wont cast it. This can't be fixed with "Always attack without moving" option on your skill. If you want to test this just try to cast any spell while aiming with your mouse on the far left or right of the screen with around 3cm of room on both sides where it doesn't register. This basically means you cant use your spell/attack when your mouse is on the edges of the screen and most likely gets you killed. This was reported on the forums first time in 2016 and a numerous times after that but was promptly ignored. So I'm posting it here so you know to be careful when playing above 16:9 aspect ratio [link] [comments] | ||||||||||||||||||||||||||||||||
Stackable incubators/prophecies when Posted: 09 Apr 2020 01:15 AM PDT | ||||||||||||||||||||||||||||||||
Forum - Announcements - Delirium Statistics - Path of Exile Posted: 09 Apr 2020 03:17 PM PDT
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Pack size in delirium is top notch Posted: 09 Apr 2020 02:50 AM PDT Finally the zoom zoom meta feels like its in a good place. Just constantly killing mobs feels so good. Them monsters spawning like crazy touches something special inside me. [link] [comments] | ||||||||||||||||||||||||||||||||
First time awakener orb user :) Posted: 09 Apr 2020 01:58 PM PDT
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My first serious crafting, so happy to be rewarded! Posted: 09 Apr 2020 10:30 AM PDT
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Anyone else experiencing the VERY loud audio bugs? Posted: 09 Apr 2020 08:20 AM PDT They occur virtually every Crusader fight, and every so often in delirium. If I were to describe it, it sounds like you are listening to short loud grenade pops through a sheet of thick glass. It seems like there is some type of audio that is erroneously ignoring my audio settings as I have most my audio settings turned very low. Curious if anyone else experiences this. [link] [comments] | ||||||||||||||||||||||||||||||||
Singapore realm extremely laggy for the past week Posted: 08 Apr 2020 11:33 PM PDT Basically title, it spikes at random times during the day, and the game becomes unplayable on lockstep, and barely playable on predictive with many desyncs in one single map. One of my friends even stopped playing this league because its just too laggy. GGG, this problem of insane ping spikes was around even in Metamorph, can we get some fixes or a response please? [link] [comments] |
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