• Breaking News

    Thursday, June 4, 2020

    Path of Exile Questions Thread - June 04, 2020

    Path of Exile Questions Thread - June 04, 2020


    Questions Thread - June 04, 2020

    Posted: 03 Jun 2020 05:06 PM PDT

    Questions Thread - June 04, 2020

    This is a general question thread on June 04, 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
    [link] [comments]

    Me and the boys on the 19th of June

    Posted: 04 Jun 2020 10:14 AM PDT

    Wrong seed

    Posted: 03 Jun 2020 10:24 PM PDT

    2-hander melee reworks? Sweep, an original skill might be a great candidate

    Posted: 04 Jun 2020 07:27 AM PDT

    how my dreams are until the 19th

    Posted: 04 Jun 2020 07:50 AM PDT

    Why the brand changes work against the identity of brands

    Posted: 04 Jun 2020 07:04 AM PDT

    Outlined in GGG's post about brands are 3 sweeping changes:

    1. Brands now return to their original or recalled location when dropped by monsters
    2. Brand recall now has a longer cooldown
    3. Brand recall no longer increases brand duration

    While I think that brands will still be playable and maybe even strong, these changes go against the identity of brand skills. Brand skills had some basic features:

    • They would drop at the feet of killed enemies, allowing chaining through packs

    • They had long durations and didn't require recasting at every pack

    Aside from these, brands did not have much identity. These new changes strip away what little identity brands had. The new brand changes make brands look more like selfcasting than brands. You will be casting a brand or two at every pack just like any other spell you would selfcast at a pack to kill it. Penance brand in particular is shoehorned into a low duration playstyle and I have trouble imagining it looks like a brand more than a selfcast spell.

    Either way you look at it, this is the typical story of GGG needing to nerf one part of a skill and then going ahead and nerfing 4 parts instead for the heck of it.

    I think brands might still be strong or usable, but they have lost their identity as brands, which is unfortunate because many players enjoyed that playstyle. There are much better ways to nerf brands without gutting the playstyle.

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

    has this been done yet

    Posted: 04 Jun 2020 09:34 AM PDT

    3.11 Brand Recall

    Posted: 04 Jun 2020 12:57 PM PDT

    Don't forget to make Doryani's Fist a slam!

    Posted: 04 Jun 2020 01:39 AM PDT

    Just a reminder. Hopefully this is already covered. Will be awesome to blast the whole screen with the touch of god.

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

    Me in 2 weeks when I finally craft my own endgame gear

    Posted: 04 Jun 2020 04:58 AM PDT

    Not sure anyone done this yet but .... here's are the all new KEYSTONES location

    Posted: 04 Jun 2020 08:03 AM PDT

    [3.11] 『H A R V E S T』

    Posted: 04 Jun 2020 03:18 AM PDT

    My Speculation on Harvest Mechanics (Don't blame me if wrong)

    Posted: 04 Jun 2020 08:40 AM PDT

    Harvest got me serfin' it up

    Posted: 04 Jun 2020 06:14 AM PDT

    2 Handed Remake?

    Posted: 03 Jun 2020 10:27 PM PDT

    Looks like the red border around a skill signifies the new slam support, or at least something to do with it (red capital X)

    Posted: 04 Jun 2020 09:26 AM PDT

    Tegridy Harvest League

    Posted: 04 Jun 2020 12:47 PM PDT

    Instead of having brands reset to spawned location, which breaks brands and turns them into totems with extra steps, why not have brand attachment range reduce over the lifespan of a brand, or based on distance from player.

    Posted: 04 Jun 2020 07:11 AM PDT

    For those who do not know the changes I am talking about: GGG post here, specifically the "Brand Recall and Brand Mechanic Adjustments" section.

    This wont eliminate offscreen clear of brands entirely, but will at least prevent brands from clearing maps without maintenance. The new brand mechanics along with Brand Recall being nerfed will completely kill brand gameplay. A change to the brand attachment range mechanic may also make the attachment range nodes on skill tree more desireable.

    I agree that in their current state that they are overpowered, especially with Archmage, but this nerf will make the effectively less powerful versions of totems.

    I also am confused at the notion that they are trying to remove the passive damage playstyle when RF or Summoning exists, which are literally a walk around and things die skill. Sure you don't want a skill to be dealing so much damage without much input, but i don't think requiring more input is the right change as some people enjoy the passive playstyle, and these players will simply revert to the already established playstyles instead of trying out the new skills.

    If you want people to use the new brand skills, I would seriously suggest not removing the core idea that brands are based on.

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

    In case you missed it yesterday, here are the Timeless Jewel keystones that are now part of the regular Passive Skill Tree!

    Posted: 03 Jun 2020 04:38 PM PDT

    3.11 Passive differences from what we know

    Posted: 04 Jun 2020 11:44 AM PDT

    Soul Tether will mostly be a keystone from Vaal Timeless Jewel (Glorious Vanity)

    Posted: 04 Jun 2020 06:52 AM PDT

    The creator of the item "Soul Tether", Nickoldze was recently contacted by GGG for the approval of making the unique modifiers on the belt into a keystone, while the belt provides said keystone.

    And I quote,

    I'm just gonna throw a spoiler into this thread to say that GGG contacted me for approval of changing Soul Tether's effect to be a Keystone and the belt itself granting the keystone. At the time they were looking to make it a Vaal Timeless Jewel keystone so I guess some are getting pushed onto the tree to make room for new ones? Excited to see the name/art/lore for the keystone!

    Source : https://www.reddit.com/r/pathofexile/comments/gvgkxp/agnostic_and_glancing_blows_on_passive_tree/fsok49s/

    Thoughts, discussions?

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

    New Brand Gems and Brand Changes in Path of Exile: Harvest

    Posted: 03 Jun 2020 05:44 PM PDT

    The Harvest teasers begin! Here is one of our new unique items, Abhorrent Interrogation.

    Posted: 03 Jun 2020 01:49 PM PDT

    *Fix* for Windowed Fullscreen Vulkan

    Posted: 03 Jun 2020 10:09 PM PDT

    *Fix* for Windowed Fullscreen Vulkan

    Hi I'm the father of Poe Lurker a trade manager that help the player to ease the trading experience in a unique/unobtrusive way. With the Vulkan update came an issue for the majority of 3rd party tools... The issue is that even in Windowed Fullscreen Vulkan is rendering on top of "TopMost" windows.

    Poe Lurker is now able to fix overlays in Windowed Fullscreen mode. The fix will work for all existing third party tools. You just need to enable Vulkan in the Settings and enjoy a buttery smooth PoE experience in Windowed Fullscreen.

    https://preview.redd.it/psndgd35st251.png?width=799&format=png&auto=webp&s=7bcd092ef39b48e4c5813aff20cfbfb551c934bb

    Download | Feature request | Github

    submitted by /u/Cedric115
    [link] [comments]

    Would a change to the first slow 2-hand hit make playing smoother?

    Posted: 04 Jun 2020 04:44 AM PDT

    I've always loved the idea of massive slow slams wiping a screen. The changes to slams, 2-hand weapons, and adding the slam support gem seem to fix the AOE issue (from what we've seen) with slow hitting attacks.

    The other issue is the attack speed, as some have pointed out attacking faster is safer and damage application is quicker with animation time greatly reduced, meaning you arent locked in an attack awaiting the damage application to be able to leap slam or dodge incoming attacks. What if they gave slow attack slams the same treatment as movement skills? The first hit would be quicker, but repeated attacks would be normal attack speed. It can be logically justified as getting tired or winded from multiple attacks, but the first fresh attack after a break is quicker.

    Edit: Maybe have it activate under a certain attack speed threshold?

    Anyone else think it can make slow attacks smoother and safer?

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

    No comments:

    Post a Comment

    Fashion

    Beauty

    Travel