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    Path of Exile Questions Thread - June 29, 2020

    Path of Exile Questions Thread - June 29, 2020


    Questions Thread - June 29, 2020

    Posted: 28 Jun 2020 05:08 PM PDT

    Questions Thread - June 29, 2020

    This is a general question thread on June 29, 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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    Harvest fight ends, 8 seconds later one shot by on death mechanic

    Posted: 29 Jun 2020 08:53 AM PDT

    Why does this game have on death mechanics that are impossible to see, and seemingly randomly kill you? WHY do we have to relearn lessons over and over with each expansion?

    Elder fight, aoe explosion with audio clue "To me exile, quickly!": fine.

    Bearers with HUGE AoE on ground "don't stand in the fire" type effect: fine, we had to fight tooth and nail to have this effect more visible back in the day.

    Crit map with totems, walk past totem with guaranteed crits, one shot by auto attack: fine IMO, I should have seen the totem and was more careful.

    Small gentle yellow wisp on ground that jelly burps an infant sized gurgle on my shoe, instant death: not fine.

    submitted by /u/jiblet84
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    Harvest League broke historical records for highest % drop in Steam players after a week

    Posted: 29 Jun 2020 10:25 AM PDT

    Steam numbers:

    League Launch peak Weekend after Drop
    Harvest 127k 81k -36%
    Delirium 133k 100k -25%
    Metamorph 118k 96k -19%
    Blight 75k 54k -28%
    Legion 114k 95k -17%
    Synthesis 113k 77k -32%
    Betrayal 123k 106k -14%
    Delve 76k 65k -14%
    Incursion 96k 83k -14%
    Bestiary 82k 68k -17%
    Abyss 70k 63k -10%
    Harbinger 98k 90k -8%
    Legacy 64k 53k -17%
    Breach 47k 43k -9%
    Essence 33k 31k -6%
    Prophecy 26k 22k -15%
    Perandus 37k 32k -14%
    Talisman 22k 20k -9%
    Warbands / Tempest 32k 29k -9%
    Torment / Bloodlines 14k 12k -15%
    Rampage / Beyond 25k 20k -20%
    Ambush / Invasion 20k 17k -15%
    Domination / Nemesis 34k 32k -6%

    All data from https://steamdb.info/app/238960/graphs/

    submitted by /u/signed7
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    Oblivion Collar Onyx Amulet. I know not the best item in the Game but a very huge thing for me!

    Posted: 29 Jun 2020 08:38 AM PDT

    Suggestion to improve Horticrafting Station.

    Posted: 29 Jun 2020 02:52 AM PDT

    I was wondering why he never invited me..

    Posted: 29 Jun 2020 07:01 AM PDT

    Waiting for Cluster Jewel Patch be like

    Posted: 29 Jun 2020 12:50 PM PDT

    If this league goes core it should REALLY just have a pre-made garden.

    Posted: 29 Jun 2020 06:57 AM PDT

    There's nothing interesting with regards to setting up or customizing a garden other than making it look the way you'd like. And considering that gardens are a cluttered mess no matter HOW hard you try to make them look nice, everyone just looks up an optimal farm that someone else has made and sets it up like that.

    I can already see the seething hatred threads when the next league rolls around about how people DON'T want to set up their farms each and every single league. PoE is more than complex already, every extra layer of repetitive busywork that you have to do just makes the game more and more unfun.

    submitted by /u/gl0bin
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    What's the matter, exile?

    Posted: 29 Jun 2020 08:37 AM PDT

    [HSC] Cataclysm Veil Bone Helmet

    Posted: 29 Jun 2020 07:24 AM PDT

    Ziz VD RIP

    Posted: 29 Jun 2020 04:58 AM PDT

    My Tornado Chieftain Build

    Posted: 29 Jun 2020 07:17 AM PDT

    Me checking friends list for build ideas...

    Posted: 29 Jun 2020 07:58 AM PDT

    literally unplayable

    Posted: 29 Jun 2020 10:20 AM PDT

    Once again GGG betrayed us, game is still unplayable..

    Posted: 29 Jun 2020 12:40 PM PDT

    Sometimes even lvling can be fun

    Posted: 28 Jun 2020 11:13 PM PDT

    PSA: GGG just stealth patched the Harvest Reroll Values craft working on Uniques. Was working a few hours ago.

    Posted: 28 Jun 2020 08:16 PM PDT

    PoE 3.11 - Harvest League - How-to Guide: Finding Redemption Sentry and Saving in a Spectre Bank

    Posted: 29 Jun 2020 10:45 AM PDT

    Something's wrong, i can feel it!

    Posted: 29 Jun 2020 08:00 AM PDT

    uwu witch.

    Posted: 28 Jun 2020 05:06 PM PDT

    Perfect vaal side area corruption ��

    Posted: 29 Jun 2020 11:23 AM PDT

    This league needs a higher tier storage for harvest juice

    Posted: 28 Jun 2020 10:00 PM PDT

    For the most part, I like the idea of this league. I like the challenge of assembling elaborate farms. The game has a cool factorio or minecraft tech pack element now. I don't really mind the low rates of super strong crafts, as targetted slams are OP. The absence of super obvious crafting categories like stats or mana strikes me as odd but it something I can live with when I'm getting to roll items hundreds of times a session. The execution of this league is pretty rocky but the concept is rewarding with potential for refinement over time.

    But what completely confuses me is the absence of a higher tier storage tank. You get 12k+ essence from a full t2 field and we have to store that into a grid of containers that only hold 300?

    This league mechanic needs a higher tier storage that costs enough to be gated behind t2+ fields (3k essence?) and cleans up your harvest storage grid. I've played minecraft tech packs going back to the early days of IC/forge. I can't shake the feeling that this progression was just completely overlooked. In most production based elements like this, you get access to more powerful storage solutions once your output increases by a factor of 10. The ability to create minimalist setups with a higher investment into higher tier components is common in games like this. I think it's pretty wonky design when a grid of 40 storage tanks is almost mandatory at the t2 level.

    I have yet to see this issue raised and get any traction. Is no one else annoyed by this?

    submitted by /u/heyman-
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    Paws on her experiences and the PoE community

    Posted: 28 Jun 2020 07:14 PM PDT

    Virtually all the new Slam-related skills scale poorly in endgame - Some discussion on why that is, and how it can be addressed

    Posted: 29 Jun 2020 01:52 PM PDT

    First, I would like to say that all the new slammy stuff feels AWESOME while leveling and is pretty good while working your way through white and yellow maps. Kudos to GGG on getting the visceral chunkiness of Slam skills down, they all look and feel great, I just wish I could continue playing a big, chunky, slammy beefcake of a character into red maps and beyond.

    Tawhoa/Fist of War

    Right off the bat, Tawhoa doesn't feel as exciting as Fist does, the numbers are there for %MORE damage calc for what an ascendancy skill should be doing (~20-25% MORE is plenty to be a snap pickup), but ultimately, it ends up being redundant with what most slam skills already do. You tend to one-shot groups while clearing, and Tawhoa just adds to that overkill. It really needs some of that juicy increased AoE that Fist has. The major difference between these two is that Tawhoa really only lets you do what you already do even harder, while Fist tends to help clear up stragglers and give you a more complete experience while clearing maps.

    The problem that both of these eventually encounter is that even with the slowest weapons, you inevitably end up with 0.5 attack speed or even less with relatively minor investment and they start to fall off pretty hard at that point. Tawhoa loses out in comparison to virtually any other DPS-adding ascendancy skill while Fist loses out to enough Support skills it becomes hard to justify keeping it in your setup. These attacks NEED to scale with attack-speed somehow, and that doesn't mean we need to slam more often, we can alternatively slam harder when the cooldown is up to make up for that, but as it stands, once you start accumulating top-end gear, neither of these can hold their own against the plethora of other options that become available.

    Shockwave

    Much like the above skills, Shockwave falls off pretty hard once you get high enough attack speed, that said Shockwave has a much faster cooldown and multiple charges to help it stay relevant a LOT longer. I actually don't mind Shockwave where it is, and as a player, it's pretty easy to justify skipping a little more attack speed and investing a little more into increased damage effects to keep Shockwave in your build, and it's often easy to feel rewarded for making those kinds of decisions with this skill.

    Warcries and Exert

    Warcries currently have multiple issues going on with them, not the least of which is the amount of passive points required in order to make them usable. Escalation, Natural Authority, and Measured Fury all feel awesome until you realize you invested a minimum of 10 points to pick up those passives. While the investment itself isn't huge, the fact that only about half your attacks are gaining power from that investment sucks, and they eventually fall off as scaling continues upward. Again, negative synergy with attack speed really comes out with warcries on the losing end of the battle. I think these need special acknowledgement because Warcry effects specifically seem to be geared at slow 2H attacks, but they just can't keep up with the standard attack speed scaling that is core to these type of game.

    Seismic Cry

    I feel like this one should be specifically noted because it is especially clunky mechanically, having to monitor your exerted attacks and not refresh too early in fear of losing those big beefy 4th and 5th hits really ruins the rhythm of game play in a larger scale. Wouldn't it further emphasize slow attacks to reverse the scaling anyway? Just a random thought, but this Cry is especially unfun to play with.

    The Impaler

    Slow, clunky, bad. I have spent very little time actually exploring this skill because it is rarely worth the investment and doesn't add any meaningful power to builds that might use it. It is often better to just invest in 2H Impale without this because you can 1-shot most packs while clearing anyway, and Impale adds meaningful damage to boss fights, especially considering you can usually attack more than once a second with any respectable gear level.

    There is also the issue of accidentally impaling with things like Shield Slam or Leap Slam. This is a HUGE setback after investing 9 passive points and wearing Dread Banner over War Banner only to have your chosen movement skill accidentally shut off a keystone 1 out of 5 times.

    Leapslam and other movement problems

    Combat Control seemed to acknowledge the issue with Exerts being used up by movement skills, but it really needs to work the other way around if it's going to be worth the point. With the current iteration, it is merely another tax on using Exert effects that ultimately can't keep up with standard scaling - at some point in red maps, it becomes undeniable that the best way to improve your character is to drop the Warcries, get your points back, put them in other hugely scaling options like crit and attack speed, and get significantly stronger for it.

    To go along with this, Leap Slam is a very clunky movement skill to begin with, Dash or Flame Dash ends up being better 99% of the time for less investment. It's so awkward having a big slammy beefcake cast a spell or dash like a rogue when you're just trying to get from point A to point B.

    Stun and Attack Speed

    Finally, something that is noticed even while leveling is that the relationship with Stun and attack speed in this game really punishes slow attacks. I'm aware that Cyclone had it's stun immunity removed this patch, and can't help but think that a lot of these slammy attacks would benefit immensely with some sort of nudge in the opposite direction. wink wink

    Final Thoughts

    I really enjoy the new slammy skills, and it has been a sad past 3-4 days working through upgrading mine and my wife's characters and coming to the realization that it is both easier to play the game and you get significantly stronger once you go back to well-known pre-3.10 effects.

    submitted by /u/JermStudDog
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    Please GGG make trade request and party invite to looks diffrent.

    Posted: 28 Jun 2020 07:12 PM PDT

    I wish i could read. Make it a diffrent color or something.

    submitted by /u/FORTNlT3
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