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    Path of Exile Questions Thread - July 17, 2020

    Path of Exile Questions Thread - July 17, 2020


    Questions Thread - July 17, 2020

    Posted: 16 Jul 2020 05:07 PM PDT

    Questions Thread - July 17, 2020

    This is a general question thread on July 17, 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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    I just started playing PoE this league and I just want to say...

    Posted: 17 Jul 2020 04:26 AM PDT

    Holy heck are these devs amazing. I've played many games throughout my life and I've never seen devs respond so much on the subreddit. Not only that, I've never seen so many suggestions from the community be implemented into the game. Most devs are so out of touch with the community but here it feels like the devs are a part of the community. I'll see a post on the subreddit about a QoL adjustment and a week later that adjustment is made and is in the patch notes. This sort of stuff doesn't happen in other games I'm a really big fan of that approach. Super glad I found the game!

    submitted by /u/bonghits4cthulhu
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    Bloom Example: Act I Waypoint

    Posted: 17 Jul 2020 06:24 AM PDT

    Lighty's Headhunter in SSF

    Posted: 17 Jul 2020 10:11 AM PDT

    The Mighty Seven's have arrived - A Gift to Empyrian as my End of the League Project

    Posted: 17 Jul 2020 05:23 AM PDT

    Quin69 Chieftain RIP

    Posted: 17 Jul 2020 08:32 AM PDT

    Bloom in Path of Exile

    Posted: 16 Jul 2020 09:34 PM PDT

    We introduced a new system for graphical Bloom in Path of Exile: Harvest. As there has been some community feedback on this system recently, we wanted to explain the changes and what options there are for it in the future.

    In preparation for Path of Exile 2, we have been revamping Path of Exile's engine to both perform better and to switch towards Physically-based Rendering techniques. Bloom is an example of a graphical technique that can make a scene look more realistic if applied correctly. Bloom simulates the diffraction)of every light ray on the aperture of the game's virtual eye/camera. When done well, it makes games look a lot more realistic and helps avoid the uncanny valley of computer graphics while helping us improve performance and development speed.

    Bloom is used for far more than just making very bright objects glow - in fact that's generally a bit annoying and we try to minimise that where we can. It's an important part of everything from making metals look shiny to having fires that look and act like actual fire. Every single asset in the game is designed around and relies on the Bloom system.

    Historically, Path of Exile used a relatively poor Bloom technique that did not perform particularly well and required us to add specific "Fake Bloom Particles" to effects to make them look how the artists intended. These additional particles had an impact on performance and slowed down our development process. It was possible to disable Bloom by turning off the post-processing layer, but this didn't disable the Fake Bloom Particles which had a noticeable performance cost and were doing most of the work at making it look like Bloom was occurring.

    With the release of Harvest, we upgraded to a new Bloom system that looks a lot better while having the same base performance cost as the old system. Because this system handles Bloom properly, the "Fake Bloom Particles" are no longer needed and have been painstakingly removed from as many effects as we could find throughout the game. This was a long process, but improved performance because effects don't need to have so many particles now (as the Bloom part of it is done at a low performance cost by the Bloom shader).

    In the past, if we wanted to have something that bloomed a lot (like a glowing armour effect or torch), we'd have to add heaps of Fake Bloom Particles. Now if we want to make something glow, we can just modify a material slightly, and Bloom does all the work. This is a very big performance improvement. In addition, if we were to stack the same effect many times (for example, a player casting a lot of skills fast), then the old system would stack masses of Fake Bloom Particles and the new one would have no additional Bloom cost. It's really a big performance improvement.

    It's also a lot faster to make assets and effects this way, which lets stuff be ready earlier in our development cycle, giving us more time to QA it before release.

    As we understand that not everyone likes how Bloom looks, we included a "Slight" mode that tones it down to a quarter of its intensity, which was the baseline that we deemed a minimum to still be able to see effects that rely on Bloom.

    While the overwhelming majority of players have left the setting on its default value, a few hundred players have expressed significant concern with the Bloom effects and want a way to disable them. This isn't an immediately simple choice to provide, because we have already stripped out all of the Fake Bloom Particles from the effects throughout the game. In order for those effects to be visible, we'd need to reintroduce those particles, which is quite a lot of work.

    There's also another element in play. Many of the effects in Path of Exile appear too bright with the new Bloom system. Since the release of Harvest, we have been finding and fixing as many of these as we can, and really appreciate getting reports of specific effects that have problems so that we can fix those. We have set up a new bug reports thread for players to report these issues.

    We completely agree that the new Bloom system is an unpleasant experience with the few effects that become way too bright. We have been and will continue to fix these as quickly as possible. We believe that turning a system off rather than fixing it is the wrong solution to the problem.

    We want to stress that previously, while it was possible to disable some of the old Bloom via disabling post-processing, all of the Fake Bloom Particles were still there. You couldn't actually disable the Bloom effect completely. Any over-the-top stuff that you're seeing now that you dislike is something we dislike too and want to fix.

    So, where to from here? These are the options available to us:

    Fix all the problems and rely on Slight being good enough for players who don't like Bloom
    This is our preferred solution. There are many cases that need to be fixed and every example players give us (of something they don't like) is a case we agree needs fixing. Ideally once all the cases are fixed, Slight mode will be fine for players who don't like Bloom. At the very least, we feel that this is the best option to try first, before the more destructive other options.

    Allow players to disable Bloom by restoring the Fake Bloom Particles
    We can't just turn outright Bloom off, or else various effects will not be drawn as the artists intend them to. In order to facilitate disabling it, we'd need to develop a system to conditionally show the Fake Bloom Particles, restore all the ones that we manually removed, and then continue to maintain and test Bloom and non-Bloom versions of all effects in the future. This would be an incredibly large amount of work, and is not at all the right direction for Path of Exile's future.

    Potentially modify the "Slight" setting to another value
    25% might not be the right spot for this setting. Our artists want to get everything to look correct and not be overbearing, which will ideally allow them to turn the Bloom up slightly so that all effects look better. So the final value we settle on here might be higher or lower than 25%, which we can determine once we have gotten rid of the cases where it's blowing the screen up (taking your feedback into account, of course!)

    We understand that for the players who find Bloom uncomfortable, this is probably quite frustrating. We're sorry that there isn't an easier path to resolving it, and that fixing all the cases is taking time. We expected to get most of the bad cases fixed before the release of Harvest, but effects of lockdown made this more difficult than expected.

    Please post about any examples of spells and effects that are too bright in the bug reports thread. If the end result of this approach doesn't resolve it to people's satisfaction then we will find another solution.

    submitted by /u/Bex_GGG
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    Vitality is really in a bad spot and needs a possible rework

    Posted: 17 Jul 2020 04:36 AM PDT

    Hey everyone! I will keep this short as possible.
    Almost every ES based build is using Discipline. Without a doubt, it's an S+ tier aura for ES based characters. However, nobody is using Vitality for their life based builds including me.

    Whilst Discipline is giving a good chunk of flat ES (217 at level 20) and 30% recharge speed, Vitality has no flat life nor a good life recovery speed bonus etc. Level 20 Vitality is only giving 1,65% life regen per sec currently which is easily accesible via skill tree or cheap items. (I don't see an use to this aura right now but please inform me further for potential uses.)

    Potential solutions for Vitality IMO:
    * Added flat life
    * More life regen
    * Action speed modifier for life recovery
    * Increased life recovery if you are hit recently
    * Decreased damage taken from DoT (Life = blood, just a concept in my mind)
    * Life leech from all damage sources
    * Increased amount of life recovered from life flasks
    * % of damage taken is stored and dealt over X seconds
    Etc.

    I will be happy to hear all of your opinions. Thank you for reading :)

    submitted by /u/CerrahpasaKasabi
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    What happened to Vulkan from 3.10? The Vulkan we have right now is arguably worse than playing on DX11.

    Posted: 17 Jul 2020 03:57 AM PDT

    I remember when we got Vulkan at the end of Delirium league, and for a week after that the game was so buttery-smooth that right now, it seems to me like it was all just a dream.

    What happened to Vulkan in 3.11? During Harvest, Vulkan somehow received all the problems DX11 had AND more. Some things lag like crazy on Vulkan, some textures take AGES (and I mean f*cking AGES) to load, and overall the feel of playing on Vulkan went through the floor. It's like all the patches to Vulkan made it do a 180 and just destroyed it from the inside.

    Anyone else experiencing this? What are your guys' thoughts on Vulkan in 3.11 (Harvest league) compared to the one we got at the end of 3.10 (Delirium league)? I can't be imagining that it's much, much worse than on release.

    submitted by /u/BesTCracK
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    Quin69 60% Delirious Oshabi RIP

    Posted: 17 Jul 2020 12:39 PM PDT

    [PSA] The League Stash Tab Bundle is more expensive than buying its contents separately during the stash tab sale.

    Posted: 16 Jul 2020 09:15 PM PDT

    What if when we killed the map boss a portal to our hideout opened

    Posted: 17 Jul 2020 12:43 AM PDT

    that would be nice, i guess

    submitted by /u/closet_batman
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    Would they dare?

    Posted: 16 Jul 2020 02:31 PM PDT

    Reflect in its current form needs to go

    Posted: 17 Jul 2020 02:02 AM PDT

    Reflect is an outdated mechanic that has no gameplay/sytem benefit except to operate as a minor cash sink. Its only purpose is to force you to reroll a map. The actual gameplay isn't gameplay at all because there is no (effective, useful) way to mitigate it - you either run one of the few builds/ascendencies that are immune to it by their nature, or you die to it immediately (if you don't reroll).

    It's a non-feature. It's really time to replace it completely or introduce reasonable passive/skill/item counters.

    submitted by /u/t0lkien1
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    Playing poe since 2011 and today it finally happend. First time droping it myself, thats like poe dream comes true.

    Posted: 17 Jul 2020 01:46 AM PDT

    Glyph Spire - Zeus' Favorite Weapon

    Posted: 16 Jul 2020 10:19 PM PDT

    We have Colour!

    Posted: 16 Jul 2020 06:05 PM PDT

    steel ring with temple life mod

    Posted: 17 Jul 2020 01:57 AM PDT

    Is the world in Path of Exile an illusion? - Exploring the lore and predicting Path of Exile 2

    Posted: 17 Jul 2020 04:57 AM PDT

    A couple of months ago, the thread Dumb Theory About the World of PoE brought up the idea that the world in Path of Exile is only an illusion, only a mirror world and since then, this idea has been nagging on me, ultimately prompting this thread. As a disclaimer, some elements of this thread are taken from the commen section of Lore compilation update for 3.9. I either credit those comments directly or refer to their original source in the lore, not explicitely mentioning who wrote it in the comments.

    Is everything what we see in Path of Exile a lie, an illusion? What does this mean for Path of Exile 2?

    Path of Exile and mirrors

    Everyone knows the Mirror of Kalandra (Gamepedia), one of the most precious items available for us players, but who or what is Kalandra? The divination cards related to the item does not give us any hint, so is it a person or a location, as it is suggested here? As the children comments mention there, a developer once referred to Kalandra as a "she", indicating that it might be a person, but the developers also considered this a mistake, releasing an information that is not public yet.

    Why is this relevant? Well, something is going on in the world of Path of Exile and at least some characters are aware that something is not quite right. Here are some examples:

    • Dominus, High Templar, for instance, yells during his boss fight (Gamepedia): "This world is an illusion, exile."
    • Sirus, Awakener of Worlds writes in his journals (Gamepedia): "(...) I remember... glass. Encased in glass. I couldn't move. Couldn't speak. But I could see everything. (...)"
    • Veritania, the Redeemer, also writes in her journals (Gamepedia): "(...) I wandered a hall of mirrors (...) in Theopolis. (...) I saw myself reflected into infinity, (...) The mists of the Atlas are the same. (...) I continue to fight the horrors out of the mists (...) Yes, I am the only one among us free of the hall of mirrors. (...) "
    • The flavour text for The Saviour (Gamepedia) states: "On the mirrored edge of infinity, one man sinks forever into darkness, one man rises into light. But which one am I?"
    • When accepting a Warband Atlas mission, Zana states as this comment points out: "The Atlas contains many strange manifestations, the least of which are mirror-cultures of Wraeclast."

    As you can see, there is a lot going on with mirrors. What does it all mean?

    We know that Sirus, Awakener of Worlds, was presumed dead by Zana in their fight against the Elder. His journals suggest that he was imprisoned instead, strongly suggesting a mirror-like prison.

    The Atlas, a mirror world?

    Sirus, the end-game boss might be more than a fancy foe. If we assume that he was imprisoned previously, what says that he isn't still imprisoned? This brings me to the theory that the whole Atlas of Worlds is but a prison, a mirror world to contain Sirus.

    We already know that the maps that we visit during endgame content are "dream worlds", so they are not real. Furthermore, we know that Zana lies to us when we aks her about the Elder and the Shaper, since she is explicitely trying to rescue her father. My theory here is that Zana comes from the "outside" of the mirror world that is The Atlas, which contains and imprisons Sirus, Elder and Shaper. She lies to us not because she doesn't trust us, but because she knows that we, the players, are not real and in the end, it doesn't matter what she tells us.

    This is also why the conquerors are called exactly this, conquerers and invaders of the Atlas. This is also supported by the Mysterious Invaders (Gamepedia)) prophecy, which says "Beyond the golden gears, the edges of reality crack, and something hidden from sight spills through.". There are beings able to invade these worlds, these dreams that are the maps amd the conquerors do this on a larger scale.

    One of the greatest evidences comes from Path of Exile itself, though. Do you know the object behind the Path of Exile logo? As this thread points out, it is a Mirror of Kalandra. The text "Path of Exile" is in front of the mirror. In other words, Path of Exile is in the Mirror of Kalandra.

    What does this mean? Everything that happens in Path of Exile, happens in the Mirror of Kalandra. However, this theory raises some questions.

    First of all, how to explain leagues? As this comment points out, the developers consider each league a separate timeline. What if each league is not only a separate timeline, but also a reset of the mirror world of Kalandra? In the endgame, we face Sirus and beat him, however, many players fail to do so and maybe he is about to break free from the mirror world of Kalandra, prompting something or someone to reset it. This also explains why we cannot carry over heroes from previous leagues, because they are a new timeline and our previous heroes no longer exist in the new one, because the mirror world got reset.

    Furthermore, why do Mirror of Kalandra is an item drop if we are in the mirror world of Kalandra? This one is tricky. I could imagine that the mirror worlds work like the dream layers from the movie Inception (Internet Movie Database). If Sirus breaks free, we as the players failed to stop him, he finds himself in a new mirror world back at square zero. We, the players, the can find mirror shards from the previous mirror worlds. By adding some shards together, we can create an item that can mirror any non-unique, non-corrupted item from a different previous timeline because the mirror shards are consumed to form that item.

    Another evidence for Path of Exile being the mirror world of Kalandra is our choice of heroes. When we choose a hero, we do not choose a class and are free to do what we want, like other games like Elder Scrolls: Skyrim, which allow us to freely decide what skills, talents and professions , what we choose is a destiny, a pre-determinated path. We, the players, our heroes, are stuck in the mirror world as well.

    There is also the bit that an item can be corrupted, but the not mirrored, and vice versa, as well as Atziri's obsession with mirrrors, which could further provide ground that there is a lot going on with mirrors and their magic in Path of Exile. Not being able to mirror/corrupt Unique items could be explained by saying that these items are unique to their timeline and don't exist in previous timelines, therefore the mirror shards of a previous timeline cannot form an unique item.

    What does this all mean for Path of Exile 2?

    Predicting Path of Exile 2

    As for Path of Exile 2, I think that whatever the mirror world of Kalandra is, in Path of Exile 2 this mirror world will be gone. Maybe the mirror world breaks and we, as the players, go into the actual real world. If we assume that Kalandra is a person, she could be the person responsible for crafting the mirror world to contain Sirus, Elder and Shaper. Maybe something happens to her, not allowing her to continue to maintain the mirror world, allowing Sirus to break free. If Kalandra is the name of the real world, well, then we go into the real world that is Kalandra.

    In the YouTube video Building the World of Path of Exile 2, we already get a glimpse on the hero selection, showing an execution. Maybe our heroes will be executed because they allowed Sirus to escape from the mirror world or were actively involved in breaking the mirror world. Once we make our esacpe, we are free to do what we want. Since there are plans to make heroes in PoE2 a lot more flexible when it comes to passive skill tree and sex choice, this could be another evidence that we broke free from the pre-determinated destiny in the mirror world, the puppet we were.

    At 17:15, we also get a glimpse on the Marauder class and there is also an object that looks like the Mirror of Kalandra, but a Kaom version of it. This brings me to another prediction, in combination with 7:30. There, it is said that Acts will be a lot more dynamic, with switches, different paths and so on. I believe that instead of mapping in end game, we will be able to enter mirror worlds ourselves, just as Zana does in Path of Exile, entering our mirror world searching for her imprisoned father.

    Additionally, this could also be an explanation and great chance for new league mechanics while maybe even preserving old ones. Think about it, once you have these mirror worlds, representing different timelines, different events that happened, you can create mirror worlds with virtually anything. There could be a mirror world where the Breachlords have taken over the world, another one where Atziri conquered the world and so on. No longer would we have singular maps with modifiers, but whole worlds that are affected by influences. As players, we could apply influences to these mirror worlds, shaping them to our will, then enter them and harvest our rewards. Going from there, these worlds could also be complete Acts, since their layout can then be generated procedurally to some extent, several instances linked together instead of just one map. There would be little point to generate different layouts in the campaign itself because you only go through there with each hero once, so why bother mixing it up?

    What do you think about the theories in this thread? Do you have more evidence to support them or lore bits that counter things being said here?

    submitted by /u/Terrible_Machine9
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    Harvest Has Made Me Realize PoE's Current Crafting System Flaws

    Posted: 16 Jul 2020 10:12 PM PDT

    Harvest has made me realize how dated the current "crafting" experience in Path of Exile feels. For once in PoE I don't feel like I have to sit on piles of exalts (if I'm lucky enough to obtain them) just to gamble them away on what feels like an incredibly underwhelming and punishing RNG experience. Deterministic outcomes are a fantastic way to help players feel like they have more control over their items and these hardly exist without massive investment in the current system.

    For the average player, if an exalted orb drops why would you gamble that drop away for a chance at a stat roll on an item when it took you many hours, probably even days just to find it. Not to mention the many exalts it likely took (if you read PoEDB for hours and know what you're doing) just to prepare the item to ensure that you don't entirely ruin it. Rinse and repeat once every few weeks, maybe? Crafting your own gear in the current system is an insane amount of investment with little to no return for the average player. It's no wonder most people simply use these "crafting" currencies to trade for the items they need rather than what they were designed for.

    Now although I actually don't mind Harvest as a mechanic, I wouldn't want it to go core. It can be incredibly tedious and there's already so many things going on in the current game. However, I think the crafting system in Harvest is amazing. Obviously it would need alot of balance but it solves so many problems with the game currently. I'm actually picking up rare items and identifying them to see their potential. I'm rarely trading in trade league.. I'm too busy starting my own projects and working on my own gear. Don't get me wrong, the usual experience of grinding to get massive loot explosions and huge hit's of dopamine (only to realize all 9000 items that dropped are un-usable) can be a fun experience. But crafting in the current system has allowed me to take a step back from the mundane grind, develop a plan and work towards a goal. Then continue to grind for something I know I can obtain on my own. And that's the important part here, this system is incredibly useful for most people, not just the 1% as the current system stands.

    submitted by /u/ManyNiinjas
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    Almost 1m lifeforce for my Advanced Storage Tanks

    Posted: 17 Jul 2020 11:34 AM PDT

    Join the Conflux Private League, a growing community of players looking to play PoE in a smaller, bot-free economy

    Posted: 17 Jul 2020 09:50 AM PDT

    The Conflux Private League is currently running a Harvest Softcore seasion which will last until the end of Harvest. The league has no mods to add challenges to the game; it's intended for players who want to simply play in a smaller community and avoid the downsides of trade leagues.

    This is our first season and we started on June 12, but the league already shows signs of success with 90+ players and 90 slots crowdfunded by the community. Come have fun in PoE with a smaller group of people and no bots, no price fixing, no flippers, but still having access to interaction and trade!

    To learn more, visit https://www.pathofexile.com/forum/view-thread/2904263

    Also, feel free to join our Discord at https://discord.gg/4PZtRsz.

    A few FAQs:

    Q: Do I have to pay anything to join the league?

    A: No, you don't. It's free entry. However, please consider helping crowdfund towards new slots to allow more players to join the league if you are able.

    Q: Are you planning to hold more seasons of this private league in the future?

    A: Yes, definitely! We hope to create a nice community that will keep returning to play new PoE challenge leagues inside the private league.

    submitted by /u/rhoapower
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    Wouldnt it be a good idea to make it actually worth it to fight the Syndicate Mastermind?

    Posted: 16 Jul 2020 11:56 PM PDT

    As everyone knows, fighting the Mastermind is what you do NOT want in order to keep your board connections, so pretty much noone does it, even though the fight is so good (one of my favourite bosses in the game) - would it hurt to simply make it so we dont lose relationships when killing Catarina? It certianly wouldnt make Betrayal OP, just more fun?

    submitted by /u/FlyingThunder2992
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    GGG, those patch notes for PS4 saying fixed a crash in the Lab is spot on. 45 seconds in.

    Posted: 17 Jul 2020 12:16 PM PDT

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