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    Path of Exile Questions Thread - August 12, 2020

    Path of Exile Questions Thread - August 12, 2020


    Questions Thread - August 12, 2020

    Posted: 11 Aug 2020 05:06 PM PDT

    Questions Thread - August 12, 2020

    This is a general question thread on August 12, 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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    Will Harvest Become Core Path of Exile Content?

    Posted: 12 Aug 2020 03:11 PM PDT

    There are five weeks left in Harvest which means things are starting getting closer to the launch of our 3.12 expansion in September. In the meantime, you may be wondering what the future of Harvest looks like. We're ready to share our plans!

    In short, Harvest will not immediately become a core gameplay mechanic but may be reintroduced in the future.

    When we designed Harvest, we wanted to experiment with a more deterministic crafting system that would enable players to access powerful items earlier in their character progression. In this sense, we feel that the crafting system has been very successful. However, at the top end of gameplay, Harvest has made it too easy to gain very powerful items that previously required a lot more work and investment to acquire. This was acceptable for a temporary challenge league but poses problems for the long-term health of Path of Exile's item economy if allowed to remain in its current state.

    As such, Harvest would require a significant amount of rebalancing in order to achieve a healthy level of power for the core game. We would be reassessing the crafting mechanics to determine how many of them we're willing to keep and how much of the remaining crafting would need to be rebalanced.

    The standard method of adding mechanics to core gameplay where they gain a 10% chance to appear in maps also doesn't really work for Harvest, as it would mean you would only make growth progress in your Sacred Grove every ten maps which would be dissatisfying and slow. We plan to look at an alternate method of providing access to the Harvest mechanic that isn't strictly reliant on RNG but implementing something like this will take a fair amount of time and therefore not be immediate.

    The Harvest mechanic also creates some database issues in terms of the amount of data being stored. This is a non-trivial technical problem we would need to resolve before allowing it to exist long-term.

    All of these changes are too time-consuming to implement immediately. We would like Harvest to be core in the future, but we are not yet sure of what that would look like. In summary, if you're enjoying Harvest in its current form, be sure to take advantage of it while you can!

    submitted by /u/Bex_GGG
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    My entry for the Harvest Fan Art Competition. Hope you guys like it : )

    Posted: 12 Aug 2020 02:30 PM PDT

    I crafted a 2000 DPS meme (?) two-hand sword

    Posted: 12 Aug 2020 01:07 AM PDT

    My take on the toxic rain quiver

    Posted: 12 Aug 2020 06:52 AM PDT

    My first 6t1 'Mirror-tier' item complete! Lots of mistakes along the way but what a journey that was

    Posted: 12 Aug 2020 09:46 AM PDT

    Storm Loop - Toxic rain ring

    Posted: 12 Aug 2020 07:28 AM PDT

    When you need to hit 1.2k strength for that extra zombie

    Posted: 12 Aug 2020 12:00 PM PDT

    Petition to add Sea Shanty 2 so I don't have to learn how to craft after harvest.

    Posted: 12 Aug 2020 02:20 PM PDT

    I miss doing white/yellow Elder

    Posted: 12 Aug 2020 08:30 AM PDT

    I really miss that early/mid game mapping opportunity for something to do back when we had War for the Atlas. Even if I had higher level characters, it made me feel like I was "accomplishing" something while leveling my new characters. It made me feel good about trying bosses (like Eradicator) to gauge my characters' build (DPS and defenses).

    Nowadays, it's boring and bland mapping or delving up until like level 87-90 when you can finally start interacting with Conquerors again. I always had 'motivation' issues to begin with as far as getting new characters to end game, and Conquerors have truly exacerbated this 20 fold.

    Since Conquerors came out, I've leveled maybe 15 out of 20 characters to mid 80s, before putting them down to try and play something new. The game is still fun, I still get to experience it that way, but it feels worse in some ways.

    submitted by /u/Asteroth555
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    Artistic Screenshot - Cassia

    Posted: 12 Aug 2020 07:28 AM PDT

    "Part of me wishes I'd died at your feet as intended. The little girl within me that shies from darkness, from greatness" - Piety, the Abomination.

    Posted: 11 Aug 2020 04:44 PM PDT

    Playing with Perfidy like

    Posted: 12 Aug 2020 03:56 AM PDT

    I created a set of 8-Link 350pdps Foils

    Posted: 12 Aug 2020 05:55 AM PDT

    "FOMO" as a balance concept in POE

    Posted: 12 Aug 2020 08:24 AM PDT

    Recently I've been exploring other games and I considered picking up Destiny 2. I did my normal pre-download research, and one thing I found frequently discussed in the community is Bungie's explicit targeting of "FOMO" (Fear of Missing Out) as a way to encourage players to interact with content. If you don't play a piece of content or farm up an item the league it comes out, it might go away entirely or get nerfed into oblivion. They think this "you had to be there" attitude will get players on that grind, since they might not get the chance again.

    A few examples:

    I realized that POE has been doing this lately as well, both with content and with general build/skill balance. Nerfs have obviously always been a thing but I'd say we reached peak-FOMO where leagues, builds and items were harshly nerfed every league, sometime between 3.5-3.7. But we don't usually talk about it as "FOMO" like they've labeled it in Destiny. The POE examples:

    • League content is buffed up during the league, both in content and frequency. Then when it goes core, it's nerfed in both lucrativeness and frequency of access.
    • Meta builds come and go faster than they ever did. Remember how long BV pathfinder was meta? double dipping? Even Winter Orb got two seasons to shine. Now the meta builds are nuked every season, if not even mid-season sometimes.
    • Meta items are nerfed such that "you had to be there" to really enjoy them in their full form. I feel bad for anyone that never got to play vaal-skill builds centered around Soul Catcher (or even pre-Soul Catcher but that's the previous bullet about builds), self-curse HH before the nerfs, double legacy Vessel of Vinktar, I can go on and on. (edit: Lightpoacher in Abyss league is a great example of this. GG during the league, then nerfed to shit)

    Overall it seems like GGG is cultivating the same unhealthy "grind everything new every season or else you'll never get to play it again" FOMO approach that Bungie does with Destiny 2. It's probably talked about more in that community because Bungie admitted it was an explicit part of their balance philosophy, but I think it's just as prevalent here.

    Reading all those destiny posts sort of turned me off to that game, because it hit me as I read the 7th or 8th one (google Destiny 2 FOMO for more), that the FOMO phenomenon was exactly what was bothering me about modern POE. Even in leagues where you're starting from scratch every league by design, there's some pressure created to try fun interactions or strong skills, because you know they're definitely getting dumpstered next patch. If you didn't play Cyclone in Legion, welp, tough shit, it's back to micropenis AoE.

    It was hard to even keep a standard character well-geared - things were nerfed, rearranged, or obsoleted so frequently that logging in on a char you haven't touched in 6 months went from an near-expectation a few years ago, to all-but-impossible today. Gotta keep everyone on that grind treadmill after all, to increase "retention". Customer be damned whether it's stressful retention or not.

    Anyways thanks for reading my tumblr post.

    submitted by /u/firedancer13
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    Mirror tier? No. BIS? Probably not. Best item I've ever crafted? 100% yes! My take on a VD/SS Necro Shield. 6x T1 affixes with perfect rolls.

    Posted: 12 Aug 2020 11:57 AM PDT

    Witnessed a tragedy in 5055

    Posted: 11 Aug 2020 02:48 PM PDT

    The new Primal Crushclaw Spectre from T3 Harvest seeds vs. Full Delirious Maze of the Minotaur + Metamorph boss

    Posted: 11 Aug 2020 09:47 PM PDT

    The trouble I am having with the new Slow-Heavy-Hitter concept that POE developers want to be a thing in the game

    Posted: 12 Aug 2020 08:01 AM PDT

    I had a broken pinky around the time harvest was launched, and only now I got the chance to try the new slam skills. I've made an Earthquake build with Marohi Erqi, attack speed is indeed very slow, but the hits are big and they delete the entire screen with single hit that has insane aoe and dmg. One major problem I'm having is the delay of the initial hit when you approach a pack of monsters. You are not interrupting any monsters and you are not leeching during that time. It is fun but I don't think it is very efficient, I can't even imagine how horrible that would feel deep in the mines. How do you feel with this new Slow-Heavy-Hitter concept? Can you suggest anything for this problem caused by the huge delay of the initial hit?

    Edit: After all the replies that parallel to my thoughts, I am now certain that it is a legit problem. Maybe a unique body armor with a special mod like ''x% less dmg taken if you haven't attacked or used a spell recently while you have no minions'' something like that, a piece of equipment specifically to help that situation, but not abusable by minion builds or something would help?

    submitted by /u/StormEndurance
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    Cold Convert Orb of Storms Mapping/Conquerors/A8 Sirus/2 Minute Uber Elder/Level 100

    Posted: 12 Aug 2020 03:05 PM PDT

    No Harvest please

    Posted: 12 Aug 2020 03:45 PM PDT

    I see peeps like the deterministic crafting, we already have that in a way with the fosils, so instead of the harvest groove and its mechanics why don't we ask for new tipe of fosils. What you think of new fosils as a way to make deterministic crafts?

    submitted by /u/Mr_-Struggle
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    Harvest Statistics: Ascendancy Classes

    Posted: 11 Aug 2020 03:49 PM PDT

    Medieval Castle - Old Stonekeep Quick Preview

    Posted: 12 Aug 2020 03:49 AM PDT

    hopefully we can drop the ring sometime this stream

    Posted: 12 Aug 2020 03:44 PM PDT

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