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    Path of Exile Questions Thread - September 28, 2020

    Path of Exile Questions Thread - September 28, 2020


    Questions Thread - September 28, 2020

    Posted: 27 Sep 2020 05:08 PM PDT

    Questions Thread - September 28, 2020

    This is a general question thread on September 28, 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 should have spent my free time playing instead of making this meme

    Posted: 28 Sep 2020 02:52 AM PDT

    What actually makes exalts go up or down

    Posted: 28 Sep 2020 04:16 AM PDT

    Most players are not aware of what forces control this economy. For example, I heard sirgog say exalts may be cheap because of those exalt shards from the league mechanic.

    You cannot see it without actively flipping. This is why pathofmatts could immediately reply the reason why exalts were down is: banwave.

    The reason it went up 20% rapidly in the past 12 hours is that bots are back. They are the ones who buy all the exalts making their price go up. This is all that ever happen. That is the unique force behind SC trade league exalt value. It is just a place where bots buy your exalts for chaos or chromes and sell them to your fellow players for real money.

    You cannot see it if you are not flipping, but it is quite astounding when it happen. League is turning into what Diablo 2 servers have been for so very long. Much of the economy is just bot-based. They make the chromes cheap, they make the exalts expensive.

    So yes, GGG had done this well this league, they got the bots out. They're back now, but that is what made the exalt decline so early. If we were just trading between human players for what we need, surely an exalt would have more similar values between HC and SC.

    It did for a while this league and I guarantee you, as someone who actively flip. I see it all the time when the bots are in action. Because when I kept raising the price of my exalts since they were going up 1c in value every few minutes, I saw them dozens of times. They always place the chaos in uneven piles in the window. If you want to know if the person is a bot, that is the easiest sign to spot. The way they put things in the window make no sense. They buy your exalt for 85c, they put 7 piles of 10c then they put 8c and 7c piles... and it is not in order.

    It's a bit sad that it is this way. I think GGG done well banning those bots this league. We had a very interesting market as a result where exalts suddenly went from 95c down to 75c in the first week. Almost back to day 2 value. In the past dozen hours or so, bots syphoned the market so the price is going up.

    When reddit folks say they love bots, they're being stupid. They're encouraging a game where people pay real money for exalts. I don't know how to deal with this myself, it is unavoidable. You may complain about that delirium tab to fit your splinters, but this is just GGG trying to make money. It is preferable to this pestilence of RMT. Wherein, to be a good flipper, you need to rely on bots dumping on you.

    While people here hate flippers, they're the ones that keep currency available in larger supply. You'd have a hard time finding someone reliably to sell you 300 scourings right now. Anyone who sell you any currency is flipping it to you. This is not making the price go up, it is a very harsh and competitive field where people try to crush each other with the slimmest of profit margins. As in, there is a guy right now I saw who have 4500 scraps. He is top price on the buy and sell sides. How easy you think it would be to buy a bunch of armorer scraps without flippers? There isn't a whole lot of people who go around pricing their scraps, especially because most do not pick them. Nobody would ever have 500 scraps for you without flippers hoarding them.

    However, bots are a different factor altogether. One thing that have happened in standard for example is the NeverSink effect. People hide chromes from their filter when they play, so what happen there is simple. Chromes have went up to be more valuable than fusings or alchemy orbs. But throw in a square ton of bots who pick up chromatic items to vendor them and, there you go, SC trade value is what it is. So when they are around, chromes can be a dozen to a chaos... when they are not, then maybe it drop to 6-7 to a chaos depending how mature the economy is.

    One thing GGG always say they wish to protect is the integrity of the items. If the value of everything is based on bots farming chromes and chaos recipes, then you sort of understand why people go SSF or HC or standard league and you lose that integrity of the currency market which buys those items. It's like we're all trading "duped SOJs" as the source of our economy. All those chaos wouldn't enter the economy if you didn't have massive bot farms creating them. This is why I can't understand why they're not removing the chaos recipe at this point... or make it only available from t10 maps and up to replace the regal recipe.

    Amusingly, maybe the chaos recipe would be worth doing if it wasn't done by bots. When an exalt is 75c and you just want a reliable way to buy some, doing the chaos recipe is not that bad. It is when an exalt is 200c of course. But otherwise, people who understand how to make currency, such as pathofmatts, will tell you chaos recipe day 1-2 is actually good because you can buy an exalt for 50c. But then again, this is likely because within days exalts will go up in value a whole lot because bots start doing the chaos recipe.

    It did not happen this way this time, exalts actually went down for a while. If you don't know, this is simply the economy adjusting to the value an exalt have without bots buying them all through chaos recipes.

    submitted by /u/ScreaminJay
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    What is the point of heist? Player and GGG Q&A (Simulated)

    Posted: 27 Sep 2020 11:23 PM PDT

    GGG: Introducing heist league! Players get contracts for heists and Grand Heists and run them separately to maps.

    Player: Oh cool, like an alternate to maps! They're probably super rewarding right?

    GGG: No

    Player: At least as rewarding as maps?

    GGG: Not anymore.

    Player: In that case they're probably very quick to run?

    GGG: No

    Player: Sure, but there are probably some fantastic new mechanics we've never seen before right?

    GGG: There are traps and doors everywhere

    Player: Doors you say? Okay, I guess doors are fine, we're used to them by now.

    GGG: They're not normal doors, they require an NPC to open and take 2-5 seconds on average.

    Player: There's a bunch of cool mobs to kill while we wait for these doors to open?

    GGG: Yeah, we send higher than map boss HP mobs to interrupt the NPC opening the doors.

    Player: Hmm whats the objective of the heist?

    GGG: To open the vault at the end and escape

    Player: What happens when you open to vault?

    GGG: You must reopen all the doors you opened.

    Player: Ohhh, but I bet the experience is fantastic right?

    GGG: No

    Player: Anything else we should know?

    GGG: If you die, you lose all your loot.

    Player:.....

    submitted by /u/Mage_DK
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    An in-depth analysis on the current state of Heist and possible solutions.

    Posted: 28 Sep 2020 03:25 AM PDT

    I really like Heist. It feels like one of the coolest mechanics in the game. Sadly the current state of balancing removed a lot of the thrill from it.

    After playing a lot of Heist over the last week, I decided to make a write-up on my thoughts on the current state, balance and potential changes to make Heist feel better for the player.

    The focus is to reward the player for good gameplay, higher investments, running harder content and maximizing player choice.


    1) Sentries and Nenet's ability

    Problem: Sentries cause frustrating instant alert level increases and are very hard to spot without Nenet.

    Currently the alert level is only raised by opening chests and those sentries.

    If you take Nenet on the job, the sentries make sense. You see them. You see patrols. You can dispatch them in a quick burst. This is how Heist should feel like. You're supposed to go in prepared, right? It makes the gameplay feel much more "heisty" by target killing sentries and seeing patrols. Otherwise they just cause sudden frustrating alert level increases.

    Potential solutions:

    • Nenet's vision ability should be the default state.
    • These sentries should not be stealthed, the way they are right now.
    • This might be a bit too far fetched, but I'd love to also see some vision "cones" and "circles" on the minimap, to know where alert is generated (until you kill the guards).

    2) Alert level from chests and monsters

    Problem: The alert level gain on kill did not make sense, but it made heists feel much more dynamic. The major complain and problem was that killing monsters - the core part of POE was getting punished. Sadly the alert level generation was simply removed and later balanced with chest alert level increase. The alert level currently feels more like a "shopping cart", where you just shop from chests with your alert level.

    I personally really enjoyed the initial implementation of heist. You had to plan for the distance yet remaining, the risk/reward gave heists a special thrill. Losing the occasional heist target, but still getting out with a inventory full of loot, because you were too greedy didn't feel too bad.

    I believe alert level should be generated by certain living guards, similar to how sentry totems generate them right now, but at a much much slower rate. This feels immersive and is countered by doing what the player does best: slaying monsters.

    At the same time, the alert level from chests can go down significantly to compensate and reward the player for good gameplay.

    This also feels like a good spot to adress the unique monsters in heist. Currently they are pretty pointless.

    Potential solutions:

    • Reduce the alert level generation from opening chests.
    • Patrols and maybe some other guards types should slowly generate alert level when they are in combat. These need to be all marked on the map. Shutting them down quickly should be the key.
    • If some special guards will detect the player and the player won't kill them, they will put a room into "alert mode". The player has to then kill them and maybe flip a switch to continue.
    • Unique monsters should also slowly generate alert, but provide the player with 1-2 free openings of chests, without increasing alert level on kill.

    3) Marker Gain and Zone Scaling

    Problem: As of right now the number of rogue markers finds doesn't scale well in the endgame

    The entrance and reveal prices seem to scale with itemlevel and rogue experience amongst others. The number of dropped markers in maps and the value of the heist targets is not affected by neither the tier of the map, nor the quantity of the map, nor the quantity of the heist.

    This leads to the problem of the prices getting increasingly higher, while the player not necessary being able to gain markers more efficiently. More importantly, higher investment doesn't equal more markers.

    On top of that, the entrance prices consist out of 3 components: hiring fee, rings cut, travel fee. Even with specialized gear, it feels like we're "chipping away" at the entrance prices without making a significant impact.

    Potential solutions:

    • Marker drop count should scale better with map tier. Higher maps should drop significantly more markers.
    • Heist target value should be affected by the quantity/difficulty of the heist
    • Higher itemlevel heists should provide more markers consistently
    • Gear affecting heist entrance prices should be more efficient.
    • Tulina's stolen extra-heist-targets should be worth a little bit more (currently 150-250) or be consistent.

    4) Grand Heist reveal opportunities

    Problem: As of right now the player can reveal escape routes, reward rooms and wings. Revealing wings is important, because it scales the primary reward. It's also the major investment of markers.

    Escape routes can make sense sometimes.

    That being said, the reward reveals are never a good investment. Each wing contains some rewards of it's own anyway, the player often can't take all of them and they are very costly. Alternatively the player can just open the small chests.

    Additionally, I think there's a lot of opportunity to make grand heists more interesting, by adding new marker investment opportunities.

    There's also the issue of Giana being the "best" rogue for reveals. At 40% discount at high level it's mandatory to do rewards with her. Niles on the other hand only provides 10%.

    Potential solutions:

    • Grand Heist reward-room-reveals should cost less.
    • Niles can provide free reward-room-reveals, as his special ability, instead of the discount. That will make him distinct in an interesting way compared to Giana.
    • Grand heist purchased-revealed-reward-rooms should not increase the alert level.
    • I also think reveals can introduce "heist preparations" that you buy with markers, such as "all wings contain +2 reward choice", "20% reduced alert level in all wings" and "reward rooms generate no alert". These provide interesting new investment opportunities for grand heists.

    5) Small and large chests in heists

    Problem: Large reward chests often drop less loot than small ones. Small reward chests "on the way" feel a bit out of context. The large reward chests are often boring, by mostly generating armors and weapons.

    The player can feel like backtracking if he reaches the end and still has alert level remaining. Currently the player is also very inclined to maximize their lockdown time to open as many small reward chests as possible. The small reward chests are nice, but their positioning and alert level generation feels a bit out of place.

    Potential solutions:

    • (as mentioned before) the alert level generation from opening all chests should be lower
    • Heists and especially Grand heists should generate less armors/weapons/jewellery reward rooms.
    • Heists can contain rooms with several small reward chests. This feels more heisty, then a small chest on every corner.
    • I'm not sure about that one, but I think there should be some reward chests near the very end that can only be opened if the lockdown didn't begin yet, so that increasing the lockdown timer is not the only viable strategy and reduces backtracking.

    6) Rogue balance

    Problem: The abilities of rogues feel very different in terms of usefulness.

    • Isla, Nenett, Tulina, Karst and Giana have their uses.
    • Niles, Tibbs, Huck's abilities scale very poorly with levels.
    • Vinderi is strange and I'm not sure what to think about him. He's probably OK?

    Nenet's vision ability should be default for all heists.

    Tibbs and niles both don't scale with level and Niles discount is way ineferior compared to Giana. Huck is meh.

    Potential solutions:

    • (as mentioned before) Nenet's vision ability should be available for all rogues.
    • (as mentioned before) Niles can provide free-of-markers-charge reveals for reward rooms in grand heists
    • Tibbs should be able to destroy more chests/level on the way out.
    • It'd be interesting to be able to take a second rogue in normal heists for an extra fee.

    7) Rogue Gear

    Problem: Rogue gear currently drops all over the heists, but mostly after the lockdown started. This is not a terrible problem, but it can be optimized. It also feels pretty random.

    Potential solutions:

    • Allow shopping for the gear for markers
    • Drop more rogue gear from special chests at the end of the heist (don't generate alert) and less all over the place.

    8) Experience Gain

    Problem: Heists barely provide any experience.

    There's really not much to say here. The content is risky and it should at leat provide a bit of XP. It feels horribly out of place, how little you're gaining right now.

    Potential solutions:

    • Increase the XP gain.

    Summary of suggestions:

    • All Chests should generate way less alert...
    • ..but.. Patrols and certain guards should slowly generate alert level, when in combat. Taking them out swiftly or avoiding them will stop the generation and reward the player.
    • ..and.. Nenets ability to see patrols, uniques and sentries should be a normal part of Heist, not exclusive to Nenet. The player should see all alert-generating monsters and patrols on the map.
    • ..and.. Unique monsters should also slowly generate alert in combat. They can reward the player with a "free" chest opening voucher on kill.
    • Higher maps should drop significantly more markers. Heist target value should be affected by the mods. Higher itemlevel heists should provide more markers consistently
    • Grand Heist reward-room-reveals should cost less. Niles can provide free reward-room-reveals, as his special ability, instead of the discount. That will make him distinct in an interesting way compared to Giana. Grand heist purchased-revealed-reward-rooms should not increase the alert level.
    • I also think reveals can introduce "heist preparations" that you buy with markers, such as "all wings contain +2 reward choice", "20% reduced alert level in all wings" and "reward rooms generate no alert". These provide interesting new investment opportunities for grand heists.
    • Add some chests at the end to minimize backtracking.
    • Tibbs, Huck, Niles and maybe Vinderi can use some rebalancing/level-scaling
    • Heists and especially Grand heists should generate less armors/weapons/jewellery reward rooms.
    • Heists can contain rooms with several small reward chests. This feels more heisty, then a small chest on every corner.
    • Allow shopping for the rogue gear for markers. Drop more rogue gear from special chests at the end and less all over the place.
    • Increase the XP gain.

    Final Words

    I hope I'm not wrong on many levels, but I hope with these changes Heist will feel much more dynamic and rewarding once again. I've intentionally avoided the topic of monster damage/life. It depends a lot on the build, player experience and a lot of other factors. Instead the suggestions focus on giving Heist it's unique flavor again.

    I'm not sure if there's any point posting it here, but I'd like to have a discussion. Feedback is very welcome.

    Thank you for reading

    NeverSink~


    EDIT/Added

    Oh yeah and the door opening animation on agile and demolition and potentially some other jobs can really use some love. Maybe let them teleport to the other side, starting with level 3 or something similar.

    submitted by /u/NeverSinkDev
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    Wholesome strong bros

    Posted: 28 Sep 2020 11:54 AM PDT

    The unique contract "Break the unbreakable" is what this league should have been.

    Posted: 28 Sep 2020 06:59 AM PDT

    -Area starts in lockdown

    -Mobs everywhere trying to stop you

    -Do you loot the chests and risk dying or make it straight to the exit?

    -Good xp

    -Good loot

    -No backtracking

    -Boss at the end to top it all off for the grand escape

    Best contract in the game by far for me.

    Thoughts?

    submitted by /u/fel666
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    Please guys let me have them...

    Posted: 28 Sep 2020 08:59 AM PDT

    there goes my luck . 4th time try ..

    Posted: 28 Sep 2020 09:47 AM PDT

    I just want to say, with such low exalt prices every little drop matters, and I am happily selling low value items which I ignored in past leagues. GGG, please keep on fighting bots, we need healthy exalt prices

    Posted: 28 Sep 2020 12:43 PM PDT

    With all the reasonable criticism in this subreddit, I thought there should be some place for praising.

    In the past leagues, where I reached like 20-40 exalt wealth, I totally ignored everything below 10c or 20c. This league, with 75-85c per exalt ratio, it actually still makes sense to sell even 5c items. Thanks to bot ban waves, I am actually enjoying drops (and hence playing) more than before.

    Not only it adds weight to lots of drops, it also increased availability of cheap things to casual players. So keep up the good work!

    submitted by /u/MrNonamer
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    Current state of Glacial Cascade mines bossing. GGG please fix its aim.

    Posted: 28 Sep 2020 08:51 AM PDT

    Only 10 days passed since league has started but here we are

    Posted: 28 Sep 2020 04:37 AM PDT

    To GGG, the new mark skills are amazing, but please make them easier to apply.

    Posted: 28 Sep 2020 12:36 AM PDT

    For those who don't know, the skills are namelock and really hard to apply in the middle of a hectic battle. I generally have to wave the mouse around and spam the skill to get it to apply. It should automatically target the highest rarity monster in the general area of where you clicked, IMO.

    submitted by /u/theangryfurlong
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    With the recent EX prices.

    Posted: 28 Sep 2020 06:34 AM PDT

    POE really needs a Deckard Cain ... one click Identify all haha

    Posted: 28 Sep 2020 12:39 AM PDT

    Ahh Its been a while n..... Oh you just want me to look at your stuff ... ok

    submitted by /u/ProstheticAIM
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    The Shaper watches you ...

    Posted: 28 Sep 2020 12:56 AM PDT

    At this point GGG should just pull the console versions from the market

    Posted: 28 Sep 2020 04:10 AM PDT

    As far as I can see, there is no patch or rework or whatever coming to Path of Exile on console versions. Random crashes, stuttering and lag are out of control and it represents this amazing game in a complete wrong way.

    I have met many players out there in Wreaclast that tried to bare with it but ultimately left the game. My own "final straw" was crashing in the labs this season 3 times while running around the map doing nothing. Couldnt even finish my lab to get my ascendency.

    Its not working on console. I rather see this game stay on PC than damage its own reputation on a garbage port.

    submitted by /u/Major_Dutch_89
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    Baeclast #64 Heist One Week, Three Reworks - With DatModz

    Posted: 28 Sep 2020 03:58 AM PDT

    A league mechanic that makes me lose all the drops i picked up in it on death shouldnt be less rewarding than maps.

    Posted: 28 Sep 2020 04:52 AM PDT

    Heist had so much potential. In the beginning, it was actually rewarding. A bit more frustrating because of mobs increasing alert level, but the loot rewards shouldnt have been nerfed.

    -NPCs still fight white mobs over opening doors

    -rogue marker prices scale exponentially while the amount earned through heists and maps hardly go up.

    -grand heists arent rewarding at all, and often send you back to the wrong town instance, causing you to lose out on multiple wings.

    -heists compared to maps take very long, have very tough enemies, and are significantly less rewarding.

    -heists offer no exp gain whatsoever

    submitted by /u/relnes1337
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    Please for the love of god fix observer totems in perception

    Posted: 28 Sep 2020 11:05 AM PDT

    They currently have no counterplay whatsoever, because of the rogues' poor AI, and because monsters spawn near them which you are forced to eliminate. It's the most unfun mechanic in an action rpg game. As I approach an area where I believe these observer totems will be, I wait for my herald of thunder to expire, I unsocket my golem, and then I do one of three things, all of which do not work.

    The first thing you can try is to run past these totems or use a movement skill to brute force your way to the other side, but this makes the alert level skyrocket. As a result, I'm discouraged from looting chests in perception, since I don't want a lockdown to occur when I can't control it.

    The second thing you can try is to try to avoid the totems by moving past them but staying as far away as possible from them. This is even worse, you can't be far enough away for the totems not to detect you and sometimes alert level increases even if it only sees your crappy AI rogue.

    Thirdly, you can stand around and wait for your rogue to "disable" one totem at a time for a short duration. Likewise, this doesn't work. Alert level still increases for some inexplicable reason, probably because the totem detects your rogue before your rogue is able to disable it, and oh yeah, did I mention the crappy rogue AI?

    I think the solution to all of this is pretty simple. Add a job prompt that deactivates all totems, much like counter-thaumaturgy has a prompt to deactivate ground degen effects, or the lasers which can be turned off. Alternatively, add a visual effect that shows the totem's detection radius, and reduce it so it isn't ridiculous. Whatever it is, DO SOMETHING please. It's a broken mechanic intended to be thematic, but which ends up having absolutely no function besides limiting the amount of chests you can loot in perception contracts. This results in a meta where players just don't run perception contracts, and that's silly.

    TLDR: Observer totems in perception have no actual counterplay. It's a broken mechanic intended to be thematic, but which ends up having absolutely no function besides limiting the amount of chests you can loot in perception contracts.

    submitted by /u/ElephantCarcass
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    Marker Economy: The reason your marker income sucks and Grand Heists are brokenly expensive

    Posted: 27 Sep 2020 04:22 PM PDT

    TL;DR: GGG for some indescribable reason made the zone level the LEAST IMPACTFUL modifier on relic value.

    I've been super frustrated with the garbage marker value of relics from normal heists, even from red map level zones. Sometimes they'd be expensive, most often they'd be as low as white map level relics. This is a problem, because Grand Heist costs are practically exponential as you climb zone levels, while marker income isn't. So I spent an hour trying to figure out what causes the variance in relic value from normal heists.

    It's apparently really simple. Each relic has its own base value, based on its rarity (which arguably makes sense from an immersion perspective, but is garbage for actual playability). The most common relics (like Urn of Farud) have a base value in map tier contracts of around 550 markers, while super rare relics (like Ancient Seal) have a base value of 1100. So, y'know, cool. Huge variance based on a total non-skill factor.

    You'd think rarer relics would be more common in higher level maps, yeah? They aren't. Ratio from hundreds of banked contacts says otherwise. I had exactly one Ancient Seal contract and it was from a Lv78 zone. Urn of Farud is still stupid common at all levels (as is other garbage tier relics like the Admiral Pipe).

    So the second modifier on relic value is the Rogue Job Level requirement of the contract. Playing around with a bunch of contracts, there's no real consistent modifier, it just seemed like every job level above the first adds a 10% or so modifier to the relic value. Level 3 requirement adds 20% value, Level 5 would be 40%.

    Now map tier does have a slight impact on this, as white maps can't roll anything above a Job Level 3 requirement, while red maps can roll Job Level 5 requirements. But there's extreme weighting on this; in red maps you're going to be burdened with mostly Level 3 requirements, a decent amount of Level 2/4's, and Level 5 is extremely rare.

    Finally, the zone level of the contract does impact marker value! Each zone level above Lv68 adds a staggering...5-10 markers per level. That isn't a joke; identical contracts of Lv80+ zone areas compared to a Lv68 zone, with the same relic and job requirement, are barely a handful of markers more valuable.

    This means that an Ancient Seal Lv68 contract requiring Job Level 2 will reward you with more markers than Ancient Seal Lv83 contract requiring Job Level 1, despite the latter having obscenely difficult mobs that are practically on par with endgame bosses by their damage output.

    So GGG designed relic value to have a bunch of arbitrary, almost entirely out of your control factors that are so poorly implemented that the hardest possible contracts are entirely capable of being worth less than a T1 map contract. Further, the variance is not just bad, it grows on a linear scale while Grand Heist costs are exponential, so you have to run far more lethal Lv83 heists to run a Lv83 Grand Heist than you would Lv68's of each. And to top it off, marker drops in maps never increase--you're getting 30-50 markers per drop regardless if it's T1 or T16.

    It is not a wonder, all things combined, why Grand Heists feel prohibitively expensive, especially at higher tiers--marker income scales at a sluggish, linear pace compared to costs.

    submitted by /u/DBrody6
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    Aris sharing his experience with PoE on PS

    Posted: 28 Sep 2020 01:52 PM PDT

    Can we appreciate how well-designed party play is in Heist?

    Posted: 27 Sep 2020 07:37 PM PDT

    I don't want this to get overlooked by all the other issues people have with the league, but it seems like a lot of the general design decisions for Heist kept party play in mind and I really wanted to acknowledge that they did an excellent job with it this league. I've actually been able to get my friends to do league content with me this league without feeling like we're missing out compared to solo play.

    • Every party member gets a copy of the heist target if they're in the heist.

    • Every party member gets rogue experience for a successful heist.

    • Party members can grab fallen members' loot and cover each other (including extra heist targets) if someone dies in the escape.

    • The contract owner gets default ownership of the NPC rogues during the heist, but if they die, the rogues leash to and take commands from the next available party member.

    I usually run contracts with a friend or two, and it helps us all build up markers really quickly and actually enjoy party play together, since there's really no reason not to. Kinda wish grand heist rewards weren't still limited to one display per wing, just so everyone gets something, but the designers were probably scared that the rewards would be too good (spoiler alert: they're not).

    tl;dr: party play good this league.

    submitted by /u/ThatOneParasol
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    Why Karst (and not Tulina) is literally a Cat Burglar

    Posted: 28 Sep 2020 03:02 AM PDT

    What has higher acceleration?

    Posted: 28 Sep 2020 04:15 AM PDT

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