Path of Exile Questions Thread - December 28, 2020 |
- Questions Thread - December 28, 2020
- Headhunter
- Okay, which one of ya.
- Not trying to circlejerk, legitimate suggestion: What would be the downside of removing all simple clickable doors?
- I've quickly grown to hate Heist.
- Finally my character is good enough to showcase: Archer tanking Shaper beam, ground degen ball, and Slam, within seconds. Nothing incredible, but my proudest achievement so far.
- Display pinned Challenges
- Why are there no rewards for completing Heist NPC quest contracts?
- Too happy to keep to myself......
- Got these 3d printed bad boys from my brother for christmas
- Am I in danger of being banned for using Steam Input on the Steam version of PoE? Also is there any precedent for breaking TOS to work around a disability?
- Heist feedback from someone who has played a TON of Heist
- My first time meeting Krillson, he likes whales.
- Most popular Week 1 Heist builds for each Ascendancy
- Is this bow better than 6-Link Silverbough for Toxic Rain Trickster?
- Can we give Pride "Enemies always count as moving inside Aura"
- Is there any way we possibly can not have new league content be the one-stop shop for old league loot?
- What is this thing in the Mesa map?
- Dear GGG, could you allow us to use invisible buff effect on feeding frenzy?
- Lessons to learn from Heist: Content Repeatability
- Multiples "Enduring Composure" stacks?
- Begginer returning after some years
- Does Unleash behave like Spell echo when calculating crits?
Questions Thread - December 28, 2020 Posted: 27 Dec 2020 04:00 PM PST Questions Thread This is a general question thread on. 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:
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. [link] [comments] | ||
Posted: 28 Dec 2020 08:09 AM PST
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Posted: 27 Dec 2020 09:07 PM PST
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Posted: 28 Dec 2020 03:51 AM PST I can't for the life of me think of any wide ranging or specific gameplay benefit that doors present other than some small amount of immersion that comes with doors existing on buildings. Compare that benefit with the sizable downside of constantly clicking and stopping characters from pathing. Doors can be such a nuisance that it can be the sole reason that people don't play certain maps. Seriously not just trying to repeat common surface level complaints. What would be the downside of removing all non-important doors from randomly generated areas? Would any significant portion of the playerbase complain or even be negatively affected if this happened? [link] [comments] | ||
I've quickly grown to hate Heist. Posted: 27 Dec 2020 11:55 PM PST Admittedly, I didn't play Heist until Flashback, and I thought "wow it looks good, it can't be that bad." Oh boy how I was wrong. Door mechanics are slow and sometimes bugged, refusing to open. Multiple times my Rogue would take their sweet time to get into position, do their thing, and the door stays closed, which bricks the run. Rewards seem artificially overtuned to bribe players into doing heist. I've gotten double exalted orb drops three times now. The only other time this has happened was in a 5way timeless conflict, and that was barely a profit due to entry costs. I've gotten two Replica Kaom's hearts, and I've never had a Kaom Heart drop before. Reward to risk is very high. Entry costs are minimal. Come on, it's obvious the drop rates in here are way above normal, almost Diablo 3 levels. Lastly is the Rogue system. I can't imagine having to level and gear these guys up every league. If there were only three or four Rogues, then sure, that's reasonable, but there are like a dozen of them. There are more Rogues than masters in my hideout. All in all, if Heist doesn't get massive reworks, I doubt I'd be doing this again unless it's absolutely mandatory for 36 challenges. [link] [comments] | ||
Posted: 28 Dec 2020 09:15 AM PST
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Posted: 28 Dec 2020 09:36 AM PST
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Why are there no rewards for completing Heist NPC quest contracts? Posted: 28 Dec 2020 08:14 AM PST This has been bothering me since the start of the league and I haven't seen anyone else mention it so I'm coming out of lurking to say it. The unique contracts are basically quests from the Heist NPCs but when you finish them all you get is a thank you. For me, that's not how ARPGs work. You get SOMETHING after doing a quest, even if it's useless or something dumb, but they always give you something. Doesn't this bother anyone else? I LOVE Heist and the mechanics of it, but this is ARPG design 101 and it really bothers me. Can't we get something for completing the quests? Or am I missing something? [link] [comments] | ||
Too happy to keep to myself...... Posted: 28 Dec 2020 06:37 AM PST Well just killed my 1st time ever uber elder, build doing stupid amount of dmg phasing bosses and apparently i can tank shaper beam. Got a watcher's eye to drop too but thats not even the best part, i randomly checked helena to see my hideouts and by the corner of my eye......CELESTIAL HIDEOUT. Guess i got my christmas gift, hows ur holidays going so far exile? :D [link] [comments] | ||
Got these 3d printed bad boys from my brother for christmas Posted: 28 Dec 2020 05:30 AM PST Hey little bit late with this christmas showcase but I'm really proud and thankful for those orbs i got this year. [link] [comments] | ||
Posted: 28 Dec 2020 12:43 PM PST For a bit of background I use an eye tracker and steam controller for all my PC gaming because its easiest due to some physical limitations. If you want me to go into more detail I could, but its not necessary. For those unfamiliar Steam Input is basically the controller compatibility layer for all games on Steam. Its built into the client and allows for insane controller configs. Not macros in the press one button and type a paragraph way, but definitely enough to violate the one input per action rule. Even the physical hardware of the steam controller breaks this rule. It has a dual stage trigger that can easily trigger two actions with one pull. I really dive into my controller configs for every game because I need to work around physical problems and because I am often using the controller on games not built for them. Its basically impossible to do this without technically violating TOS. Its not really physically possible for me to play lots of games (especially somewhat fast paced and complex ones like PoE) without having more than one action per input. I fully recognize that the TOS is the TOS and what I am doing is bannable in a very by the books way. I guess I have a few main points/questions.
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Heist feedback from someone who has played a TON of Heist Posted: 28 Dec 2020 02:18 PM PST I just finished hitting level 100 during the Heist Flashback event in SSFSC (on a 5-link BTW). After playing the current iteration of Heist I wanted to give consolidated feedback on some of the great and not-so-great things about Heist. The good: Heist at it's core is actually pretty fun. I know this is controversial - but the core gameplay of escaping with loot, having alarms going off, and ultra dense scary mobs coming after you is pretty fun. The voice acting is excellent. I ran a LOT of heists and Vindiri still cracks me up. Although the way Isla pronounces schedule irks me. :) The items. Alternate quality gems and replica uniques are awesome. It can't be overstated how awesome it is to have these in the game because of the build variety and ideas they create. The bad: Doors. More specifically Agility (doors and traps), Demolition (reward chests and barriers), and Brute Force (barriers). Anything Agility is ironically slow - we're talking 10 seconds of animation time and job speed does not work. Job speed only helps the progress bar to start the animation, but the animation itself can not be sped up. Not only do you have to wait for the slow flipping through lasers or crawling up behind a wall to pull a lever/kill a guard... you can't move too far away or it resets the whole thing. Demolition is just straight up buggy in some layouts where they need to move back from the bomb. If you start some of the barriers (biggest culprit has been Brute Force) and the Rogue gets distracted by a lone mob you must kill the mob they were fighting and then run a significant distance away to "reset" the interaction with the barrier. It's too rewarding. I have a feeling this is already being addressed before it goes core but I wanted to point out the biggest offenders that really skew risk/reward and invalidate current content in maps. Breach splinters, Blight oils, high tier fragments, and Metamorph Catalysts are simply too easy to get. Why would I ever pick up a breach splinter in a map? I need to wait for a breach to expand for a chance at individually clicking 8-15 splinters, all the while a breach boss could come out and kill me at any time. Compare that to a single chest that can drop an entire breachstone and 4-5 stacks of 8+ splinters saving me over 150 individual clicks. Metamorph catalysts are balanced around doing a scary fused-bosses with map mods... not in Heist. I got more Silver/Gold/Opalecent oils from knocking 10+ Blight reward chests than doing 5xT15 blighted maps. It's also worth mentioning that the EXP is insane and not once was I incentivized to alch or roll my contracts (outside of maybe alting "Reward Rooms contain additional monsters" roll on my grand heists for exp). Also trade league economy is impacted greatly by the ability to fracture/split the best blueprints. I always want to pick up Rogue Markers. It seems like an obvious candidate for some kind of Metamorph autopickup or sulphite-like resource bar rework. I understand the Markers are used for portals to the Harbor but that step seems unnecessary. Contrary to popular opinion, leveling the followers is not that bad. 1 ilvl 83 contract instantly takes a follower from level 1 to 3. Level 3 to 4 goes in about 5 contracts. 4 to 5 takes 10+. (Job exp gear helps although the rollable values seem tiny and then are invalidated when they reach max level). I will say that itemizing followers in general is kind of strange because you can completely invalidate some of the Rogues with the right gear. For example Nenet with a +1 All Jobs charm lets us never need Niles. There are interesting decisions to make with itemizing if I want to go between lockdown time and reduced alert when opening chests - but I would be OK with removing follower items completely in favor of a rework. Maybe something like choosing a number of bonuses that each follower grants and leveling the follower gives you more choices or more powerful versions of existing choices. This incentivizes you to level all the followers (to see all the choices) and then maybe stack them in creative ways for Grand Heists. My magic-wand armchair-developer proposed changes -
I want to end by saying that I love PoE and will continue to play it regardless of changes. I wasn't too happy with the Atlas in the last year (a post for another time) and was really excited for Heist as an alternative to endgame mapping. I'm not the type of person who usually makes posts like this because generally if I don't like the game/content I just play something else but with this content in particular I felt compelled to because I think Heist is just a few changes away from being some of the most fun content in the game. [link] [comments] | ||
My first time meeting Krillson, he likes whales. Posted: 28 Dec 2020 10:21 AM PST
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Most popular Week 1 Heist builds for each Ascendancy Posted: 27 Dec 2020 09:02 PM PST TLDR: I wanted to write up a list of what all the most popular week 1 builds were from Heist. I mostly did this for myself, but hopefully it's interesting to some of you all too. Here's the concise list with a bit more written below: Trickster - ED/Contagion or TR/CA Trickster - ED/Contagion or TR/CA - 2 different builds that both take advantage of Tricksters defensive Ascendancies and 20% More multiplier of DOT effects. Both variants destroy the game up to and including red maps. Assassin - Poison BV - This is a great boss killer with solid defense that wants for clear speed (kinda) - that clear speed can easily be shored up with uniques like Binos and Asenaths, and the build can ultimately lobby itself into an elemental BV variant with Badge of the Brotherhood for insane late-game clearing, assuming you have the bank to support it Necromancer - Spectre Summoner - No surprise here, Spectres are great in pretty much every aspect of the game with their only real frustrations being certain maps that nobody wants to run anyway. Regardless of your budget or goals, Spectre Necro is a build that at least deserves consideration. That said I did want to nod that Necro has a huge variety of viable league start builds, Zombies, Archmage Cremation, Skeletons, and Golems are all well-represented build archetypes within the Necro world, just nowhere near as popular as Spectres. Saboteur - Glacial Cascade and Ball Lightning Miners make up the vast majority of Sabo league starters, and for good reason, they boast massive DPS on a low budget. Their defense sucks, but that's hardly an issue when you're insta-phasing endgame bosses on day 2 with a shoe-string budget, and it only gets better as more money is invested into these builds. Elementalist - Golementalists make up 94% of all Elementalists, Stone Golems deal huge damage with 0 support, and once you can afford anything decent, Carrion Golems have huge AoE, and both of these minions do massive damage with Rotten Claws jewels, even bad ones. Definitely a solid build all around. -----------------------------------------------The 40% line - over 40% of all poe.ninja players are covered in the builds listed above, we start to get a little weird after this Gladiator - Gladiator players are split between Lacerate or Cyclone Max-Block characters and Bleed Bow (Split Arrows/Puncture). While the Max Block characters have insane defense, they lack a bit in offense (it's really not that bad honestly) and the Bleed Bow players are on the opposite end with great damage and clear, but less-than-awesome defense. Gladiator is definitely a solid league start Ascendancy, but ultimately just gets outshined by the 40% builds. Champion - Earthshatter Champion leads the charge, but it does so on contested ground. Cyclone follows close behind as the primary skill with a lot of people picking Shattering Steel in week 1. With Impale being such a strong mechanic and Champion being specifically suited to Impale shenanigans, it's is another great league-start friendly ascendancy that just can't quite seem to break into that top 40% build zone. Hierophant - This one kinda feels like cheating because Hierophant is really split between totems and archmage with too many competitive options to take time listing them all - that said, both sides are great league starter options that are riddled with pitfalls that are easy to fall into if you're trying them out for the first time. Read any guides you might be following twice, but if you do, Hierophant is a class that sports massive damage AND defense on a small budget early on in a league and can be scaled up with a bigger budget as the league matures. Ascendant - Archmage Ball Lightning Ascendant makes up the lions share of Ascendants playing by themselves early on in a league, but mostly, it looks like Ascendants are performing as aurabots for parties. Eventually, Aura Stacker Ascendants would kind of take over the league as a whole, but that isn't true for week 1 as nobody has the budget to really support that kind of build just yet. Chieftain - The oddball caster class is best represented with Blade Blast Chieftain during week 1 but has a good chunk of players on other spells as well. Blade Vortex and Discharge also have a good showing, just not nearly on the level of Blade Blast. A solid starter character if you're digging deep, but definitely not first in line for pretty much any "best" titles. Pathfinder - Toxic Rain leads the charge here, with Scourge Arrow following and then all the other random skills. If you like spamming potions, and using Bows, this is the class for you, and both of these options are fine. Trickster is arguably the stronger Toxic Rain ascendancy, but if you want to take the path less-walked, Pathfinder has plenty of good arguments for why she deserves your attention. Occultist - Vortex leads the charge here, and Occultist can offer some impressive clear in week one with the built in Explody options in the Ascendancy passives. That said, Occultist doesn't have a whole lot to look forward to in an extended view and while her free explody effect can make for a strong league-start, you probably want to move on to other stuff if you're looking for power once you establish a good enough bank to buy your target items. Guardian - Dominating Blow Guardian is a bit of a sleeper character with a VERY strong league start, but sort of drops off as the league goes on with no significantly powerful uniques to bolster the build and a rough time getting started in higher-tier maps, it still sports some impressive boss-killing power and is generally a breeze to play in the first week or so of a league. Deadeye - Ice Shot/Barrage is the setup of choice with a notable nod to Icicle Mines being the one of the big 3 Deep Delver build options. Ice Shot has been good for a very, very long time, it's just nothing new so it has unfortunately fallen out of the lime light as the years have gone by, kind of representative of Deadeye as a whole - ouch. Slayer - Cyclone Slayer is a solid league starter that, again, we've all played a hundred times and there are other builds out there that are just as strong and have more to look forward to with meaningful investment as we look beyond week 1. Berserker - Earthshatter Berserker - A personal favorite of mine, this build one-shots bosses as soon as you complete your first lab and literally never stops - assuming you have the budget to keep him slamming as hard as you want to. While the leveling is impressive, the build can really start to struggle in red maps unless you get your hands on a solid heavy-hitting 2Her, and those can be hard to come-by in week 1. Juggernaut - Earthshatter or Earthquake Juggernaut - basically another twin to Earthshatter Berserker and Earthshatter Champion - up to personal preference really whether you want to be a super tank Jugg, have massive Champion impales, or just hit really hard to begin with as Berserker, all of them work. Jugg also still has a good bit of representation with Herald of Agony-focused builds still kicking around. A low investment super-tank archetype that has serious issues achieving solid clear-speed, but sometimes it just nice to never die. Inquisitor - Storm Brand is the skill of choice here, but with Juggernaut, we entered the sub-1% realm so that isn't saying much. Storm Brand is still a strong skill and Inquisitor has some nice Ascendancy passives, just nothing really exciting. Raider - Poor Raider bringing up the rear with an impressive variety of competitive builds within the ascendancy. Frost Blades, Flicker Strike, Cyclone, Caustic Arrow, and Herald of Agony all boast 10%+ of raiders playing them during week 1, but with such a small percentage of players overall, we're only talking a dozen or so players in each category here so take what you will of that. [link] [comments] | ||
Is this bow better than 6-Link Silverbough for Toxic Rain Trickster? Posted: 28 Dec 2020 12:33 PM PST
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Can we give Pride "Enemies always count as moving inside Aura" Posted: 28 Dec 2020 08:17 AM PST Kind of wierd that a ranged character can force enemy moving while kiting, while a melee build who sticks to enemies need to kite them so they move [link] [comments] | ||
Posted: 28 Dec 2020 12:51 PM PST The general currencies are fine that they drop but essences/Offerings/splinters >I< feel like they could stay in maps or their own areas. [link] [comments] | ||
What is this thing in the Mesa map? Posted: 28 Dec 2020 02:19 PM PST
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Dear GGG, could you allow us to use invisible buff effect on feeding frenzy? Posted: 28 Dec 2020 12:14 AM PST As of title. The feeding frenzy buff causes a green flame (if I'm not mistaken, it has the shape of a skull) to spin around you, and it would be pretty neat if we could use the invisible buff effect on it. [link] [comments] | ||
Lessons to learn from Heist: Content Repeatability Posted: 27 Dec 2020 04:26 PM PST There are a lot of things I liked about Heist, but I would say most of them revolve around the "production" quality of the content, such as:
However, at the end of the day, this league is the first league I've played since closed beta where I stopped playing the league-specific content after a while, and I'm now sitting on hundreds of contracts and dozens of blueprints I don't even want to run. I think this boils down to content repeatability. To put this in context: GGG has always been about reusing content. They've said they could never produce enough raw content to keep people engaged. Instead, they need to cleverly reuse, reorganize, and randomize their assets to keep people happy while they essentially run the same content over and over again with slight differences each time. I don't think any real fan of PoE minds this design philosophy. In fact, we love it when GGG is able to make something that keeps us engaged for hours, days, and weeks. The problem with heist to me is that it just ages poorly. I don't want to run it because so many of the mechanics are neat for the first run through but incredibly painful by the 1000th run through. I don't want to wait for doors to open again. I don't want to wait for chests to open again. I don't want to feel like I can't optimize my character in any meaningful way for Heists, because ,at the end of the day, when I run a heist I'm going to be spending the majority of my time waiting for things that can't be sped up appreciably. I hope GGG learns this important lesson for future Poe content. In PoE, it can't just be fun, amazing, and mind blowing when you run through it the first time. It needs to be fun after you've run through it a thousand times. And I think in this sense Heist failed. [link] [comments] | ||
Multiples "Enduring Composure" stacks? Posted: 28 Dec 2020 02:33 PM PST Hello guys, And its acummulative with other sources of "Gain 1 Endurance Charge every second if you've been Hit Recently" like "Unflinching" Ascendancy passive skill for the Juggernaut? Enduring Composure = Gain 1 Endurance Charge every second if you've been Hit Recently Sorry my english Thanks! [link] [comments] | ||
Begginer returning after some years Posted: 28 Dec 2020 01:40 PM PST I only have one character on wich i finished the main story on standard league. Now my question is how do the other leagues work? Do i need to create a new character on that leage and finish the main quest again before getting into heists or can i create a new char and get into heists immediately. Also what is different with each league and what should i prioritize with these leagues. [link] [comments] | ||
Does Unleash behave like Spell echo when calculating crits? Posted: 28 Dec 2020 01:21 PM PST Spell Echo used to only roll once
And it would not roll again for the repeat, just use the first rolls. So if you first spell crits, the second one always does as well. Is that still the case ( esp for impale/bleed chance )? And does it work the same with Unleash? Similar : Can the repeats hit the same target again or are the enemies still in "shotgun protection mode" ? [link] [comments] |
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