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    Path of Exile Questions Thread - January 23, 2021

    Path of Exile Questions Thread - January 23, 2021


    Questions Thread - January 23, 2021

    Posted: 22 Jan 2021 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 any of the questions channels under the "help" category 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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    Path of Exile is 8 years old today, happy birthday!

    Posted: 23 Jan 2021 07:37 AM PST

    Its official full launch is october 23rd, but they actually launched the game in open beta on january 23rd :). Was checking Facebook memories and I had a post about how exited I was for the PoE release "only 2 hours left" haha.

    submitted by /u/Prixm
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    How about this one?

    Posted: 23 Jan 2021 09:37 AM PST

    Grinding Gear [Top Gear]

    Posted: 23 Jan 2021 10:40 AM PST

    "The Maven is a Toddler, a Nymph."

    Posted: 23 Jan 2021 03:35 AM PST

    Sirus turned out to be a roller coaster.

    Posted: 23 Jan 2021 06:46 AM PST

    Can things like the Harbinger atlas tree passive nerf please be clearly communicated or will we see more stealth nerfs / buffs to nodes without getting refunds?

    Posted: 23 Jan 2021 09:13 AM PST

    I get it, the nerf is warranted. But I feel like this sets a weird precedent. Are more of the atlas tree passives going to receive stealth nerfs? At least communicate, even if there will be players who complain, we need to be on the same page and maybe even offer refund points.

    https://www.reddit.com/r/pathofexile/comments/l2nclz/psa_so_apparently_the_valdos_rest_mirrorexalt/

    The new watchstones and atlas passives are kind of a black box to us, so any stealth changes need to be reevaluated manually by the players if they aren't mentioned in the form of patchnotes.

    submitted by /u/2slow4flo
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    Just found out the best use for perandus coins

    Posted: 22 Jan 2021 04:43 PM PST

    Can we make this the default setup for newly created characters? It's more indicative of how the majority of players play, and a better experience over all. (It also avoids the inevitable "I keep stopping and dying" issue that fresh players run in to.)

    Posted: 22 Jan 2021 03:51 PM PST

    Since POE is turning 8 years old I figured I'd share a cringe pic of me trying to trick Chris W. into giving me a beta key.

    Posted: 23 Jan 2021 10:43 AM PST

    GGG needs to fix Path of Polygon ASAP. Texture streaming is ruining the league for a lot players

    Posted: 23 Jan 2021 06:28 AM PST

    Bossing is almost impossible on my rig (5700xt btw). If you leave the area once, you can't see shit upon returning in the boss area.

    Stop including untested garbage to the game, or at least leave it in the options. My game was running very fine last league.

    Edit: Tried uninstalling and wiping everything, not a change.

    submitted by /u/nodeboy
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    The game have slowly gotten worse at loading stuff, since 3.13. After seeing this in the mine, I uninstalled the game and deleted any remnant files, then reinstalled it. Now the game is *almost* at pre-3.13 speed for loading stuff.

    Posted: 23 Jan 2021 04:48 AM PST

    What do I do when my inquisitor died 61 times between 90-91

    Posted: 23 Jan 2021 01:41 AM PST

    I think the limit on horticrafting crafts does not have the effect GGG hopes it does and should be removed.

    Posted: 23 Jan 2021 05:16 AM PST

    TFT harvest sales channel is so spammed with craft sales that there's no problem finding anything you need in large amounts, so the limit doesn't seem to have any availability-limiting effect for which it was probably introduced.

    It only makes it so the process of crafting is more annoying because I have to repeat messaging sellers, crafting, messaging sellers again (etc.) a lot. It makes no difference to the market if I finish a GG item in half an hour via a bulk seller, or 3 hours by messaging individual players.

    Similarly when crafting for yourself or in SSF it does nothing. It only makes it so you have to plan your crafts beforehand so you have the correct items ready when you get a certain craft, instead of chilling out and having fun, applying crafts you have stored at some point when you're in the mood.

    Similarly when selling, I just have to make sure to sell my crafts once I reach 10 so I'm not in danger to lose any once I find a new grove. This in particular was probably what they hoped would have the availability limiting effect: A lot of players are most likely not selling their crafts because it's too annoying with the constant managing of the limit. But the demand for these crafts is just too low so the few people who sell it are more than enough to supply the market.

    Granted, there are still effects it could have that we can't observe for now:

    • In SSF, you could play a cold build and store a ton of non-cold crafts on the side because you never need them, then you could switch to a different char because the new crafts enable some cool stuff. But would that be a bad thing?
    • The early phase of mapping in SSF before you have decent ilvl bases available means you are going to waste crafts if you find more than 10 that you want to store before you find any bases you can use the crafts on.
    • The cost of harvest crafts could become cheaper if more players decided to sell because bulk selling became viable again. This would probably be a real effect but in practice for the crafts that GGG is afraid off that make GG items, the currency required just isn't just high enough for this to ever be a problem. It's already not limiting with the current crafting costs (imo) so them becoming cheaper isn't going to change much.

    So overall, I would advocate to just remove the limit and vastly improve how fun it is to actually use them.

    submitted by /u/SquirrelButtPlug
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    Is harvest broken in the locations that give it a higher chance to spawn? I have seen multiple posts about it not spawning and between me + friends we are 150+ dry on Lex Proxima with +6% chance.

    Posted: 22 Jan 2021 11:43 PM PST

    People asking this keep being told bad luck but sometimes the comments have others specifically in Lex Proxima or Haewark Hamlet with the same exerience.

    This didn't happen until sometime yesterday as until then it was consistent.

    submitted by /u/justalazygamer
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    My Luckiest league in awhile

    Posted: 23 Jan 2021 07:56 AM PST

    PSA: Empty harvest = Oshabi boss fight

    Posted: 23 Jan 2021 01:32 AM PST

    If you see no crops in your sacred grove it's not a bug most of the time. That means you found Heart of the Grove boss. You need to activate encounter by clicking on a tree-like structure North-East from the portal. Be ready, it's pretty rough fight.

    submitted by /u/const_true
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    Gotta love those trade interactions :/

    Posted: 23 Jan 2021 01:30 AM PST

    Can we please get a "gray-out" effect when fractured items are put in the vendor trade window? They seem like the only items that don't do this. It's driving me nuts...

    Posted: 22 Jan 2021 09:45 PM PST

    PSA: i love Heist so here's a little tip if you want to power through Heist content and get to those juicy blueprints ASAP

    Posted: 23 Jan 2021 05:51 AM PST

    Despite all the hate for heist, this is the most amount of content im doing in PoE at the moment. Reason? I'm playing in SSF and Heist is insane for currency and even other rewards tbh. If Heist gave any less, i'd simply not go anywhere near it.

    So, if you like heist as well or simply want to get on with doing contracts and blueprints without any hindrance, there's some things you must do before that and although this may be common knowledge, i thought i'd share it anyway.

    At first you have 2-3 rogues unlocked (Karst, Tibbs, Isla i think), and the very first thing before you start doing blueprints is to unlock Rogues, and although the game doesn't tell you how to, thankfully it's straightforward

    Do normal contracts with them first to gather the rogue markers and while you're doing those, you automatically unlock next couple of rogues.

    As soon as you unlock the next two, Huck and Tullina i think, do contracts with them immediately. You'll then unlock Nenet, and this is where most people get confused as to why the last 3 rogues don't get unlocked. And that is because you have to again do contracts with Huck, but this time with a different Job type, for example if earlier you did Demolition with Huck, now you have to do a contract with a job type Lockpicking, you'll then unlock Niles.

    After doing a contract with Niles, you get Vinderi, then Gianna.

    Once you have all these, you're free to add anyone in your blue prints.

    Happy Heisting.

    submitted by /u/prempwp
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    Please for the love of god let us store/get rid of the green contract

    Posted: 23 Jan 2021 11:55 AM PST

    If we pick them up, it's stuck in your inventory until you do them. And worst of all sometime there is quest items associated with them and sometime you can't even do the contract because your people don't have the right level. Unless I'm missing something, it mean the contract and quest items are basically stuck in your inventory. I know it has probably been said a couple time, butthis is becoming really frustrating.

    submitted by /u/xXPumbaXx
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    It's nice to update the damage of old skill like Lightning Strike, but the attack still doesn't feel good compared to other projectile skills such as Frost Blade. Example : lightning projectiles does not go over small obstacles, or does not go trough bars in cells maps. Makes the clear less fun imo

    Posted: 23 Jan 2021 04:03 AM PST

    The unlucky are nothing more than a reference for the lucky. I am unlucky so you may know that you are not

    Posted: 22 Jan 2021 05:25 PM PST

    [PSA] 35% quality map not showing on lootfilter (NeverThink very-strict)

    Posted: 23 Jan 2021 07:04 AM PST

    Sirus empowered monsters are EXTREMELY overtuned, laggy and deadly

    Posted: 23 Jan 2021 05:00 AM PST

    Not only are they ridiculous fast and strong, when they spawn my performance tanks to zero dps for a very meaningful amount of time. If the map has any speed modifiers, by the time the game is finished loading the assets for these empowered monsters, you're already dead. This is with an SSD (960 pro), 16gb ram, and a 980TI (playing on1080p on LOW AND MEDIUM settings).

    Doing conqueror influenced maps has become extremely unpleasant, most times even infuriating, and the performance issues make the problem incredibly worse. There should be a way to preload EVERYTHING that the map is going to spawn. I've been unable to finish over a dozen maps now, to nothing else than dying to these mobs as they spawn and without having a chance to react.

    Am I the only one having this problem? Do I need to start over with a meta build that can simply ignore all of this? Or is there something else I'm missing?

    submitted by /u/treclol
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