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    Path of Exile Questions Thread - January 03, 2021

    Path of Exile Questions Thread - January 03, 2021


    Questions Thread - January 03, 2021

    Posted: 02 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 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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    After 2613 Blighted maps IronVsWild finally drops Sporeguard and completes his 5 month journey to all 1012 uniques in SSF

    Posted: 03 Jan 2021 12:35 AM PST

    Anyone else REALLY itching for new PoE content? Not playing over Christmas and New Years made me realize how much I take the steady 3-month releases for granted.

    Posted: 03 Jan 2021 12:56 PM PST

    Not playing PoE over Christmas and New years really sucked tbh. It's been my tradition for a few years now, even when I have to make time to be with a significant other or family or whatever I almost always find time to hit PoE during the holiday break. If league launches in the second week of december, then by Christmas and New years i'm probably deep into red maps and farming endgame.

    But man this year was particularly shitty since most everything was closed and no one was allowed to socialize, and my (now ex) gf moved away for work.

    I do think Endless Delve was LOTS of fun, but Flashback just didn't scratch the itch. I started playing and once I got to maps and the watchstone grind I just said nah i'll wait for a new league.

    I don't really have much else to say other than I never realized how much I took playing this game specifically for granted over the holidays.

    Here's hoping 3.13 is worth the wait!

    submitted by /u/nixed9
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    Announcements - Past Atlas Expansions: A Recap - Forum - Path of Exile

    Posted: 03 Jan 2021 01:11 PM PST

    [Gems of Exile] I created an app where you can test your knowledge of POE gem art.

    Posted: 03 Jan 2021 08:52 AM PST

    Path of Exile has a lot of gems with unique art so i decided to create an app based on this fact. Game has three modes:

    • standard mode where you have to choose name from the list

    • 60 seconds quiz mode where you have to guess name by art

    • 60 seconds quiz mode where you have to guess art by name

    Links:

    Web version

    PC windows

    Android

    Notes:

    • app is very simple, do not expect too much

    • no awakened and vaal gems, i don't think these gems are different enough (except vaal breach)

    • in web version best results are saved to cookies, if you switch browser or delete cookies - progress is lost

    • i will try to update app with each POE expansion

    • i also have plans to add jewels, maps, etc.

    EDIT: thanks for feedback, i will try to address it in future update

    submitted by /u/iste11ar
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    you know what would be extremely helpful for new players?

    Posted: 03 Jan 2021 02:23 AM PST

    video representation of active skill gems. i can't stress enough how much it would help if there was a video clip next to skill gem when hovering over it or whatever. with so many skills in the game it's very hard for new player to see them all in action.

    i even tried to find some videos on yt but i can't find any that is up to date.

    submitted by /u/Nervous_Basket_8198
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    The Wait Is Done! Forever Exiled's Last Non-3.13 Discussion is Out in Episode 62! Happy New Year!

    Posted: 03 Jan 2021 10:33 AM PST

    https://www.foreverexiled.com/the-wait-is-done-our-last-non-313-discussion/

    Happy New Year Everyone! But more importantly, Happy Hype Week for 3.13!

    We did it, everyone! We made it! 3.13's announcement is next week so 3.12 is now coming to an end! With 3.13's reveal coming up this week there was SO much to get through in this episode. 3.12 was awesome, extended, and loaded with extra goodies. This week there was some edifying posts made by GGG that were a great read, 3.13's announcement of the announcement, a 2020 year in review (GGG averaged a patch every four days!), we talk about our favourite parts of the year and our hopes for 3.13 and beyond, ANNNNND we had 4 friends of ours all try PoE for the first time ever (and on the same day)! Even joining us for After Dark. What a great way to finish off the year. Thanks, GGG for an awesome year, and thanks to everyone for the listens. HAPPY NEW YEAR!

    Forever Exiled Info:

    www.foreverexiled.com

    Patreon

    Twitter

    Path of Exile Website

    Wrecker of Days Builds List

    Discord...

    submitted by /u/wrecker_of_days
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    My New Year's resolution for 2021 is reading more. Doing good so far.

    Posted: 03 Jan 2021 12:53 PM PST

    GGG never updated the prebuilt level 28 Firestorm Character

    Posted: 02 Jan 2021 03:44 PM PST

    An exploration on the subject of lack of value of the drops and the state of the reward mechanics in Path of Exile

    Posted: 03 Jan 2021 03:08 AM PST

    Almost everything in Path fo Exile is tied to some kind of reward hidden behind an RNG mechanic. And this is fine, however since 2020 many of the drops and reward mechanics the game offers feel unrewarding and I decided to reflect and think about why I feel this to be true. I could write en entire essay on the subject matter but I boiled my notes in to the below points.

    1) most "rare" drops, from incursion and betrayal became more common and as a result less valuable. That problem was magnified by delirium and heist where these items started dropping like pebbles in a gravel pit. To make god rolls drops stay the same (in terms of rarity) the weights became even bigger for certain item rolls, and thus the chance of dropping a decent incursion item for example became even smaller. Thus for the average player this reward mechanic got devalued.

    2) Div cards - the nerf was not about how often you'd drop a doctors card. That chance is actually pretty stable throughout the leagues, looking at MbX and other content creators who gamble literally tens of thousands of stacked decks or Cutedog or Empi running deliriumed maps for hard drops each league. For the average player like myself its the list value of the other 999 cards I encountered while playing/ opening stacked decks, rendering this reward mechanic as bad and "not worth it". So the only div cards that are rewarding but not as rare as doctor cards are RNG sets themselves - that could lead to past league or hard to access items (awakener gem cards for example). However these cards themselves have bad RNG outcomes and so the "outcome effect" of that bad RNG of these "aggregation" cards is transferred to overall feeling of div cards being bad.

    3) In the last 4 leagues hard currency became more and more available. Just an example fusings in legion were around 2 - 2.5 fus per chaos with bulk orders being slightly more expensive at around 1.5 - 2 fus per chaos. With each subsequent league the price of fusings dropped and dropped. Same thing for the chance and scour orbs. Most importantly same thing happened with chaos up until heist and the chaos/exa price crash. All this points to a couple of things. First almost all currency div cards became next to useless. Second picking up currency from the ground felt more and more tedious chore instead of rewarding mechanic due to the lower perception of value these drops had/have.

    4) Delirium, blighted maps and now heist introduced "endgame" activities that devalues another part of the loot pool. These activities provide a very straightforward way to mass farm scarabs, Atziri frags, double and tripple corrupted gems and uniques. These flood the market that was traditionally supplied by div card outcomes or "knowledge of the game" farming methods, making the game feel dumber for the smart/long time players and unrewarding to the rest.

    5) Harvest and Heist devalued the price of exalts where the former gave access to targeted exalts and trivialized influenced/double influenced crafting that otherwise soaked most of the exalts from the market and the latter increased the drop rate of exalts and currencies in general by a big factor. These two leagues devalued the last consistent profit strategy for most of the player-base including myself - alch and go mapping. See the 90+ % of the player-base is just your average alch and go player with the occasional shaper, juiced map and Sirus sell for 2 ex. These people would gather their hard farmed chaoses via "lucky" 15c rares, chrome and jeweler sells and the occasional 5c unique or 50c good roll belly of the beast and would scrape the barrel enough hours to afford their next "BIG" 5 ex upgrade or convert everything to exalts and save for their "big boy" build. With exalts crashing down the last heaven for the already devalued maps drops they pick up from the maps, the game lost a BIG chunk of its appeal. Why play a game where the sole objective is to pick up stuff from the ground and trade it for other stuff you need, when what you pick is more and more worthless and feels more and more like a chore. Path of Poverty . Yeah I have a low paying job in real life. I don't want to feel powerless in my escape from reality game as well thanks. And its not because I am powerless on the contrary I am more powerful than ever, its about obtaining that power that feels bad.

    In conclusion - Drops in PoE in my mind are the slot machine of PoE and this machine, depending on the gambler's preference, could be tuned in two ways - lengthier dry streaks but with objectively higher chance for a big score that will recuperate the losses (classic variant) or constant small rewards but with a very very small chance for a big score. Path of Exile and most games in general have the latter approach where you "win" with almost every spin(read action/objective) but the reward is small. What happened in the last year of leagues is that these small rewards got devalued hard and stopped feeling as rewards at all, yet the chance of winning big remained very very low, instead of being bumped to retain the allure of the gamble, thus made the game appear from unfair to unrewardingly grindy.

    submitted by /u/Nutteria
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    Some Ideas for Traps and (not really) Mines

    Posted: 03 Jan 2021 07:44 AM PST

    TL;DR Basically: When it comes right down to it, there's really no point in Traps even existing. They do everything that Mines do, worse. The only advantage they have is not needing to hit a Detonate button that can just be bound to LMB and auto-casted when you move anyway. There should be a notable difference in play style and mechanics that enhance Traps, not leave them in the dust.

    I played a Toxic Rain Traps Trickster in Heist and had a blast, sort of made up the build myself starting with a few other TR trees and went from there. Cruised up to 92 before I moved on to try other stuff, but I have been considering going back to a Trap build again for 3.13 - However, everywhere I look I'm reminded that Mines are gonna be better at every turn. I have a few ideas how to make Traps a more viable and balanced side of the Trap/Mine coin, while essentially leaving Mines alone entirely. The first idea is separating the two into Attacks and Spells

    Traps for Attacks, Mines for Spells

    Trap Support, Blastchain Mines and High-Impact Mines all say the same thing: "Supports spells, or attacks that use bows or wands." Trap or Mine, it doesn't matter, there's no difference in the restrictions between the two. The only differences are how Traps and Mines themselves behave inherently, which puts Mines ahead by a long shot. I propose two major changes in this area, firstly is the division of Attacks and Spells to Traps and Mines respectively, changing the Gem tags to something like:

    "Hi-Impact/Blastchain Mines: Supports spell skills."

    "Trap Support: Supports attacks that use bows, ****daggers or claws."

    and also, you notice how Mines have two support gems to turn things into mines into two different ways? Traps only has one. "Instead of using that skill, you will throw a trap that will use the skill for you when an enemy walks near it." is the line on Trap Support, so how about we add another one called Tripwire Trap Support or something that somehow triggers at range instead of proximity, or has an inherent ability to Trigger other nearby Traps like the Saboteur notable Chain Reaction's "When your Traps Trigger, your nearby Traps also Trigger." - Something. Mine's two different support gems come with two different ways to increase damage, give Traps support gems with two different ways to trigger them - Traps don't come with a blow-up button, or an extra damage stacking ability, or the inherent ability to all Trigger at once unless you're given time to stack them under a boss who's busy monologuing. Mines are full of magic, Traps are full of pointy things. The only Mine builds I can see being effected by Mines no longer supporting attacks, will all be able to thrive with Traps under these proposed changes.

    ***\* Yep, Daggers and Claws. Why not? I can fill these things with arrows apparently, filling them with small knives doesn't seem too far fetched. This opens up a MASSIVE new can of NEW builds, can you imagine a Pestilent Strike Trapper? Venom Gyre Traps? There is pretty much ONE class that uses Traps/Mines outside of a few rare builds, and that one class has an entire ascendancy for them, and that one single class is already a huge poisoner focused class in it's other two ascendancies and is right there mixed up with all the dagger and claw nodes anyway. If you give Traps this interaction with melee poison builds, Traps might become a more attractive option for the Ranger and maybe even Duelist. Certainly this opens up some massive damage builds - which we already have PLENTY of, so before you decry this idea as OP, remember we already have a multitude of "OP" builds so I doubt it'll break the game - and can of course be balanced by people better at that sort of thing than I.

    Other Trap Mechanics are lacking too, specifically the interaction between Skitterbots. For Mines, Skitterbots literally let you detonate your mines a second time, giving you a massive damage boost. For Traps, the Skitterbots trigger them for you - WHICH IS A HUGE PROBLEM! This NEGATES effects on Tinkerskin and any other effects that say "When your trap is triggered by an enemy" like the passives that generate charges. Skitterbots NERF Traps utility for 10% damage and some ailments. Mines get double damage, Traps get trigger effects taken away. Not to mention that the only time the Skitterbots actually Trigger a Trap is when an enemy is nearby. This just so happens to be when Traps trigger anyway. Brilliant.

    We have a ring now that makes Skitterbots a little Hex Aura machine, so how about this: Instead of Skitterbots Triggering your traps, let them each pick one up. Using the Recently mechanic, Skitterbots pick up any Trap placed near them and Trigger it every 0.5 seconds (or trap throwing speed) for 4 seconds. This Trigger uses all applicable Support gems and behaves as if it was one of your thrown Traps. It will not use Cluster/Multi gems, and will act as a single Trap. These little robots can REARM mines and carry curses, certainly we can tape a Trap on their backs. Again: Mines have auras, stacking damage, and on-demand detonation. Traps have low trigger radius you need to stack, no inherent damage multiplier, and in order to use Skitterbots you have to sacrifice a handful of on-Trigger effects per encounter. Two examples of how this would be cool that come to mind, Bear Trap and Flamethrower Trap: Drop a Bear Trap on one and he runs around with an extra 15% more trap and mine damage "aura" of sorts (mines get what, like 60% more damage just for having mines out?). Drop a Flamethrower trap on one and you get a free extra 4 seconds of "passive" AoE damage that follows you around as long as you can keep your cooldowns managed, instead of how they just DOUBLE EXPLODE all your Mines for you.

    submitted by /u/ottoginc
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    Carpal Tunnel Builds like RF and Autobomber

    Posted: 03 Jan 2021 10:03 AM PST

    Hi all,

    I wanted to check with the community if anyone had any suggestions for builds like RF and Autobomber that require few button clicks to operate. I realize that's not the ideal playstyle nor one that will ever be optimal but I want to continue playing while reducing strain on my wrist.

    submitted by /u/Commodore_Jingles
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    What are some of the most fun builds you've played?

    Posted: 02 Jan 2021 09:39 PM PST

    With the requirement that they are capable of doing Uber Elder/Sirus 8 and Zana Delirium or 60/80 Delirium decently?

    I have mainly played Bleed Bow Gladiators and they are pretty fun. You are very fast, ranged damage is nice and satisfying and you can hit pretty good dps while still having like 6k health and a bunch of armor. Recently tried an aura stacker in Heist and while it could stand in Uber Lab fire and tank most things in the game, to me it is just not a very fun build to play for a bunch of reasons.

    So for 3.13 I would love to try some new builds that are fast and fun, that I could still do end game stuff with.

    submitted by /u/shootflexo
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    What is the lore explanation for the passive tree and passive point books?

    Posted: 03 Jan 2021 12:56 PM PST

    Is the tree and books just a game mechanic to express experience and skill, or is it more literal like gems and gear sockets?

    Does the tree really exist?

    submitted by /u/Telewyn
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    Is map stash any good

    Posted: 03 Jan 2021 02:02 PM PST

    Hello, I'm new in poe, I bought starter pack, currency tab, bought some effects and im thinking if its worth to buy map stash, I seen some say that its good, others saying that its not....

    Can someone explain me, why yes/no.

    Im thinking about quad stash tab/map stash tab (they are same price)

    submitted by /u/KOT3W45
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    GC mine leveling

    Posted: 03 Jan 2021 07:34 AM PST

    I really like GC, but haven't touch it since its rework. Want to league start as GC miner for the upcoming league, but can't find a decent or up-to-date leveling guide for it.

    What mine do I use to level? Some guides I checked always use icicle mines for clear/pyro for bossing. Pyro is fine but isn't icicle mine nerf to the ground?

    Also, when should I change to GC mine? After purchasing the tremor rod?

    Appreciate any tips.

    submitted by /u/LilAwm
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    What is GGG going to buff?

    Posted: 02 Jan 2021 11:16 PM PST

    Trials strikes again

    Posted: 03 Jan 2021 12:42 PM PST

    I hope GGG employees will read this. With less than 24 hours left on Flashback league I'd like to give some feedback. I know, maybe for trade league it's not a problem, but 2nd time in Heist SSF (now Flashback SSF) I'm having trouble finding all trials. Sure, someone will say you aren't supposed to find them. True. You can farm mud flats and never reach maps. But I'm talking about normal game. After finding 5 of 6 I have tracked all trials I've got through random maps, Zana missions and Dream Trials prophecies.

    The numbers are:

    5 Lingering Pain

    3 Stinging Doubt

    5 Swirling Fear

    10 Piercing Truth

    4 Crippling Grief

    and yeah, 0 Burning Rage.

    I'm not raging tho. But I've found unnatural instinct, cospri's malice (through drops, not in heist), six-linked my staff and body armour, chanced HH and still no Burning rage found. I've killed 3 out of 4 guardians (would kill more but I always chose TRIAL mission instead of guardian if available).

    It shouldn't be this way. You should finish trial quest BEFORE first Sirus. Maybe you should be MORE likely to find trial if you haven't found it? Just an option. The trials doesn't serve anything, so why gate it through computer pseudo-rng? It's like when you roll flask and you roll the same mod again and again and again.

    submitted by /u/di359
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    HoGM farming - where does "The Immortal" drop exactly?

    Posted: 03 Jan 2021 12:27 PM PST

    Sup, so i'm trying to farm Hall of Grandmasters, because its kinda fun building a character for it, and also mirrors are 700ex, which means "The Immortal" quick sell is about 7-8 ex

    So far i've only done maybe 40 maps, and had "The Immortal" drop twice.

    Questions:

    1. Does it only drop from the CwDT es on block duder? Apparently this guy submitted the character and the divination card, hance "the immortal"?

    2. Does said exile only spawns in the final wave of "Hall of the Fallen"?

    submitted by /u/derlasesjunge
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