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    Path of Exile Questions Thread - April 19, 2021

    Path of Exile Questions Thread - April 19, 2021


    Questions Thread - April 19, 2021

    Posted: 18 Apr 2021 05:00 PM PDT

    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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    You can now drop items out of a stack which is on your cursor by holding Shift & Left Clicking over valid inventory space, including dropping Fossils into Resonators.

    Posted: 19 Apr 2021 05:37 AM PDT

    The single post challenger returns

    Posted: 19 Apr 2021 10:35 AM PDT

    Gotta pop your flasks while listing div cards up

    Posted: 19 Apr 2021 02:02 AM PDT

    I am not mad, I am just disappointed about the Talisman nerf

    Posted: 19 Apr 2021 05:33 AM PDT

    The Talisman nerf is just disappointing, we were finally at a spot in the game where having talisman's drop in game at higher levels were just nice to have and look at.

    I genuinely really enjoyed seeing what dropped when I got to maps - they weren't game breaking, I really don't understand why they got nerfed.

    I'll go sulk in the corner now.

    submitted by /u/JeffK40
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    New boots base

    Posted: 19 Apr 2021 07:47 AM PDT

    +1 to spell gems (of each type) recipes found!

    Posted: 18 Apr 2021 08:26 PM PDT

    Texture Streaming needs to go

    Posted: 19 Apr 2021 07:43 AM PDT

    Since the initial implementation of "texture Streaming" there has been nothing but a constant series of escalating problems each patch. It should be pretty clear by now to the development team that this texture Streaming technology does not work.

    Whatever you guys did in the latest patch made the streaming so bad that I am dying to Volatile Deads because I cannot see them. They hit me before they texture stream. Harvest crop enemies are killing me before they're even visible in the screen. Herald effects, floor textures, walls and generally everything is constantly blurry. ive never had this problem until the latest patch. I can also see the delirium fog staying blurry for up to 30 seconds before finally loading. Forget trying to see anything in a delirium fog. It's a mess of invisible effects and blurry ones.

    Forget trying to run Sirus. I died because the maze didn't texture stream in and I didn't know where to go. Lmao.

    It's funny to watch the map load AS YOU WALK meaning the game is only rendering a small radius of the visible screen and seems to be actively unloading unused resources in the current radius. This is literally asking for trouble from a programming perspective in an ARPG. Especially one that is online only.

    The game should be preloading all textures for the area. It should look at your characters skills and MTX and KEEP those resources loaded in memory until you switch characters or skills or MTX.

    You cannot honestly expect a game client to on-demand stream complex textures from local disk storage in under 1 millisecond in an online client-server architecture. It just isn't fast enough with your current implementation. Even on insane top end rigs.

    🤷‍♂️

    submitted by /u/7f7cyx5xc89gotx4z
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    GGG Please: Give Slayer back Corrupted blood immunity with "Endless hunger" node.

    Posted: 19 Apr 2021 04:52 AM PDT

    Slayer has <1% of players playing it and this nerf hits pretty hard. I understand that a corrupted jewel or bleed flask works, but the entire point of bleed immunity was so we didn't have to do that. Im just hoping it was an oversight that will be patched in.

    submitted by /u/yovalord
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    GGG, please consider, if at all possible...

    Posted: 18 Apr 2021 09:14 PM PDT

    ...adding the pause technology presented in Ultimatum to other mechanics that require time to make strategic choices, including the Syndicate board, Incursion Selection, Metamorph part selection, Zana mission selection, and perhaps even Ritual windows.

    I love the implementation of Ultimatum and feel other league mechanics could also benefit from the particular pause function that occurs in between rounds of an Ultimatum encounter.

    The reasoning for the pause in Ultimatum is clear - it would not be viable for the player to make a decision among even three choices while running from a horde of monsters, so the pause was added. While it is true that Ultimatum demands you make decisions to continue or not in the middle of the encounter, Betrayal requires you to sacrifice your entire screen to the syndicate board so that you can make numerous decisions, which can mean death in some spicy map where a straggler mob whacks you from behind. Other mechanics are considerably less intrusive than Betrayal, but still, I personally feel it would be a nice addition to these things, or perhaps these can be implemented on a case-by-case basis.

    Thank you for your time and consideration.

    submitted by /u/VeryMild
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    Tremor rod and you 2: Pyroclastic Bogaloo

    Posted: 19 Apr 2021 11:36 AM PDT

    Yesterday, i published this post that tested how mines work and why using Tremor Rod breaks sequences early unless you're using Pyroclast Mine. After further testing, i come with updates.

    Also, i posted a Bug report on the forums.

    First, i was wrong to say that "Pyroclast Mines have no 'rearm animation' ". They do. As Tim_GGG said, "However there is a difference between how well mines chain, and this is mostly related to the cast time of the skill the mine uses. A mine placed with Tremor Rod won't rearm until it has cast its skill."

    However, the specific interaction of how mines are rearmed (in this case, by Tremor Rod) and how these rearmed mines react to different "Detonate" order results in sequences breaking.

    We will see how reactivated mines react to a "detonate" order from different sources.

    There are three periods to a mine rearming. After detonation, it goes trough a "Rearm Animation Period", after that it goes trough a "Refractory Period", and then it continues into a third "Normal Period".

    First, this is how a mine reacts to a manual Detonate order from a player when on the "Rearm Animation Period". As you can see, nothing happens. As Tim states, these mines are rearmed only after it has cast its skill, and the Soulrend Mine has a casting time of 1.05 seconds. There is a visual cue as to when tihs happens: First, the mine explodes, then there is a pause, then it reappears, then a "shockwave" appears underneath it. This shockwave signals when the mine is ready to be detonated again: It has entered the Refractory Period.

    Second, this is how a mine reacts to a manual Detonate order from a player when on the "Refractory Period". As you can see, it recieves the signal to be detonated, then it pauses for a few miliseconds, then it explodes.

    Third, this is how a mine reacts to a manual Detonate order from a player when on the "Normal Period". It detonates as soon as it recieves the Detonate command.

    The problem comes from the following interaction:

    When a mine that has recently been detonated and is in the Refractory Period is detonated manually, it cannot triger another mine that has been recently detonated and also is in the Refractory Period.

    Here we can see this:

    1. Two mines are placed
    2. One mine is detonated, starting a sequence
    3. The second mine detonates. All mines are now detonated, and are in the Rearm Animation Period
    4. The first mine in the sequence is done with the Rearm Animation Period. It passes to the Refractory Period.
    5. The second mine in the sequence is done with the Rearm Animation Period. It passes to the Refractory Period.
    6. The first mine recieves a manual signal to be detonated, by the player, before it can pass into the Normal Period.
    7. Some (very few) miliseconds passes.
    8. The first mine is detonated. The second mine, however, is still in the Refractory Period and cannot accept a Detonation order from a mine that was detonated within its Refractory Period.
    9. The chain breaks. Only the first mine is detonated.

    In contrast, a mine that was detonated in its refractory period can detonate a recently placed mine, or even one that is in the air:

    Here you can see how three mines are placed, the first mine is detonated and starts a sequence, after all mines have exploded a fourth mine is placed close to the first one but far enough to the second one as to not chain into it, then the first three mines rearm and the first mine is detonated manually during it's refractory period, detonating the fouth mine but not the second mine.

    Therefore, for a mine to be detonated as part of a sequence, it must go through two periods of time: The Reanimation Period, and the Refractory Period. the Reanimation Period is consistent with the cast time of the skill, however the addition of this Refractory Period is what is breaking the sequence.

    Pyroclast mine has a very, very low cast speed and thus it's Rearm Animation Period is much shorter, allowing it to pass to it's Refractory Period much faster, however it still passes trough this period. Here we can see a sequence of three Pyroclast mines where the first mine is in its Refractory Period and is unable to recieve a Detonation signal from the last mine, even tough it had already been rearmed.

    Conclusion:

    Mines must go through two periods of time after being rearmed to be able to detonate again: They must go through a Rearm Animation Period that is consistent with the cast speed of the skill that the mine will use, then they must go trough a second refractory period on with they can be manually detonated by a player buy cannot be detonated by the signal of another mine being detonated manually while also in its Refractory Period.

    The low cast of Pyroclast time means they go throug a shorter Rearm Animation Period and allows its mines to pass onto the Normal Period faster, allowing for a chain of 10 Pyroclast Mines to be completely detonated twice, and the slow cast speed of Stormblast Mines does not allow a chain of 10 Stormblast Mines to be completely detonated twice.

    The fact that most mines must go trough this Refractory Period after having already passed trough its Rearm Animation Period means that the sequences they belong to usually break before a full set of mines can be detonated twice. As an example, here PathOfMatth detonates 19 mines in a sequence against Maven, but only 5 mines are detonated a second time. Note how he places 19 mines, detonates once, then the chain ends with 15 mines still on the ground. Here is in contrast how a "full sequence" of Pyroclast mines looks like.

    submitted by /u/xElMerYx
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    The most expensive death...

    Posted: 19 Apr 2021 09:37 AM PDT

    Plz GGG put a grace period (even 1 sec) after every challenge on ultimatum

    Posted: 19 Apr 2021 10:10 AM PDT

    As title say I'm playing Cyclone and after you complete a challenge and choose the next one, the character stop spinning (getting the animation delay) and if u were in the middle of a pack of monster ur just dead

    submitted by /u/ShinThanatos
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    [Gale Cut] Angry Vaal Man gives an insane jewel

    Posted: 19 Apr 2021 01:06 AM PDT

    So uhh, Relic of the Pact is pretty good...

    Posted: 18 Apr 2021 08:11 PM PDT

    RIP Ziz to Kata

    Posted: 19 Apr 2021 04:32 AM PDT

    Is The Trialmaster trying to 6-Link scam me?

    Posted: 18 Apr 2021 06:11 PM PDT

    Trial Master being extra edgy.

    Posted: 19 Apr 2021 09:46 AM PDT

    When the ultimatum reward is too lewd

    Posted: 19 Apr 2021 12:45 AM PDT

    As expected, Talismans are absolute garbage.

    Posted: 18 Apr 2021 01:29 PM PDT

    I'm sorry Chris but you guys really have to revert this nerf. I'm insulted every time the Trialmaster offers me a talisman in my ultimatum and i've hidden them from my filter now after getting to red maps and not even seeing a single one that is passable.

    submitted by /u/Wuvluv
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    Searching for an item slot i.e "glove" now correctly highlights items that it didn't before! Great for chaos recipe.

    Posted: 19 Apr 2021 10:39 AM PDT

    Scammed by trialmaster

    Posted: 19 Apr 2021 09:16 AM PDT

    Hot take: Quest rewards should use Smart Loot.

    Posted: 19 Apr 2021 12:25 PM PDT

    Title. Now that we had smart loot 3 Leagues in a row (Heist, Ritual, Ultimatum), should be simple to apply it to the optional quests during the Acts so that the rewards are well-rolled. It sucks to do a quest and your reward is just a crappy rare you could pick off the ground at any time but wouldn't bother to.

    Edit: The 'hot take' in the title was supposed to be a joke, and I didn't realize this was suggested so often and posted so often, sorry.

    submitted by /u/VaIley123
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    New Unique from 10 wave Ultimatum: Hateforge, Ancient Gauntlets

    Posted: 19 Apr 2021 01:14 AM PDT

    [request] for everyone else that hates having their active gem not in the first slot because of colours!

    Posted: 19 Apr 2021 06:24 AM PDT

    New glove base type: Apothecary's Gloves

    Posted: 18 Apr 2021 09:38 PM PDT

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