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    Path of Exile Questions Thread - July 02, 2021

    Path of Exile Questions Thread - July 02, 2021


    Questions Thread - July 02, 2021

    Posted: 01 Jul 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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    Path of Exile 3.15 Expansion Teaser

    Posted: 01 Jul 2021 03:00 PM PDT

    Really wanted a wallpaper of the current Conquerors of the Atlas Map, so I emailed support and asked for one, and boy did they deliver! Had to share this with everyone else. Thanks GGG support!

    Posted: 01 Jul 2021 06:03 AM PDT

    If there is one thing I will miss from Ultimatum, it's the pause feature.

    Posted: 01 Jul 2021 11:39 AM PDT

    Not having to play the mole part of a whack-a-mole game any time I had to make a decision/choose an option during an encounter was by far the best thing GGG has implemented for their league content. I hope this trend continues where applicable.

    submitted by /u/MillenniumDH
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    Where is Bex? this should be hers right? it doesn't hit the same if it's not her

    Posted: 01 Jul 2021 08:14 AM PDT

    Sharknado - Cyclone

    Posted: 01 Jul 2021 08:43 AM PDT

    Predicting 3.15 Zana Bench Mods - Historical Data Analysis

    Posted: 01 Jul 2021 11:03 AM PDT

    Predicting 3.15 Zana Bench Mods - Historical Data Analysis

    EDIT: UPDATED WITH DATA AS OLD AS 2.3

    As if I had nothing else better to do I decided to try to predict the Zana crafting bench options for 3.15.

    Before doing any research I had a gut feeling that Ritual would be introduced to this league as a Zana crafting bench mod option since new mechanics are usually introduced as the most expensive bench craft.

    When does a league mechanic get introduced as a mod?

    Well, doesn't happen on the patch in which the mechanic was introduced as it is the current league mechanic.

    It doesn't happen either on the league after, probably because they want to see how the mechanic performs based on its spawn chance, I don't know.

    Let us take a look at the previous data\) about this:

    I'm going to consider 2.3 as the first bench for the sake of data collection.

    https://preview.redd.it/jwr3ut7tnn871.png?width=353&format=png&auto=webp&s=a60495cf8ff82f03bfe1a286ddcc13ee5de390e9

    With this, we can safely confirm the theory about a mechanic appearing on the bench two leagues after its release as a league mechanic.

    It took Harvest 3 leagues instead of 2, most likely due to not being core in 3.12, which can also tell us that Ultimatum won't probably appear on Zana's bench on 3.16.

    At what level does a mechanic get introduced?

    https://preview.redd.it/l0zckoq2on871.png?width=377&format=png&auto=webp&s=966aad95b8aaaad94f65758ae9ddaa703e9ad3a3

    Well, usually it requires the highest level of Zana bench, but there are some outliers:

    • On 3.14, with two mechanics being introduced for the first time, one of them had to be downgraded to 7, which was Heist.
    • On 3.11, Metamorph was introduced as 7, while Legion was chosen as the highest tier one. Probably because of its power ( we will see the power of each mechanic soon™).

    We've learned that new mechanics usually require the highest Zana level, but that can also change based on the power of the other mods that rotate in.

    How are the mods tiered?

    Looking at the last 7 leagues we have this overview:

    https://preview.redd.it/8xpcikeorn871.png?width=916&format=png&auto=webp&s=e0ad6ec00415a7db0ae95b1bedf8c47a1819f128

    For the past leagues we have the following information:

    https://preview.redd.it/jh3450nyrn871.png?width=522&format=png&auto=webp&s=25d8c7886528ad07cd1a41cbee0b973fb54e7066

    From this data, we can create some assumptions:

    • It is really unlikely we see a league being out for more than 3 leagues in a row, if we narrow our scope to the last 4 leagues, we've seen all the mods at least once.
    • The tiers are pretty much stable, except Ambush and Breach.
    • Generally, only 1 or 2 mods from the current league transition into the next one, usually changing its tier.
    • We can pretty much divide mods into:

    Ignored mods who haven't rotated in on the last 8

    What can we hope for 3.15?

    tl;dr predictions (7 from this list)

    • We can safely assume we will see Ritual in 3.15 Zana's bench.
    • We've only seen Delirium once since 3.10, and general feedback is that Cluster Jewels are harder to find after 3.14 "loot balance". Will we see it coming back? Will it even require level 8 due to its power, relegating Ritual to level 7?
    • Blight might show up if Delirium doesn't, at level7.
    • We can also assume Metamorph will be back into the mod pool as it only showed up 1 out of 4 possible appearances, perhaps at level 6.
    • Beyond is usually very frequent, perhaps we can see it again on the level 6 or level 5 slot.
    • We can also assume Perandus will be back into the mod pool as it showed up 2 out of 8 possible appearances, perhaps at level 5.
    • We can safely assume that Nemesis will come back. We see it very frequently but perhaps the reason for that was chancing Headhunter. 3.14 brought some changes onto that department, along with Infused Nemesis from Harvest going core in 3.13, so it might not be in demand. Perhaps at level 4 or 5.
    • Level 4 slot is usually occupied with very frequent mods, Bloodlines, Domination, Ambush. We've seen Bloodlines and Ambush this league. I bet that Domination will come back at slot 4.
    • Breach might be transitioned to level 4.
    • Abyss at 3. Abyss isn't available as a mod since Atlas Trees were introduced so it might have good potential for synergy with passives.
    • Essence might transition and fight for 3, as it was seen only a few times lately. Furthermore also got insanely popular in the last league which might either confirm its appearance as a stable crafting method or rotate out making it a "crafting nerf".
    • We can also assume Warbands will be back into the mod pool as it showed up 2 out of 8 possible appearances, at level 2.
    • Anarchy has might also fight for 2.
    submitted by /u/myrahz
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    Boat league confirmed?

    Posted: 01 Jul 2021 02:32 AM PDT

    Coincidence? I think not!

    Posted: 01 Jul 2021 04:42 AM PDT

    When the automatic captions hit right.

    Posted: 01 Jul 2021 09:52 AM PDT

    Cold Reap Miner - Fairly Budget Boss DPSer, smooth playstyle, great visuals

    Posted: 01 Jul 2021 10:43 AM PDT

    The New Player's Dilemma

    Posted: 30 Jun 2021 06:12 PM PDT

    Sorry this ended up becoming way longer than I expected, but it's currently 46C (115F) outside and I'm bored at work. Also, all of this is very subjective and written from personal experience and growth as a POE player so use your own judgement, if you decide to read through and get something out of it, great, if not, no harm no foul. Enjoy.

    Word count: 2384 | Read time: ~12 mins

    TL;DR

    • POE is 80% knowledge, 15% execution, 5% skill
    • "the amount of research you do OUT of game will benefit you more IN game"
    • Have a plan, stick to it
    • Don't be afraid of playing meta builds, you will learn more in a shorter time
    • Set short and long term goals and meet them
    • Do what's fun, but know that: to get good you gotta put in the time and effort

    When I'm personally done with a league, my favorite thing to do is watch streamers with 1-3 viewers who are brand new or new-ish to POE. I have a weird fascination with how people tackle POE content, be it new players or veterans. My goal with POE is always to learn from others and hopefully pass some info along the way. Because when I was new & didn't know shit, I rode the strugglebus for a few leagues before I understood concepts & even now I feel like idk anything, but I'm always trying to get better. So I hope to give new players a little helping hand when they're stuck, only if they're willing to listen. Because I've noticed if someone is there to give a little push, more often these players will play longer and get further.

    A little background, I barely played D2 (I was too scared LOL). But I was entranced by D3 and I did play it very competitively since launch, multiple rank 1 clears across multiple seasons & leaderboards but D3 was just getting boring so checked out POE. I started "playing" in Bestiary, don't think I beat A10 Kitava, quit, thinking "what a stupid ass game, who plays this bullshit?". However, I couldn't get POE out of my mind, probably consumed all relevant youtube content on POE during all of Incursion, didn't play at all. Came back in mid Delve all hot shit cause I watched all this informational content for the last 3+ months...realized quickly I'm still dogshit at game, but I did much better than first time as I got to Shaper guardians and failed miserably, quit again thinking "stupid game why is it so fucking complex?". Went back to forums, reddit, youtube to learn more. Betrayal league, first time I was really prepared, waiting for queue like a kid in a candystore, actually took time off work and was my first successful league. Since then I've gotten better every league, learned to play efficiently, multiple 36/40 and making mirrors along the way.

    My biggest takeaway is, POE is a game that really benefits players that do the research, the game can be broken down into 80% knowledge, 15% execution, 5% skill. It's very different than typical ARPG's and most other games where you can blindly walk in and eventually make your way through and be very successful. POE will constantly remind you how shit you are at this game, and have deliberate checks to force you to rethink your strategy. All of this in hopes that you learn from your past. These checks can come in multiple forms, be it getting through campaign to pushing the next tier of maps or even learning how to make currency to fund better gear, or simply crafting your own items. All of this requires research and is not so cut and dry. One thing I tell new players is, "the amount of research you do OUT of game will benefit you more IN game". Sure lots will argue this is just a game and you shouldn't need to put in this much effort to "have fun". But to me, this IS the fun. The more you want to learn the more you will get out of this game, because there is an endless well of information and things to discover.

    With all this preamble out of the way, these are some of the most common things I see among new and new-ish players.
    Note: a lot of this might sound like I'm bitching, I'm not, I'm just very blunt and take a very methodical approach to POE, so take what you will from it :)

    Common takeaway from new players (campaign or early game):

    • Players think they know how POE works cause they've played ARPG's in the past
    • Players want unicorn build but won't play META
    • Players will try to create their own build but won't listen to why they're hitting a wall or why certain things don't work like how they think
    • HATE following build guides because "it won't teach me anything" or "I will learn better on my own"
    • It's never their fault, POE is too complex w/o any upside
    • Players think getting to maps = end game

    Common takeaway from new-ish players (early-mid game):

    • No direction of character progression
    • No idea of how to generate currency
    • No goals to strive towards
    • No sense of what investment looks like
    • No general strategy

    Identifying Early/Mid/End/Late Game

    Most of the time you will see people label maps as the end game of POE. IMO this is just not realistic. The way I explain to new players is this, the entire campaign Beach to killing A10 Kitava is just a massive tutorial, gives you a feel of your build and how to play the basics of POE. The "real" game doesn't start till you actually get into maps. By this definition I would categorize the 4 sections into the following:

    Early Game

    • White + Yellow maps
    • All content up to here is done on SSF gear and probably a 5-link

    Mid Game

    • AW5, 20 stones, T14+, killed first Sirus
    • 5-10ex worth of investment

    End Game

    • AW8, 32 stones, comfortably killing all end game bosses
    • 20-50ex investment

    Late Game

    • Entire Atlas unlocked, specialized strategies, giga juicing content, one phasing bosses/skipping mechanics
    • Investment: yes

    Tempering Expectations

    A lot of new players simply don't know what goes into a good build, so they look up guides and other streamers to see what type of content they're doing. These new players take this info and think "hmm well this build looks really good, it fast, safe, tons of damage, I will play this". Little do they know the build probably costs like 50ex to start 100ex to feel good and most creators take the best clips to compile into a zesty showreel. Not to mention, these creators are spending hundreds of hours to get to that state w/o giving any real plan on how to get there. Just know, as a new player, you're not competeing with anyone, don't try to compare the currency you have or the hours played. Don't look at reddit posts that say "valdo farming, 10ex/hr" and think, I can do this...I'll be honest, you cannot do this (not yet) and you should not compare yourself to someone who can. So take the game at your own pace, but try to be efficient, who cares if you're only making 30c/hr, the more you play the more efficient you will become. Now if you're someone who just enjoys coasting along, that's fine as well. But just know your limits and temper your expectations.

    Plan & Execute

    The best advice I can give is to have a plan, then execute. This is the one thing most content creators who make "HOW TO MAKE 100EX IN A DAY" videos don't tell you. People who are rich, are rich because they know every step they are going to take to get to their end goal. They know the thresholds that need to be met to move further & they know how to stretch a dollar. As mentioned earlier, I am blunt and methodical on how I approach the game, so keep that in mind as you read the rest of this. The best way to start your journey is with a solid foundation, which is a build you can enjoy/tolerate for a decent amount of time. This leads directly into a common takeaway mentioned earlier, "HATE following build guides because 'it won't teach me anything'". If you've been playing ARPG's for a decent amount of time, you'll know efficiency is key and the best way to be efficient is to play a strong meta build. More often than not, and especially in POE, a meta build will help you learn the game faster and and as a byproduct you will experience more of what the game has to offer. I cannot say how often I see these players fall into this trap of picking a build that don't transition into end game well or they don't know what realistic investment is to push them into the next tier. What they fail to do is play a meta build which has a smooth progression curve and takes them on a learning experience to see all the content in the game. Instead they opt to struggle through leveling, struggle through gearing, struggle to make money, struggle to kill bosses, then they quit.

    The quick and dirty is, all of this starts with a good foundational build. The goal of the build is to go through early and mid game at a respectable budget after which you completely stop investing into it. This is where you start transitioning from mid game to end game. At this point, find a strategy which you can tolerate, be it breach farming, alva, juns, heist, beasts whatever your build can comfortably do and just spam the living shit out of it. Some will be more profitable than others, but who cares, just keep doing it and you will come out ahead. If you've read this far, I applaud you.

    Goals & League Cycle

    Last thing I will discuss about new-ish players is their lack goals and direction. As we know POE doesn't hand hold, one aspect which I wish more people understood was to set short and long term goals for both in and out of game. Without these goals, I find players are aimlessly alc'ing maps, killing boss and repeating, then get bored cause there is no progression and quit. One simple difference between a new and veteran is, they're both running maps except veteran players do it with a purpose and a strategy that will pay off eventually. As a new player, if you're already working on a progression strategy you're already far ahead than most, here are a set of goals I set for myself every league. Most will call this try-hard, and it is, but all of this is something I've worked towards for multiple leagues over time. So set realistic goals for yourself with some leeway just in case something doesn't work out. This is just what worked for me so I stuck with it, you choose how you want to strategize.

    Pre-league goals:

    • Pick a few verified "league starter", something that can kill A5 Sirus under 5ex but can go into end game with more investment
    • Plan your route, this means doing a dry campaign run to A10 Kitava, here is a screenshot of how I plan my start, this was 3.14 https://i.imgur.com/laHuOO8.png
    • Have some back up starter builds in case your one gets nerfed
    • Practice your starters multiple times up to first Lab

    Early game goals (Day 1 Friday):

    • 5 hour campaign
    • 6 hours into late yellow maps
    • Sleep

    Mid-End game goals (Day 2-3 Weekend):

    • Push into red maps
    • Work on Atlas completion
    • Hard focus on getting stones (20) + atlas passive unlocks
    • Kill A5 Sirus
    • Now I start thinking of currency strategy I want to target and
    • Figure out 2nd "juicer" build where I will invest most of my money

    End-Late game goals (Next 3-6 weeks):

    • I'm back at work, so only 2-3hrs/night, the real grind begins
    • 32 Stones + Kill A8 Sirus
    • Maven
    • Uncharted Realm full unlock
    • Pump metric tons of money into juicer so I feel like a real boy
    • Work on challenges, I typically do 36/40
    • Quit

    Post-league goals:

    Once you're kinda "done", I start prepping for new league, people will say "it's too early to practice league start" or "wait for patch notes for builds", but that is non-sense. The post-league grind happens with research and planning. Take what you've learned from current league and see where you can improve and be more efficient. This will help you tremendously once new league launches. This efficiency I mention can come in a lot of forms and can start right from the first moment you wake up at the beach on league start. Perhaps you want to level faster into maps, or learn how to get all your watchstones deterministically. Maybe your focus is currency generation or simply to learn a new build. Just remember, anything and everything you do is a transferrable skill into new leagues. So whenever I'm "done" the league, I start planning for the next.

    Closing Thoughts

    As you may have gleaned from this, I'm a type of person who really enjoys the research aspect of POE as much as the playing aspect. I consume a lot of POE content to stay up to date on the new emerging meta for farming, builds, neat interactions. I consider all of this "fun", if that's not you, then just continue to keep doing what works for you. But if you want to push it to the next level, you'll have to put in the work to get there. Is everything I've stated elitist? Yeah it is. Is it a lot of extra-curricular effort for a game? Yep, no denying, but if you enjoy it, it's not really work, it's just part of the process.

    Okay, that is all. I expect maybe 1-2 people to fully read the 2000+ words of this, maybe a dozen to read the first couple paragraphs and about 200 downvotes calling me an elitist 1%'er, but hey that's what I signed up for when I started writing this. I hope at least 1 person reads it and comes out the other end learning something.

    Cya'll in 3.15 ;)

    submitted by /u/aeclasik
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    Lioneye Richie Greatest Hits

    Posted: 01 Jul 2021 01:26 AM PDT

    Things Ultimatum did correctly

    Posted: 01 Jul 2021 02:22 PM PDT

    We talk a lot (and for good reason) about what was wrong about ultimatum but there is so some good thing that this patch did, here is a totaly subjective list (feel free to add up what you found good) :

    - Ailsing Slams (and T4 reward in general), i would never kill Catarina before that but this change alone make Catarina worth killing

    - Lab change : both the enchant and the trial change are good, before i would never even think of farming an enchant, now i know that i can get an useful enchant (obviously not a BIS one) after a few hours of farm.

    -HH in the core pool, now when a leather belt drop i m kinda hype (i want to point out i don't like boss drop in core pool but that's an other topic)

    submitted by /u/leobat
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    [Bug] Victim maker medium cluster notable is bugged?

    Posted: 01 Jul 2021 06:10 AM PDT

    Ultimatum is almost over. Can we talk about Chainbreaker again?

    Posted: 30 Jun 2021 06:30 PM PDT

    In Ultimatum a base rage cost has been added to the Chainbreaker keystone. It doesn't just mean the rage loss during berserk has become much faster. Because rage is now officially a recourse to use any skill, insufficient rage will also prevent you from doing anything.

    The keystone ended up in a state where most of the builds simply cant use it. The mandatory rage cost made it so hard to build anything around it. And the league itself has become a solid proof of that - Nobody would take this keystone for their builds (Hateforge VLS does, but I'm pretty sure it's not in a intended way).

    So instead of letting it become forgotten in a dusty corner. Could you make some minor changes to revive it? The initial nerf was harsh enough. 10-20 base rage cost per cast pretty much has restricted it from being exploited, even on a character with 500+ mana regen.

    Could you let us be able to keep attacking/casting on insufficient rage? The duration of berserking has been cut to half or 1/3 due to the base rage cost change. Under current state, trading off a jewel slot and one keystone for being able to berserk for a very short duration is quite legit imho.

    Speaking of balancing. Nerfing is never meant to kill any mechanic. Because you always have an option to simply remove it. You always want to keep it to a controllable range where previous exploits will become almost impossible, yet the majority can still take some use of the nerfed version. Base on this philosophy, I think the Chainbreaker nerf was quite a failure.

    Many people have pointed out the same problem in the very beginning of the league. You could say you were waiting for how things were gonna turn out at that time. But now 3 months have passed. It didn't end up well. I think now it's the time to fix what you have overnerfed.

    submitted by /u/wetd0g
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    SSF Builds for Noobs

    Posted: 01 Jul 2021 08:47 AM PDT

    So I just started playing SSF with a vortex build and I love it!

    Now my question, what are some other very good SSF builds?

    What matters for me the most is smoothness, I don't really like mashing 5 buttons for 1 pack.

    submitted by /u/MajoPoE
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    Hideout Showcase - Underground Tavern

    Posted: 30 Jun 2021 07:09 PM PDT

    I never fight alone agains the evil

    Posted: 30 Jun 2021 03:27 PM PDT

    Trickster Vortex? Is it viable?

    Posted: 01 Jul 2021 06:12 AM PDT

    Hi all,

    Just looking at potential builds for next league. I know Shaks is the most popular Vortex build, but is there a popular trickster vortex build that is almost as good?

    Are there any pros/cons of this versus a witch version?

    Interested to try it out, but would like to play Trickster and if anyone here has played it let me know what you thought of it, thanks!

    submitted by /u/BenLondonAbs
    [link] [comments]

    Midnight bargain

    Posted: 30 Jun 2021 07:18 PM PDT

    Havoc Blitz 2 - July 10/11 @ 11AM EDT (3PM GMT) - Cast by RaizQT

    Posted: 30 Jun 2021 05:46 PM PDT

    Path of Exile - Conversion Mechanics Deep Dive (48:16)

    Posted: 01 Jul 2021 05:03 PM PDT

    Amulet for a zombie/spectre build

    Posted: 01 Jul 2021 04:40 PM PDT

    I was wondering if anyone would know which is better. I am debating on getting a more expensive amulet and I see some have ravenous horde that buff your minions and I seen another one with death attunement that adds and extra zombie and spectre. Opinions on what would benefit most for clear and boss speed?

    submitted by /u/Puzzleheaded-Car-906
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    My thoughts on why Ultimatums got really boring really quickly (at least for me) (Spoiler: combat side of it is bad)

    Posted: 30 Jun 2021 08:20 PM PDT

    My thoughts on why Ultimatums got really boring really quickly (at least for me) (Spoiler: combat side of it is bad)

    TL;DR:

    because it isn't challenging (it's difficulty can't really be overcame with player skill), at least in terms of combat. All i can do is kite enemies in a circle and hope that i have enough dps, survivability and luck to complete a wave. There is pretty much no descidion making, pretty much no testing of my combat skill. And if my combat skill doesnt really matter in a combat enoucnter, then why do i have to fight though it?

    #######

    At first some definitions:

    Difficulty - a measure of how unlikely you are to successfully complete a certain task, how unlikely you are to prevent all of the faluers that will lead to you faling the encounter; the higher the difficulty value, the less likely you are to successfully complete the taskthis difficulty value has been assigned to

    Skill can be thought of as your ability to prevent possible falures (taking dmage, not using an opening to do damae, faling the encounter, etc)

    Challengingness (?) - a measure of how much can you reduce the difficulty of an encounter with you player skill. Can be representeed as a function f = Difficulty_reduction(Skill) (i.e.: getting heads in a fair coin flip has a f=0 across all skill levels (you cant exactly affect an outcome of a random event with your skill), while a Shaper fight has a value of f that increases with the increase of skill

    #######

    So let's define a good combat encounter:

    It should be testing my combat skill (if it doesnt, then why should i have to play through it?), and, more specifically:

    a)i shoud always be able to see, how i can improve my skills to increase the difficulty reduction by a meaningfull amount. (if i don't see any way for me to be more successful at doing some encounter, then that encounter turns into a random number generator, and playing a random number generator is kinda boring)

    b)it should be testing my skills up to ones that are difficult for me to implement (if it doesnt, then there is a certain range of skill levels, where (a) isn't met)

    c)if it requires to have a high skill level for criteria (a) and (b) to not be met, then it's ok (mastering a cmbat encounter)

    So let's constrain the parameters of a combat encounter

    1)it should have high difficulty value (if it doesn't, then either a natural difficulty reduction cap of "the difficulty is ~0" will quickly be reached and (b) and (b) will not be met, or (a) won't be met)

    2)it shouldnt, however, have too high of a difficulty value, since if you have a really low chance to prevent all of the fatal falures, you run the risk of needng a very high skill increase to get a small difficulty reduction increase, which violates (a).

    3)The challengngness curve, if we heavily approxmate, should look somrthing like this:

    https://preview.redd.it/naesshhwzh871.png?width=491&format=png&auto=webp&s=86c728a1e5efebcccdd42fd6a80b818b4e529199

    (increasing your skill always will give you a meaningfull increase in difficulty reduction, unless you've mastered the encounter)

    #######

    Let's see how Ultimatum copares to the hypothetical good combat encounter that has been decribed

    Considering how much the power of a character can vary in PoE (from like 5 dps to tens of millions dps), we'll evalute the difficulty of an Ultimatum against the difficulty of an area it's located in.

    Difficulty:

    It seems to be more difficult than the area it's located in. This means that, if the area itself doesnt violate (1) or (2), Ultimatum doesn't violate 1, but may violate 2, which is bad.

    Challengingness:

    The heavily approximated challengingness curve seems to looks something like this (i obviously can't evaluate it for skill levels higher than mine, at least defininitively):

    https://preview.redd.it/sbob5vv18i871.png?width=456&format=png&auto=webp&s=ca36e4c2c19c113c6692525f6cb1c835e9004bf5

    Why do i think it looks like this?

    Let's see what i can do to reduce the difficulty and waht possible actions coud've good to have, but that aren't availiable, and why they aren't availiable.

    Stuff i can do:

    *)Kite enemies in a circle (also helps to avoid environmental effects)

    *)Heal when low on HP

    That's really easy to do and past my combat skill level (except for, maybe, healing more efficiently)

    Actions that would've been good to have but that aren't availiable:

    1)Targeting specific enemy type(s)

    Enemies spawn all around the circle, not in concentrated groups, so using a couple of aimed AoE skills won't work and picking them off one-by-one with a single-target skill isnt worth it, sicnce there are so many other enemies, that spamming AoE skill at them would simply be more efficient; also by the time you'll finish picking them off one-by-one, the new ones may spawn in.

    2)Changing your behaviour based on what enemy type you are currently fighting

    Well, for that enemies have to be separated (not the case) or separatable, either by moving them apart (not possible due to enemies quite frequently spawning in everywhere in the circle), or by some having a couple of times less HP dying faster (considering that enemies in Ultimatums seem to be tankier than in the rest of the map and how frequently waves spawn in, if you can do it, the rest of the map can probably be oneshot, which isn't good (cuz low difficulty value)), or by responses to different enemy types being separated in time (i.e. evade enemy-type-1 attack->attack youself->evade enemy-type-2 attack->attack youself->repeat) (not possible, a lot of enemies and their attacks aren't coordinated, so they just tuen into a blob that is constantly doing damage)

    3)(Kind of a follow-up/special case of (2)) learning to fight the rares (which seem to have been designed for that, since they seem to have well telegraphabel attacks with reasonable openings for a counter)

    For that you'd need to separate the rares from the other enemies, which you can only do by killing them so quickly, that, if you can do that, the rest fo the map is most likely too easy for your build (and, thus, boring).

    Among these enemy type(s) in (1) may vary between different builds and (2) and (3) have a reasonably wide range of difficulty reduction associated with a reasonably wide range of skill levels (you can learn how to fight different enemy types or rares better)

    #########

    So, all in all, too many enemies that are too difficult compared to the rest of the map doing too may different things at once (+environmental effects (difficulty modifiers you select between rounds) making this too many things problem even worse).

    submitted by /u/DeepSpaceWanderer
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