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    Path of Exile Questions Thread - July 13, 2021

    Path of Exile Questions Thread - July 13, 2021


    Questions Thread - July 13, 2021

    Posted: 12 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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    3.15 League Info Megathread

    Posted: 06 Jul 2021 07:00 PM PDT

    Looking for the Leaks Megathread?

    Click here: OldReddit | NewReddit.

    Formatting supported best when viewed via wiki.

    Latest Info (updated daily)


    Official News

    Meta News


    New League Breakdown

    The new league will involve exploring and defeating enemies within areas marked by skulls and flags. Flags may contain loot icons similar to Legion or Blight. There will be several new NPCs to interact with.


    Skill Gems

    New

    • ??? - Sand Bladestorm attack. Launches your weapon in a slow moving AOE that moves in that direction. Partial Fire Conversion? Links: Pulverize, Melee Physical Damage, Fortify, Attacks cost -15 Mana chest
    • ??? - Soulrend/Blazing Salvo combination spell. Fires ~9 ground targeted homing projectiles that deal chaos damage in an AOE. Links: Spell Echo, Controlled Destruction, Energy Leech, Void Manipulation
    • ??? - Expanding Mana Rune spell. Consumes mana to deal damage in a square? circle? before expanding 3 times in 4 directions. Links: Increased AOE, Controlled Destruction, Elemental Focus, Empower
    • ??? - Lighting+Chaos Explosion spell. Explodes an area around the character with Chaos (and Lightning?) damage which can explode nearby enemies. Grants a short duration stackable buff that can be consumed when casting. Links: Controlled Destruction, Less Duration, Empower, Added Lightning, Added Chaos

    Reworked

    New Uniques

    New Div Cards


    Misc

    Media Coverage

    submitted by /u/GR8B0-T
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    This is totally how GGG is gonna achieve the big metagame shift they announced

    Posted: 13 Jul 2021 08:49 AM PDT

    Well... nerfs?

    Posted: 13 Jul 2021 11:08 AM PDT

    For a super heavy clicking game, the clicking features in PoE sucks

    Posted: 13 Jul 2021 04:02 AM PDT

    For a super heavy clicking game, the clicking features in PoE sucks

    So I want to pick up this div card, but the text is so far away from where the card drops I can't pick it up. The ocean of loots push the text far far away, if I go back to the drop position the text can't be seen.

    https://preview.redd.it/01exdkfwoya71.png?width=1920&format=png&auto=webp&s=f986277dc53bcc747ce00b39255714ad76524f49

    submitted by /u/PriaIdamanMasaKini
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    POE in a nutshell

    Posted: 13 Jul 2021 06:49 AM PDT

    HE DIDNT EVEN KNOW !!!

    Posted: 13 Jul 2021 08:04 AM PDT

    Meta game shift up

    Posted: 12 Jul 2021 08:31 PM PDT

    With the League Announcement nearing, can GGG please make shard drops stack.

    Posted: 12 Jul 2021 07:48 PM PDT

    My wrist can't take the abuse.

    I'm looking at you [insert league mechanic with shards].

    submitted by /u/AT1313
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    It is about time we got a viable thorns item or mod to build from.

    Posted: 13 Jul 2021 03:18 AM PDT

    So we have stats such as "Attackers take reflected damage" and items like Bramblejack and Wall of brambles which hit for a #% of damage taken reflected to attackers but, as it stands, these mods are almost absolutely useless. As it stands, Wall of brambles is one of the highest damage reflection items in the game. However, unless all other items around it are mirror-tier and god-like, which isn't practical for casual players, it is almost completely useless for ANY build. Its not even good for leveling any build.

    I made a post yesterday detailing an idea of using Crown of the Pale king, The anvil, wall of brambles, and the Temu shield combined with the weak mod of "attackers take # damage when hit" crap to give a cheap, not-really-endgame-capable, healing mechanic using crown of the pale king's mod "30% of reflected damage is gained as life". Using the Temu shield with the crown of the pale king, the total life gained from reflected damage is 40%. With the flat reflected damage from these items, the healing comes out to a little more than The Surrender unique shield. However, this mechanic cannot be scaled in any really useful way without full-on major investment into unnecessary passive points and rare item mods that take up prefixes and suffixes that could be used for more important things such as life, ES, or resists.

    My idea?

    Give Wall of brambles the proper rework it deserves or give us a scalable thorns mod that we can build around.

    A simple solution would be mods such as "attackers take #% reflected damage" and "attackers take #% increased/more reflected damage" as roll-able and craft-able rare mods. Include some enchants that aid in scaling reflected damage or adds a survivability enchant mod that can scale life or ES recovery based on reflected damage dealt to enemies. We already have flat reflected damage mods but these alone are worthless even before getting to Sirus for the first time in a league.

    Here is my list of desirable general mods for thorns-based builds:

    1. Attackers take #% reflected damage
    2. Attackers take #% increased reflected damage
    3. Attackers take #% MORE reflected damage
    4. Attackers take #% of your maximum life as (type of) damage
    5. Gain # or #% of reflected damage as life/ES
    6. Armor is increased by # or #% of damage you reflect
    7. Gain # of reflected damage as added physical damage to attacks
    8. Bloodletting Curse/aura/spell idea: "You take # or #% increased phys, elemental, or chaos damage. Deal # increased or #% more reflected damage to attackers.

    This is just a small list I can think of off the top of my head and it shouldn't be too difficult to implement as the code infrastructure should already be mostly in place for most, if not all, of these mods/buffs/debuffs.

    If these are not possible, then make a simple rework of the only Thorns-based item that could potentially be viable; Wall of Brambles. It's current stats are:

    2423 armor
    2 to 4 physical damage to attacks
    +2000 armor
    +(12-20) to maximum Life-2 physical damage taken from attacks hits
    40% of damage taken reflected to attackers

    The high armor is really the only usable mod on this item currently. Below would be my personal rework for this chest armor:

    Required level: 95
    Item Level: 85
    1200 Armor
    15 to 30 physical or elemental damage to attacks/spells
    +(30-150) life or +(50-200) Energy Shield
    +(40-500)% of damage taken reflected to attackers
    +(30-100)% increased damage taken

    This may seem over the top, but if this is the only item like this, it would make for a very neat base item for a thorns-like build. Just this one item could be a foundation for a LOT of diverse builds both for melee and spell builds. Pure life builds, hybrid builds, and ES builds could use this. The large roll ranges would give a LOT of RNG to the rolls. The high level requirement would prevent it from being easily used before endgame content and would require players to work towards using it as a best-in-slot piece of gear for a dedicated thorns build.

    Personally I would rather have the general mods for crafting, veiled crafts, varied RNG rolls, and multiple tiers like all current mods are based upon. But I would also take a Wall of Brambles rework as well so it can be more than an almost useless piece of garbage item. I understand the need for garbage items, but at least one should be usable for a thorns builds.

    Come on GGG... GIVE US A THORNS BUILD PLEASE!!!!

    submitted by /u/Nazgul_Linux
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    Someone in Global told me to post my Hideout here so: Welcome to Valnirheim! 14+h work :)

    Posted: 13 Jul 2021 12:55 PM PDT

    What do you think about 3.14 improving Act Boss Rewards?

    Posted: 13 Jul 2021 08:49 AM PDT

    • The final bosses of each Act have had their drops reworked. They now drop both more and better items, so that they can be profitably farmed if desired.

    -3.14 Patch Note

    Do you think the Rewards of Act boss have significantly improved?

    submitted by /u/Andromanner
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    Friendly reminder regarding Twitch Drops from Livestreams...

    Posted: 13 Jul 2021 06:30 AM PDT

    Another homebrew gem in lieu of teasers

    Posted: 13 Jul 2021 10:34 AM PDT

    Has GGG mentioned anything about finishing the tab folder system?

    Posted: 12 Jul 2021 11:53 PM PDT

    That is to say the drop-down view they showed and/or folder colors? I absolutely despise uniform brown coloring, I've always used colors for navigating.

    submitted by /u/4x6
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    I miss the fucking hype.

    Posted: 12 Jul 2021 07:29 PM PDT

    New league in like 2 weeks and I don't see any hype in this sub or anywhere else for that matter. Yeah last league wasn't a absolute banger but damn let's fucking go man

    submitted by /u/misterpoopybuttholem
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    Please Buff Bodyswap

    Posted: 12 Jul 2021 11:39 PM PDT

    https://pathofexile.fandom.com/wiki/Bodyswap

    Bodyswap is a cool skill that is fun mechanically if you get enough cast speed, but it has a lot of problems if you want to actually use it.

    I think the first important thing to recognize is that Bodyswap is a movement skill in the same way that Flicker Strike is a movement skill. Iy moves you into the danger, not away from it. It also needs an enemy to target (or a corpse)

    With that in mind, here are the issues that the skill faces

    Mana Cost:

    Bodyswap is the most expensive movement skill (tied with Withering Step which has a duration). If you get enough cast speed for the skill to feel good (more on that later) you will obliterate your mana.

    Cast Speed:

    Most skills want attack or cast speed, but man, playing Bodyswap, it wants as much as possible. You want to go fast, you want to be casting about as fast as you would be attacking with Flicker Strike. Speaking of, you can only dream about Spell Echo. "This spell cannot be repeated." The text is there just to make you sad.

    Damage:

    This is PoE, every skill can deal 10 shapers per second right? Well...the base damage for the skill is low, like really low. For comparison, here is Bodyswap and Detonate Dead. this is ignoring extra benefits of Detonate Dead such as a faster cast speed and how well it works with Spell Cascade.

    Bodyswap deals 154 to 231, plus 3% of your maximum Life, as base Fire Damage

    Detonate Dead deals 798 to 1197 Fire Damage

    644-966 damage less (805 less base damage on average). But wait you say, Bodyswap had the 3% of your max life bit! Yes, I am sure you will easily get the 27k life needed to break even.

    Base damage being low means scaling gem levels is not very effective. So how about flat damage? I am sorry to inform you, Effectiveness of Added Damage: 70%.

    So what to do about it?

    There are so many possible improvements. For me, improving the cast speed and/or having it work with Spell Echo would help with the feel of the skill a ton.

    For mana I would simply reduce the mana cost, I am not sure why this is out of line with other skills.

    For damage, there are also a ton of options. I'd like to see it focusing on the life scaling aspect since it is relatively unique. 3% is a bit silly though considering how low the base damage is. If it were for example 10% at 8k life (which is high but very achievable) the base damage would end up close to Detonate Dead.

    TLDR: Buff Plz

    submitted by /u/Gaverion
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    Legacy packsize map vs PS5

    Posted: 13 Jul 2021 04:38 AM PDT

    Suggestion: I'd Love to Be Able to Disable Some Portals

    Posted: 13 Jul 2021 10:31 AM PDT

    Hey GGG,

    I LOVE the random portal options you added a while ago. It's such a great way to experience some of the great stuff at ease.

    But, there are some portals that I don't like anymore and I wish I could disable them from the random selection pool the game uses. For example, I got the "purple Twitch give-away" portal that was cool at the time, but not anymore. I also got a portal that doesn't interest me from a mystery box a while ago.

    Obviously, this isn't a big deal at all, but I thought it would be a cool QoL feature if it was able to be added to the game in a way you were happy with.

    So, my request/suggestion is, is it possible to add a feature to the game where I can disable specific portals from being chosen by the random portal selector...thingy?

    Thanks for your time! Good luck with the reveal this week! I can't wait! I also secretly hope you stick it to all the whiners. Community MAYHEM! :).

    submitted by /u/wrecker_of_days
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    I'm calling it chris is going to apologize for the "meta change" tweet and say it was a bad move on their part and should not have happened.

    Posted: 13 Jul 2021 12:36 PM PDT

    Could we get cosmetic presets, please? QOL

    Posted: 13 Jul 2021 11:48 AM PDT

    Over the years, we accumulated a lot of different cosmetics. We can easily mix and match different pieces to create our unique looks. However, with each season and each character, it might be "annoying" to search all the pieces in the list.

    I wonder if it would be possible to add QOL in a form of presets, where you could "Save" your current cosmetic loadout and then load later on new/different characters, or just switch between them as you please?

    What do you all think?

    Thanks!

    submitted by /u/Plate_cek
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    For the love of Dominus, please change Instruments of Zeal a bit

    Posted: 13 Jul 2021 10:12 AM PDT

    Bottom line up front - change the cooldown to generate a zeal charge to .25 seconds instead of 1 second.

    I absolutely love the idea of hybrid builds. When they announced the changes to Inquisitor I was overwhelmed with excitement, as I could finally play a build that isn't "one button for kill, one button for move".

    There are 3 problems with Instruments of Zeal:

    1) You can only generate Zeal charges once per second. To the unassuming POE'r, this doesnt seem like a big issue, but when used in game, you quickly understand how this becomes frustrating. Depending on your attack speed, you end up attacking too fast or too slow to consistently generate charges. For example, if it takes you .74 second to execute a melee attack, your first attack generates a zeal charge, your attack does not, your third attack does, but your fourth attack does not. Not until your sixth attack do you trigger instruments of zeal. Basically every other attack generates a zeal charge. I havent even tried it with cyclone because Ive been playing POE since 2013 and I never want to play that skill again. I dont even know if you can generate more than one charge while holding the spin to win button down or you have to stop and spin again.

    2) In order to maintain Instruments of Zeal, you must continue to attack while you have the buff. This is ok, just tedious. Either you take advantage of the big cast speed buff for the full four seconds, or you cast, attack, cast, attack. Once you get familiar with it its manageable, but still tedious and highly dependent on the league mechanic.

    3) The most offensive part of this is the inability to track the buff once you get your character to maps. At this point you have flask buffs running, auras, heralds, arcane surge, charges, bloodrage, unholy might, and a million whatever elses, and these are not static buffs. What I mean by static buffs is that they are not always displayed, so they will not always be in the same spot. This matters because you are trying to find your zeal charges somewhere among the 20 other buffs to see if you are ready to machine gun out your nukes. This leads to a frantic playstyle of glancing at your buff bar non stop, instead of focusing on, you know, staying alive and killing monsters.

    This has been a brought to a huge head with the last two league mechanics. Small fighting areas that are extremely deadly if you arent focusing entirely on your character. Looking at buff bars often lead me to a quick death.

    It is polite when offering critique to provided an remedy or alternative, and I did that in the top so those that didnt want to read my book could see where I am going. Mostly we just need to be able to be able to manage Zeal charges without looking at the buff bar. The only way to do this is to make the cooldown more realistically fall in line with attack speeds in the game. Even with a very slow weapon, a slow attack like leap slam, and a faster attacks gem is faster than 1 second.

    There are many cool builds that are possible with Instruments of Zeal, but it quickly becomes too tedious to try and manage and is not fun. POE is a very fast paced game. Instruments of Zeal would have been a good additional several years ago (pre Breach League, which imo is when the Zoom Zoom meta really started), but and it needs to be brought in line with the pace the game is at now. Delerium, Blight, Ritual, Breach, Legion, etc... all these league are about speed of killing.

    So please bring attention to this very cool Ascendency that needs just a small numbers change to be fun!

    submitted by /u/SaviousMT
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    Stone Golem will get some changes in 3.15. Confirmed!

    Posted: 12 Jul 2021 05:48 PM PDT

    I hope GGG will fix Stone Golem's skill priority even if it gets nerfed.

    Link to the thread which GGG replied (nothing specific yet):
    https://www.pathofexile.com/forum/view-thread/3018631/page/7

    submitted by /u/Vinci112
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    The one thing I would love to see in 3.15

    Posted: 13 Jul 2021 10:03 AM PDT

    Consistency, that's the one thing I would like to see, I have provided some examples below.

    Drox having a 90% dmg reduction phase instead of immunity phases should be the standard for bosses and proximity shields/allies cannot die. Make your players choices matter more than just "stand there whilst some boss is monologues" . We know you have the technology.

    Pausing in the ultimatum menu being universalized, there is no reason for syndicate to be an exception.

    Delve gives us scrolls of wisdom stacked to 40, now do that with everything in a 25 radius. We promise we will still feel the weight of the splinters.

    Stop with the RNG bosses, it wasn't cool in delve, it isn't cool in ultimatum. Fragment systems for all endgame bosses, stay consistent.

    I'm sure there are a ton more examples that I'm forgetting, but the point is give us consistent mechanics across the board, it will help your players wrists and sanity.

    submitted by /u/welshy1986
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