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    Path of Exile Questions Thread - August 10, 2021

    Path of Exile Questions Thread - August 10, 2021


    Questions Thread - August 10, 2021

    Posted: 09 Aug 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 cannot have a slow-paced game while monsters are insanely fast or one shotting you offscreen

    Posted: 10 Aug 2021 01:42 AM PDT

    Why do Sirus influenced monsters still exist? Their run speed is at least 4x more than ours, running from them is impossible and their damage is insane.
    Even monsters from the newest content - expeditions, still hit you offscreen.
    Every single pack of monsters in high tier maps one hits you unless you're playing a really tanky build, so the only defensive layer that could protect you from dying is DAMAGE and SPEED.
    You either kill the monsters before they hit you or you die. Same like it was before.
    You want PoE to be slow-paced and yet you only nerf our pace but you keep that of the monsters?

    Do not get me wrong. I'm actually okay with the damage nerfs, but they have to nerf the monsters as well. I'm totally not okay with flasks/mana nerfs though.

    Edit: No, I'm not a new player at all and I'm not playing weak builds. I have spent 3k hours in PoE because it's a game I love. Sadly, I don't really have the motivation to play anymore and I'm not alone judging by the player retention. Hope something changes for the better.

    submitted by /u/huffen
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    3.15 Forbidden Rite Hierophant - build gameplay showcase.

    Posted: 10 Aug 2021 01:23 AM PDT

    The State Of The Softcore Trade Economy And The Future

    Posted: 10 Aug 2021 10:41 AM PDT

    Things you would like to ask Chris and GGG.

    Posted: 10 Aug 2021 06:12 AM PDT

    • Ask one question per response, it will help people upvote what they relate to more directly.

    • Try to actually phrase your sentiment into a question.

    • Try to ask your own questions rather than general feel of this sub.

    • Try to keep cynicism to minimum. Ask what you feel, just try to phrase it in non passive-aggresive way since it would help no one.

    submitted by /u/kaisurniwurer
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    Maven Trees should NOT be tied to Masters

    Posted: 10 Aug 2021 09:09 AM PDT

    I think the Maven concept is great and many people enjoy the hell out of specifying their content, but I think there's a major flaw with how the system works in relation to masters.

    Maven passives shouldn't be tied to masters - I think it's important that it doesn't "feel" bad to find a master or use their missions. This happens when you cannot minmax the event due to being in a zone where you don't see the benefits from running the master. For example, I wont do an Alva outside of Cairns with the passives because I don't want to ruin my temple.

    Solution - Give each master their own Atlas tree that you progress by doing their content. This incentivizes people to engage with master content and to feel a sense of progression doing so. This also has the added benefit of eliminating the "feels bad" moment you encounter by having the master show up in the wrong zone. This makes all the master passives global which makes sense as it relates to their content's ability to show up just about everywhere. Obviously changes will need to be made to some of the passives, but I think this would greatly reduce a pain point I think many players feel when they're interested in optimizing master content.

    This will also open up more Atlas passives for more interesting things in each region. More to the unloved content where there aren't a lot of points.

    EDIT - Added a bit about the master missions as I forgot that in my initial writeup. Sorry about that!

    I'll also add here that I believe it would be nice to have some meaningful and rewarding progression in the midgame mapping experience. It's nice to feel rewarded with more than just a watchstone. It's also nice to make progress you can see and feel. And it will make master missions feel better than they do now where using them inefficiently is unideal. Thanks for all the replies and thanks for reading!

    submitted by /u/BeerBatAIDS
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    When your build needs an aurabot so you message your friend

    Posted: 10 Aug 2021 09:45 AM PDT

    Layered “Barriers to Entry” have limited player Agency and Gameplay Diversity

    Posted: 09 Aug 2021 10:22 PM PDT

    I have played since open beta into the endgame in both HC and SC and have occasionally won Demigods in races in both HC and SC racing to 100. I appreciate GGG for having a smooth league launch this league in comparison to the last. I am generally ok with GGG's philosophy around balance, including this patch. I still found a way to be the 8th person this league to hit level 98 and was briefly on /ladder in SC.

    With that said; my concern with the game is that the Designed Barriers to Entry to the "Endgame" have become layered and stale. It feels like a chore each league progressing Acts, then Labs, then Atlas, then Watchstones, Then Awakening Bonus, then Heist, then Delve, then Setting up Syndicate, Then farming beasts and harvest to seek build enabling crafts, while exploring the league content, all before you can play your desired endgame and content efficiently. (Which for most is 5 man MF'ing Delirium maps with double beyond, sextants, maven watchstones, prophecies, in ilvl 85 zones with influence for HHs right /s)

    This is why, in SC trade at least, no one in the top 50 ladder leveled this traditional/intended route. Instead we all formed teams to rush content, then monopolize Pure Breachstones and 5 Way Emblem sets to burst to 100, and then fleshed out atlas from back to front on only the MF Carry's atlas through group running sections of the atlas in a 10 man split farm fashion.

    Meanwhile the average player is soloing through the SLOG of layered progression chipping away at each of the designed barriers to entry at a pace that is noticeably slower than they have experienced. Veterans have played at this pace before, and could more easily adjust to the feel this league.

    To compound the problem, during "Progression" players are no longer able to reliably find utilizable rares as in previous iterations of the game. To many impactful affixes have been relegated to areas of the gated endgame that are inaccessible in a reliable fashion to those progressing on the "Designed Path".

    This creates a further substantial imbalance which I will admit I personally love as a group player pushing ladder on day two. As a group player, ignoring the traditional "Designed Pathway of Progression" I can access craft bases and influenced items 48 to 72 hours before the top 5% of the players phase through enough gates to reliably access them. My dedicated trader sells those items to ensure the monopoly of Pure Breachstones, 5 Way Emblem sets, Simularacums and other High XPH maps are fed to the group.

    This league we made 2.7 mirrors selling only iLVL 86+ Colossal Tower Shields. (C.T.S.)

    We made another 1.3 mirrors selling iLVL 86+ Bone Helmets and another 0.7 Mirrors selling other influence bases.

    On day two we were able to sell C.T.S. for 70-90c each as fast as we could find them. By day three they dropped to 40-50c depending on the timezone. Between day 2-5 we sold nearly 700 iLVL 86+ Colossal Tower Shields to the 27,000 players playing Spectral Shield Throw to SLOG through the "Designed Progression".

    Using IVORY watchstones and starting to pump iiQ farming early we were able to find 7-13 86+ Colossal Tower Shields per map and another 4-7 86+ Bone Helmets.

    Every 5th map we would come across an 86+ Elder Bone Helmet or and Elder Hubris Circlet which were selling for 4-6 ex each early on. More if easily crafted a bit.

    90% of our teams horde of wealth was acting as the main supplier of these TWO Items that were 100% GATED from the 27,000 people playing SST and the 20.000 people playing Necro on Day 3 that wanted a Helm or a Shield that they could feel comfortable investing their limited wealth into on the TFT discord to try to hit a build enabling roll.

    Lets be clear on Day three, A. They had not dropped a utilizable Shield or Helm for their build and B. there was not a utilizable Shield or Helm available for trade except those that had been crafted by flippers listed at 300% to 700% of their crafting cost. So the ONLY logical choice is to buy one of our Shield Bases or one of our Helm Bases and ROLL YOUR OWN.

    By all means, we were only one of 50 teams using this DUAL MONOPOLY strategy to LEAPFROG the Designed Barriers to Entry our 700 Shields only fed 2.6% of the demand for shields… Our Helms only fed 1.7% of the demand for helms. Because the build diversity for capable league starting builds had been so compressed, and because the barriers to entry to the endgame had been lengthened, the demand this league was INSATIABLE.

    Never before have we been able to sustain Pure Chayula Breachstones and 5 Way Emblems by ONLY selling Crafting Bases…. Thus all of the rewards from the Breachstones and the 5 Ways were pure profit. This allowed us to Juice into delirium maps incredibly early and further pump bases to meet the demand.

    On day 3 you could see that the other 50 or so teams using the same Dual Monopoly strategy all had headhunters on their carry AND/OR were running Pure MF carries with min/maxed iiR iiQ culling. The gap on poe racing was incredibly noticeable there was a section of players who were all 98+ with insane wealth on display and then it fell off a cliff to the majority of people pushing between 89-92.

    No one likes INEQUALITY… and when it is starkly visible to such an obscene level it is dampening. If i was a level 91 SST guy progressing through t11 maps and I see Teams group farming 5 ways and iLVL 85 double beyond fully juiced delirium maps profiting 4-6 ex a map I would feel like a chump. I would question why I am going to keep chipping away at the layers of gates that serve no visible purpose as they are not GATES OF EQUALITY but gates of ignorance.

    That Is why I think the general malaise and feeling of burnout hit so many players this league…

    GGG Stripped the general player base of their "Player Agency" to a degree that was too oppressive limiting too many player choices and player flexibility to access the endgame and interact with it as they chose at a competitive stage relative to their peers. To compound this GGG left in accessible UN-GATED content that groups could LEAPFROG too with proven team tactics and strategies from racing.

    Furthermore the changes to gameplay pace stifled build diversity at launch to the point where if you did not have a group to play with you were strongly incentivized to play a SPECIFIC build to progress the designed pathway of progression before possibly being able to build into a character and playstyle that you enjoyed to pursue content you enjoyed.

    Thus, in conclusion, I think GGG needs to substantially re-think the designed pathway of progression. The current mechanics being stacked for repetition each league have become stale. The running of 300-600 maps each league to progress the atlas and watchstones has become stale. This designed pathway is producing DISINCENTIVES to player progression and fulfillment. GGG needs to rethink character progression and progression to access the various elements of the Endgame that are more properly incentivized to reward the average player.

    Furthermore, GGG needs to rethink their design decision to lock build enabling Affixes onto items that are behind any false gates that remain.

    After day 2, our loot filters were stripped of 99.9% of items… we had like 20 Uniques, Maps, Currency over chaos, and about 10 bases when they were iLVL 86+, we also had an array of influenced bases. Our team was producing UNBELIEVABLE quantities of loot per map but so much of it was completely worthless. This I think, more than anything else, is the BIGGEST problem with the development of POE over the years. In a game so focused on loot the odds that you will DROP an item through playing the game that is usable has become so much more increasingly miniscule. While I think the crafting system in POE is better than in any other game, ever, I do not think that it should represent the ONLY way to obtain a utilizable item for your character after the second day of reaching T16 Maps.

    I call on GGG to rethink the purpose and incentives they with to achieve in continuing to utilize this Layered Barrier to Entry design philosophy of layering gates after gates into the intended pathway of character progression.

    I call on GGG to seek alternatives to HARD gates by using strong player incentives to drive content progression (Use carrots not sticks).

    I call on GGG to seek a balance to items that are Crafted versus items that are Found… reduce the loot substantially and improve the quality of loot… (Maybe this means reassessing the degree to which teams can scale Magic Finding)

    Give the players back their agency, choices, and flexibility to thrive.

    Give the players multiple pathways to the Endgame.

    Promote build diversity from league start.

    … Dare i say it… Remove Headhunter from the game …

    Please let me know what you think, i am happy to discuss….

    VOC

    EDIT- Someone Asked - This is me on /LADDER day 2.5 getting carried (https://i.imgur.com/msKYSl0.png)

    EDIT 2- Also from request - the best guide ever to starting new leagues as a group

    (https://www.youtube.com/watch?v=BqLmjp7RwwM)

    submitted by /u/minescsm
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    eye of winter spellslinger

    Posted: 10 Aug 2021 03:49 AM PDT

    The worst part is that any meaningful changes are still 2 months away

    Posted: 10 Aug 2021 12:01 PM PDT

    Interested what they'll announce/say on beaclast but any changes will be 2 months away. Maybe they should just call the league a write off and spend the next two months balancing stuff out so things are ready for the next league start?

    submitted by /u/Guilliman88
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    [mbXtreme] – Current state of game & Expedition feedback

    Posted: 10 Aug 2021 10:04 AM PDT

    Chris Wilson will appear on Baeclast podcast to have an open discussion about the current state of Path of Exile.

    Posted: 09 Aug 2021 02:56 PM PDT

    This is the epitome of fun, and the games economy would be destroyed without it

    Posted: 09 Aug 2021 03:12 PM PDT

    In Defence of Auction House Prior to Baeclast

    Posted: 10 Aug 2021 04:05 AM PDT

    Hello, i am an SC Trade player who plays to min/max my gear(2-3 mirror investment) every league, and do all content in the game, i play since betrayal. When i heard RaizQT was getting questions from chat to ask Chris Wilson, i managed to sneak a question regarding the auction house and i wanted to hear you folks opinion on this matter as well.

    Whenever the auction house matter comes out, Chris says if we make trading that easy, people will just buy their items, and will feel happy for a short while, and when they have nothing to upgrade, they will quit the game. Trading being easy, makes this quitting part much much earlier than what is expected, hence making trading easier is bad for the game.

    I completely understand this statement. As a min/maxer myself, when i ran out of gear to min/max, i just quit the league. Because by that point i already killed maven/feared, did bunch of %100 delirious maps, and basically "beat" the game. If i also achieve that last %5 of upgrades on my gear, i have no reason to keep playing if i dont wanna reroll into another character. If trading makes this easier and i get to that point faster, it would reduce my platime and it would be bad for me and the game.

    However, even though i watched every interview with GGG devs, at no point i heard an auction house that just lets you trade non-equipable items. Currency, fragments, scarabs, prophecies, all the stuff that you would mostly want to buy in bulk, and is a pain in the ass to do so.

    With such a system in the game, would it reduce my gametime? I dont think so. Do i play the game for buying prophices to juice my maps? Do i get satisfied when i finally whisper 50 people and turn my chaos orbs into exalted orb? Not really. I think with this kind of a system, it would reduce player's frustration with the trading system, as well as sticking with GGG's vision about trading.

    I sent this suggestion/question to RaizQT, hoping he would have time to ask this to Chris, and i was curious about what do you guys think about this hypothetical implemention of an auction house.

    submitted by /u/Glamdring26WasTaken
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    SSFHC Ironman Challenge (using white items only): Final Update - 76 Lightning Resistance is not enough.

    Posted: 09 Aug 2021 09:44 PM PDT

    "I love harvest so much" Steelmage high rolling three times in a row

    Posted: 10 Aug 2021 07:53 AM PDT

    Why are these Expedition Remnant buffs additive instead of multiplicative?

    Posted: 10 Aug 2021 03:41 AM PDT

    Restricting Build Diversity caused by required Bosses

    Posted: 10 Aug 2021 12:31 AM PDT

    Funniest thing I have seen on Xbox POE.

    Posted: 10 Aug 2021 11:46 AM PDT

    GGG please fix the Mirage archer crown please, I don't enjoy this mtx :(

    Posted: 10 Aug 2021 07:58 AM PDT

    You can change shock gloves into chill gloves with harvest

    Posted: 10 Aug 2021 10:44 AM PDT

    You can change shock gloves into chill gloves with harvest

    Hey so as the title says I had gloves with the mod that gives lightning res and critical strike chance against shocked enemies, I wanted to use them but i needed them to have cold res so I used the harvest craft to change the res and since is the same modifier it also changed the mod to the one that gives increased damage against chilled enemies. I suppose it works the same if you change it to fire.

    https://preview.redd.it/lgusg13shkg71.png?width=435&format=png&auto=webp&s=37c52bde90a9c8ab15fc76a2b7990eace31b8e82

    submitted by /u/PaleontologistFar782
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    The more I play this league, the more I worry about GGG's idea that having "too easy" access to currency "is bad". I am literally quitting this league because I have struggled to make currency. I can't make new builds. I can't craft for current builds. I can't even juice maps, I can do nothing.

    Posted: 09 Aug 2021 05:54 PM PDT

    I am not a 1000IQ POE player so I normally like getting to red maps as fast as I can and make money off the new league mechanic (who doesn't like shiny new stuff?). In this league however (especially pre the extra reroll drops patch) I was making very little off the content. I tried to change it up by investing into the atlas passives and farming some blight maps in valdos rest, but although my build was strong enough to do red maps I kept failing the blight encounter and quickly ended up in a cycle of poverty, not having enough currency to improve my character whilst also not having enough to try something else. I know I could just grind out some more red maps and pray to RNG, but base maps really feel unrewarding and comboed with how slow things are now the time required to be able to do anything interesting just doesn't feel worth it (especially with all of my friends/guild having quit).

    submitted by /u/Nukro77
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    Fastest Docks layout ever?

    Posted: 10 Aug 2021 10:50 AM PDT

    Still sane, exile?

    Posted: 10 Aug 2021 11:42 AM PDT

    Blight Razor - 943 EDPS + blind foil | ESC

    Posted: 10 Aug 2021 10:37 AM PDT

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