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    Path of Exile Questions Thread - August 11, 2021

    Path of Exile Questions Thread - August 11, 2021


    Questions Thread - August 11, 2021

    Posted: 10 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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    [Megathread] Baeclast with Chris Wilson - Discussion Thread

    Posted: 11 Aug 2021 12:17 PM PDT

    Chris Wilson is currently live on Baeclast to discuss the 3.15 balance changes and the future of Path of Exile with TarkeCat, RaizQT, Octavian, ZiggyD, and Nugiyen. You can find a link to this livestream here.

    This thread will serve as the discussion hub for topics and clips featured in this podcast episode.

    If you have any meta feedback on discussion threads or subreddit matters, please reach out to the mod team via modmail. Off topic comments in this megathread will be removed. If you see other Baeclast-related threads while this megathread is in place, please be sure to report them for duplicate content.

    submitted by /u/AlfredsLoveSong
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    Zizaran on the recent state of Defense VS Offense

    Posted: 11 Aug 2021 07:18 AM PDT

    Act 5 vendor reward?

    Posted: 11 Aug 2021 03:55 AM PDT

    my flicker experience with goatmen

    Posted: 11 Aug 2021 07:02 AM PDT

    Big Ducks on Expedition & state of the game

    Posted: 11 Aug 2021 07:21 AM PDT

    Ziz/Nugi on why GGG's focus on reactive defense doesn't really make sense in current PoE

    Posted: 11 Aug 2021 09:15 AM PDT

    Since the link to "Announcements - Baeclast Podcast with Chris Wilson This Week", on the main POE page, is already archived due to new MTX announcements, here I share the link to the news entry again, so people can find it quick.

    Posted: 11 Aug 2021 07:25 AM PDT

    GGG Please don't add anymore defense system required for every build, is not fun ...

    Posted: 11 Aug 2021 03:08 AM PDT

    Over a year ago before the introduction of Harvest defenses on tree and some items now have been gutted. Bex said feedback would be monitored closely but I can't tell.

    Posted: 10 Aug 2021 11:01 PM PDT

    https://www.reddit.com/r/pathofexile/comments/hami07/massive_nerf_of_few_defensive_mechanics_which_ggg/?utm_medium=android_app&utm_source=share

    My biggest issue with the game right now is that building defensive on a large portion of builds is just really difficult. Finding physical mitigation for a lot of builds is nearly impossible which sucks because it is the deadliest.

    The old tree had a lot of physical reduction and reduced damage options but those got wiped. Hell the phys reduction mods on items got nerfed by having the defence tags removed so you couldn't harvest craft them. Then harvest crafting got the boot.

    I really enjoy building tankier builds but the options I have feel really limited and often not enough for fun builds to survive.

    The game was made harder across the board and I think the passive tree needs a rehaul to adjust to the new conditions.

    Not every build is going to be a shield build with a ton of armor and block naturally, a 15k es int stacking howa jugg with triple purities, or a full defense fortify champion. The average builds are really hurting for some defense man.

    GGG just has a bad history of not reverting nerfs when they are no longer relevant nerfs. Anyone honestly think if legacy Bringer of Rain or Rainbowstrides would even be used/meta if they were brought back at full power?

    TL;DR Defense options are lacking, GGG fails at balance and sticking to their word, passive tree needs rehaul, and nerfs need to be reverted to keep with the times.

    submitted by /u/Carnines
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    Cast on Death is now used more than 15 out of 19 ascendencies

    Posted: 11 Aug 2021 06:46 AM PDT

    CuteDog_ 3.15 streamer alignment chart

    Posted: 11 Aug 2021 06:39 AM PDT

    Nice one Haewark Hamlet ^^

    Posted: 11 Aug 2021 08:34 AM PDT

    "It's not bugged"

    Posted: 11 Aug 2021 06:57 AM PDT

    [SSF SC] I made a thing. Morbid Braid, Wereclaw Talisman

    Posted: 11 Aug 2021 02:09 AM PDT

    Another great Podcast, BlastCast

    Posted: 11 Aug 2021 12:49 AM PDT

    If you aren't aware Crouching_Tuna, Grimro and Elesshar have started a podcast named BlastCast and they just had their second episode. If you like PoE discussions, you should check it out! I've seen a few comments about how we need more vocal SC trade representation so this should help with that.

    https://youtu.be/EGkSN18vZY0

    submitted by /u/morez
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    Clever use of game mechanics?

    Posted: 11 Aug 2021 08:48 AM PDT

    When looting is more difficult than killing the boss

    Posted: 11 Aug 2021 06:54 AM PDT

    Why are Malachai's Fire Taps Targetable if the can't be destroyed? Herald His Everything But the Boss.

    Posted: 11 Aug 2021 07:20 AM PDT

    Throwback ~2years ago, wouldn't try nowadays

    Posted: 11 Aug 2021 03:40 AM PDT

    Over the course of the next day or possibly week, people are going to make dozens of threads about the Baeclast. Please take the time to watch the Baeclast so we don't have -he said she said- arguments over what actually was said.

    Posted: 11 Aug 2021 10:17 AM PDT

    There will be hundreds of clips of Baeclast to come, save yourself some time and just watch it. Especially if you plan on complaining, don't base your opinions and assumptions on what other people think or thought they heard. Have clips and timestamps for all your talking points jotted down, I'm sure someone will do that eventually but it should take hours to get down for the whole video. Because of the extreme length of Baeclast episodes, they often take 24h to get uploaded.

    Have a field day and say what needs to be said.

    submitted by /u/StrayYoshi
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    [3.15] Occultist Death Aura/Caustic Arrow - Walking Simulator - Perfect Simulacrum/5 Orbs Farmer- Low Budget Possible

    Posted: 11 Aug 2021 12:21 PM PDT

    Can we please get minimap icon for Bosses, and Rogue Exiles?

    Posted: 10 Aug 2021 05:55 PM PDT

    So frustrating not knowing when a boss is coming up. Sure, some are in arena's but some aren't. And also, by the time you get to alch+chisel+vaal red maps, those stupid rogue exiles literally 1 shot you from offscreen and often there's no way to know where they are until you're dead. Half the time they hit harder, move faster, and kill you way more often than the boss.

    Everything else gets minimap icons (betrayal, breach, abyss, expedition, metamorph, incursion, etc.) - can we please get an icon for these 2? Bosses is a no brainer (I can't even believe there isn't a boss icon tbh) but the rogue exiles are even more irritating to me.

    submitted by /u/Rapturos
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    Imagine doing all this setup just to find out the challenge is bugged

    Posted: 10 Aug 2021 11:11 PM PDT

    The real problem with this game is that everything that feels like a choice is actually mandatory

    Posted: 11 Aug 2021 09:33 AM PDT

    I very rarely watch twitch, but last night I found myself drawn to it in advance of the baeclast and ended up watching all 24 billion hours of CuteDog talking about, but not playing this game, as well as his celebrity guest interviews, and it led me to want to take a stab at what I think the real issue with 3.15 is, but I haven't heard anyone else really verbalize.

    All of the options that are presented to us as choices in the building, gearing, and develop of our characters are actually mandatory requirements to not just enjoying this game, but as a baseline for experiencing all it has to offer. If you try to ignore these, the game becomes immeasurably harder.

    TL:DR Debuffs in this game are designed around us being able to completely avoid them. Likewise, monster damage is designed around our defense upper limits. This wasn't as noticeable in previous patches were DPS and flask immunity mitigated it, but is now a glaringly obvious concern. End TL:DR

    We as players know this which is why we specifically build to minimize them. GGG as developers know this which is specifically why they try to limit are ability to minimize them. The power creep has only served as a tool to allow us to ignore these issues, but with the (in some cases massive) reduction to player power, as well as a number of our mitigation tools, the imbalance of these issues feel much heavier this league and I believe is what is causing the consternation in the community. When the actions of monsters are tuned around our maximum ability to minimize said actions, any lack of capability to minimize, or reduction, has an outsized effect on the feeling of the game from the perspective of the player.

    Below is a non-exhaustive list with some of my thoughts and reasoning for it.

    • All elemental ailments, but primarily Freeze/Chill/Shock (and starting in 3.15 ignite is just as deadly)
    • Bleed (and now poison)
    • Stun
    • Curses
    • Reflect
    • Life/Mana Regen
    • Flasks
    • Block and Dodge
    • Armor and Evasion

    Freeze and stun are the biggest culprits in the "ailments" category imo, because of how binary they are treated in game. You are either stunned/frozen and probably killed during it, or you avoid the mechanic through an immunity like Unwavering stance, Chayula ammy, kaoms boots, dream frag, Occy,etc. But what all of these have in common is that avoiding them is a far superior build decision than not, or even "defending" through them. In most cases it isn't even close. There were many complaints about flask piano, but the issue (at least to me) wasn't that I had to press the buttons and it felt bad to my hand, but that I had to press the buttons or it felt bad to my character. The difference between a player who kept full up time vs one who tried to use flasks "tactically" could in some cases make your character feel multiple times stronger, both offensively and defensively. We are all aware of how strong the offensive flasks were, but the defensive flasks were just as, if not more, important.

    Bleed, and now posion, are similar to the elemental ailments. Everyone knows how big of a difference a corrupting blood implicit makes. By the end of act 9, if you haven't had an issue with bleed, you definitely will from the puncture mobs there. these degens can quickly drop a character that felt extremely strong/tanky up to that point. The same goes for curses. Some are much worse than others, with Vulnerability probably being the most overtuned not only because it acts as a multiplier to damaging hits, but it incorporates another issue from this list in the form of bleed. It double dips in reducing the defenses of our characters.

    Almost all of the above hinges on flask changes, but to a lesser extent our ascendancies as well. These attacks were so powerful, if you weren't running curse/bleed/ailment immunity, or had it from passives/ascendancy, you were playing a different game from those who were. When I recently came back to this game in March after a very long time off ( I no lifed this game like it was my job in 2013 on the hardcore server ), I was absolutely shocked at how much of a difference it made after I realized I needed to set up my flasks and use them proactively to immunize myself to these things, in addition to needing the armor/evasion/damage/etc as a condition of clearing content more easily, versus back when I was first playing this game and you could still generally use the flask reactively to these concerns. It was night and day to my enjoyment and ability to progress in this game, and it's honestly something that was probably only used by a minority of the most diligent and knowledgeable players in the game, even though it looks mandatory from the perspective of how the game was designed.

    The same goes for our primary defenses. Hardly any difference is felt when you equip a shield, but if you get your block capped and equip a healing shield, like a surrender or aegis aurora, your character feels the power level that is necessary to achievably conquer content. You can take a Duelist from just meh to feeling "correct" as a gladiator. This shouldn't be surprising though, because 25% block is a 33% increase in EHP, where 75% block is a 300% increase in EHP. You add in a heal and it's a whole different world. This is no different for the rest. 6% dodge off a flask isn't noticeable, but pair it with Phase Acro and Raider, along with a ton of evasion, and you can stand in packs of monsters and actually have the time required to fire your toxic rain, and run around in them with phasing. 10% armor is an 11% increase in EHP, but if you play a jug and cap it out, you're 900% as tanky as the character without armor. Pick up 1or 2% life regen and it can hardly refill you after a hit, let along counteract a degen, but play MoM/Agnostic and it helps you trivialize a entire segment of what can kill you. Even mana regen feels completely awful if you don't find leech, minus cost, or spec into a mana build/use inspiration, which is fine on its own, but when coupled with all of the things above requiring either a spot on your gear, or a passive in your tree, it adds up quickly. And this is ignoring the requirement for damage, which has now been made harder. The point is, there are a number of things which can completely and totally kill you with ease in this game, but you still had to chose which you were focusing on reducing, whilst leaving yourself open to the rest. Block is great against many smaller hits, Armor cap is great against bigger hits, Agnostic is great against degen. This is a gross generalization, but I'm attempting to illustrate that from our perspective, we saw choice, where it appears as from theirs, all they see is defenses that need to be defeated by all sources of incoming danger, not just specific ones.

    This might sound like a lot of complaining, and it probably is, but I honestly don't mind the damage nerfs. I support the, at least ostensible goal, of moving the game more back to it's roots. I loved beta. I loved playing my EK marauder with 20k dps and a ton of tankiness. I didn't mind that i cleared slower because I knew i could still tackle all the content, primarily because dps mins to maxes were much closer, as were monster hp. But in the course of innumerable leagues, and power creep, and a desire to kill players, GGG seem to have balanced completely around the maximum of what is possible, instead of what is feasible, which forced players to take solutions they might not have wanted to, but needed to, like flask piano. If all they did was nerf damage 40% across the board this league, I don't think we would see nearly the complaining we are, because you'd still have your ways of dealing with these (quite frankly) broken mechanics that are designed to kill players without any counter play to them. With unique, especially end game, boss life having been scaled so much higher than white/blue/yellow mobs, we are now in a patch where there is virtually no difference in our clear speed, but there is a massive hit to our survivability, as well as to the way in which was previously the most effective for handling this, namely to kill bosses quickly. We have longer fights, against bosses that hit us harder, which accomplishes GGGs goal of killing us more. But without anyway to counter this through skillful play, it makes the game feel shallow and unfun to play.

    I'm sure there are some players who are perfectly happy with all these changes, but of the ones who are not, this is my take on why that is.

    submitted by /u/SmoothBrainedApe17
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    Result of 5500 Gwennen rerolls

    Posted: 10 Aug 2021 08:36 PM PDT

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