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    Path of Exile Questions Thread - August 18, 2021

    Path of Exile Questions Thread - August 18, 2021


    Questions Thread - August 18, 2021

    Posted: 17 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.

    For other discussions, please find the Megathread Directory at this link.

    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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    [Livethread] Community Discussion with Zizaran, Mathil, and Chris Wilson

    Posted: 18 Aug 2021 12:27 PM PDT

    Tune into the livestream here; starting today at 1pm PDT (30 minutes from the time of this post). Livethread notes will be provided below (you may need to refresh to see the latest notes.)

    Question List can be found here

    In case you missed it, check out Jonathan's talk about the POE game engine here.

    Rules Update can be found here

    There will be an embargo on posts that share the topic of the livethread for the duration of the broadcast/event plus ~1 hour. The embargo will be indicated when the flair reads [Livethread (Active)] and will be lifted when it changes to [Livethread (Closed)]. If you cannot find a Livethread, please check the Megathread Directory, links on sidebar and top menu.

    These threads will usually be set to /new Suggested Sort. This can be overridden to a custom sorting.



    • CW: Hi, I'm Chris Wilson from Grinding Gear Games, here to get interrogated for 3 hours. (Apparently has 4k+ word doc prepared for questions)
    • GGG on lockdown again - Chris streaming from home

    3.15

    • More 3.15 updates coming, but mostly minor changes due to focus on testing for 3.16.
    • ~160 high level players playing spellslinger prior to nerfs. Spellslinger was fine during testing with test builds - please inform GGG with which Spellslinger builds don't work currently.
    • Build Diversity vs Build Viability - should a build that is played 0.6% of the time be changed so it gets played 10% of the time? Talked about first SC guardian kill being spellslinger
    • Mathil believes that spellslinger is playable, but some changes would be nice QOL - old Spellslinger worked with any spell, people who make Spellslinger builds feel like it's generally doing fine
    • Flask system: happy about how Instilling Orbs work. New crafting bench fixed most of the issues with those mods. Other flask changes are pretty bad and will be re-assessed. No plans to allow macros.
    • Re:macros/multi-keybinding - "We agree that X is a solution, but we would like to come up with a better solution". However, not a hard no forever, just not now - problem with difficulty of taking stuff back in the future

    Chase Items

    • Chase Uniques: Ziz: don't mean Headhunter/Mirrors - no one thinking "ooh, this map might drop a Headhunter". Should be focused around incremental target farming (div cards, boss drops) - important to have target farming
    • Chase definition: valuable vs targetable. Ziz trying to discuss the latter "Increase your odds above your baseline by playing in a certain area or fighting a boss".
    • Some analogy about Diablo farming (Pindleskin?) and WoW (boss loot tables)
    • Want to stick to RPG formula of complete RNG, believe game is more fun this way - issues about things being target-farmable being accused of being RNG-gated.

    Div Cards

    • Div Cards - great idea for pity target-farming (e.g. Shav cards) but getting devalued by Diviner's and Stacked Decks
    • Goal: Div Cards should roughly double the availability of the item
    • Staff feel like Stacked Decks are too generous
    • Unable to arbitrarily reduce div card bloat due to them being paid by supporters - but stopped selling Div Card slots. No plans to return it
    • Div Card at middle tier seem pretty good, but very rare/super common cards not doing so well
    • Starforge card from Abaxoth (World Eater) - SC trade makes getting Starforge very early into league start
    • Stacked Decks improve chance to get good Div Cards

    Boss Drops

    • Average value of Sirus drops > Maven - due to meta?
    • Don't want to tune drop rates to not influence economy
    • Atziri's Disfavour currently pretty bad
    • Would like to re-assess Maven drops
    • Maven may or may not be benched for new endgame stuff
    • Downsides on items seem to overvalue the power of an item
    • Re-buffing Awakened Gems at Level 5+, want more utility Awakened Gems
    • Alt Quality Gems (especially Auras) seem fine, but Chris not currently involved in aurabot discussion

    Harvest

    • "When people get perfect items, they generally quit" vs "When people don't have a reasonable upgrade, they quit"
    • Having to do 23 crafts per patch was excessive - # of monsters does not reflect the number of crafts
    • Diminishing returns - amount of effort to improve gear gets higher the better items you start with - balance seems off right now due to massive spikes in power
    • Going to re-evaluate Harvest craft weights but will not revert to original Harvest
    • Chris is fine with current rarities of Harvest Crafts (including Augments)
    • Mathil: finding Augments/rare crafts are unrealistic for most players
    • 3.16 atlas/passive tree + 3.17 endgame may rebalance Harvest
    • If Harvest crafts were tradeable they would be overused and be market manipulated
    • If Harvest crafts WERE tradeable craft rates would also be nerfed severely
    • No Soulbound. Downgrade to your items (no trade value) + having to buff Harvest is not a desirable outcome
    • Mathil: Sacred Blossom rate is garbage - will be re-evaluated

    Smart Loot/Inventory

    • Too much clutter.
    • Doesn't like it being called "Smart Loot" - not necessarily better for your character, just better mods
    • Don't want your opinions when you play Hard Mode, will just use your data
    • Each league should be the best place to get their specific items (e.g. Fossils in Delve)
    • No autosort.
    • No autodeposit. Don't want it to be spreadsheet simulator
    • Maybe a Gem Tab?
    • Goodbye Prophecy
    • Unsure about giving free tabs as a baseline - may look into trialling in the future
    • Very difficult to make normal tabs into premium tabs due to players already paying for tabs

    Crafting

    • Pre-3.15 Aisling seemed too powerful due to guaranteed high tier mod. Looking into it but no immediate changes
    submitted by /u/blvcksvn
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    Combatting Power Creep: Vision vs. Reality

    Posted: 18 Aug 2021 07:32 AM PDT

    TL;DR

    GGG says their vision is to reign in outliers that limit design space and create too big of a power gap in the player base. In 3.15 they instead nerfed the base power players get from passives, gems, and flasks, instead of touching the power creep coming from the cathedral ceiling they've made possible for gear. The vision seems clear, so why the disconnect?

    GGG's Stance

    To avoid miscommunication I want to make clear what I see as GGG's stance on the issue by providing clear sources, from GGG, of what I see as their vision:

    Ideally there's significant diminishing returns in the currency item crafting process, which lets most players get something good enough relatively easily, and the expert players can show off with really good items that took a lot of effort to make. Obtaining perfect items is ideally close to impossible, with very few players able to claim that they have such valuable treasures.

    at the top end of gameplay, Harvest has made it too easy to gain very powerful items that previously required a lot more work and investment to acquire.

    We've seen characters reaching over 25,000 Energy Shield while still having the damage output to sufficiently complete all of the content in the game, compared with the 9,000 Life that a very heavily invested Life character with perfect items could reach.

    Firstly, builds that didn't use Poison or Ignite required significantly more investment to reach the same damage values, and we'd like to level the playing field to bring more builds to a closer power level and progression.

    GGG seems to be suggesting that the problem is the high end. The problem is the gap. The problem is that these exceptions at the top are making it clear that changes need to be made to bring outliers into line.

    3.15 Did Not Target the Outliers

    From Game Balance in Path of Exile: Expedition Development Manifesto:

    player damage output in the end-game is reduced, which is a goal for this balance pass.

    • The Great Support Gem Reduction

    This doesn't hit the high end. A player with 1m DPS takes 75 seconds to kill shaper. Drop that down to 800k DPS (20% reduction) and you increase that kill time by 18 seconds. A player with 20m DPS takes 4 seconds to kill shaper. Drop that down to 16m DPS (20% reduction) and you increase that kill time by less than a second. Reducing damage will be disproportionately more apparent on the low end than on the high end.

    In the end-game, flasks grant really powerful buffs for a number of seconds after use, and these buffs allow the player to kill monsters quickly, filling the flasks up so that they can be used as soon as they run out.

    • Flask System Rework

    Flasks are one of the cheapest ways to improve your character. They have a limited mod pool. Basic blue utility flasks are plentiful and accessible even in SSF. Accessible unique flasks like Atziri's Promise or Wise Oak provide an incredibly powerful boost to damage for very little cost. When you reduce the power of these flasks, you're reducing one of the most accessible tools for every player to get a significant boost to their power. This again affects the low end far more than it affects the high end.

    If you want permanent mitigation of ailments, there are other options for your build.

    • Player Ailment Mitigation

    For most players, previous ailment mitigation was either free from an ascendancy or at the cost of a few magic flasks with bleed/freeze immunity. When those most accessible ways of getting critical protection from near certain death are removed, the effect is disproportionately felt by the players who depended on the 'free' power. There are very few other options. Sacrifice a ring slot for Dream Fragments? Travel to the bottom right for ailment avoidance? At the high end, this may reduce damage by a small amount, but at the low end it means that for a large portion of playtime that defense is just inaccessible.

    As you know, most interaction with monster behaviour is essentially bypassed if you're using an extremely effective movement skill.

    • Flame Dash, Dash, and Smoke Mine

    At the high end, when you have enough damage, the only way to increase clear speed is through movement. That's why you see self-chill builds. That's why you see Headhunter builds. That's why you see movement speed so highly valued. Mobility for most of us is accessible through the movement skills. If we can't afford to get 30%+ movement speed tailwind boots with the movement speed enchant alongside a perfectly rolled Alchemist's Quicksilver Flask of Adrenaline, you just socket flame dash with second wind and upgrade the quality after playing a bit. This again hits the lower end harder.

    GGG's vision seems crystal clear from so many of these manifestos. The problem are these corner cases. The extremes. Where these outliers end up warping the types of things GGG can provide.

    But then GGG goes and takes a baseball bat to the knees of the 'free' power most players have depended on. With no replacement for that lost power.

    The Problem is the Power Creep in Top-end Gear

    Here was a 'perfect' RF Helm in Essence League:

    +99 life +flat armor % armor +55 strength Socketed Gems deal 30% More Elemental Damage 45% to one resistance 

    Here was a 'perfect' RF Helm in Delve League just a half-dozen patches (18 months) apart:

    +128 life +4% life Socketed Gems are Supported by Level 20 Concentrated Effect Socketed Gems deal 30% More Elemental Damage Socketed Gems are Supported by Level 20 Burning Damage Nearby Enemies have -9% to Fire Resistance 

    With 2.5 (essence), 3.1 (influence), 3.4 (delve), 3.6 (essence), 3.9 (awakener), 3.11 (harvest), 3.13 (maven) they were simultaneously beefing up equipment in two ways:

    1. Increasing the power cap of each item slot
    2. Increasing accessibility of specific mods/pools of mods

    Given the Harvest manifesto and the hullabaloo that followed, GGG believed that the issue was accessibility, rather than the amount of power that they had given at the top end. Again, they were taking away the 'free' power given to the player base from accessibility while not really doing anything to the top end rather than make it more expensive to obtain.

    Where to go from here

    I'm hoping that GGG somehow find a way to salvage this. From the ashes of the CI nerf rose life, mom, hybrid, and ES builds. From the ashes of double dipping rose a bunch of new styles of DOT builds that are were enjoyable to play (rest in peace Bane you sweet prince). But the difference was that they hit the right things then. CI was a gear-based build. Nerfing the mods on items was hitting the power at the top end. Double-dipping was just the best way to build damage to the point that it outshined anything else for low and high-end.

    But we're far from there today.

    Instead of nerfing the top end of item power, they keep just boosting monster life which hurts the low end of damage more. While they keep talking about hitting outliers, all of the 3.15 nerfs were to the 'free' power that character gets, while the high end of investment and the better builds hardly notice the difference in the end. They claim the problem is the trading of Harvest buffs as a reason to reduce their availability

    I am old and jaded enough than to believe this will somehow spark a discussion inside GGG, but if it does, I hope they ask themselves a few questions:

    1. Looking at the high end of builds, where is the power coming from?
    2. If the goal is to limit the outliers, what design decisions or guidelines need to be put in place to prevent that going forward?
    3. What is an acceptable level of 'free' power to provide players as a baseline?
    4. What should be the 'goal' for a character using primarily 'free' power to farm freely within the bounds of the player's 'Power Fantasy'?
    5. If the goal is to ensure a base level of accessibility based on 'free' power, what design decisions or guidelines need to be put in place to ensure that is maintained going forward?
    6. Is the problem with deterministic systems for item and character progression, or is the problem with the power ceiling available within those systems?
    7. If the problem is in the power ceiling, can the system be maintained while lowering the outcomes?

    And maybe you guys won't have the same opinions that I do about the appropriate answers to those questions. And that's fine. But at least I'd know that we're seeing the game the same way as I do as a player. I'd know that even if you did want to take the game in a different direction you'd be able to communicate that vision in a way that'd make sense in my game experience, rather than the totally disconnected vision from the manifestos and the actual changes being made.

    At the end of the day I have enjoyed this game more than any other that I've played over a longer time than I've played anything else. And I'm infinitely thankful for that. I'd just be far more thankful if we could keep it going like it was for another five years. We need better communication, and I'm willing to work at it if you are.

    submitted by /u/NahautlExile
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    Enlighten/Empower/Enhance being "chase items" now is the worst SSF-specific nerf ever.

    Posted: 18 Aug 2021 11:50 AM PDT

    A month in the league, with 161 atlas completion bonus, all regions upgraded, 10 ex dropped, playing my 3rd character, I still didn't find a single one of them, even though I target-farmed all sources of gems I know about.

    It's not the end of the world, I'm building my chars like those gems don't even exist, but I really don't understand why GGG did that, without a word in the patch notes. To persuade some of us to switch to trade? Or just to make them much more expensive in trade?

    submitted by /u/Dex8172
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    Self-Ignite Double Cast on Crit Necro

    Posted: 18 Aug 2021 05:35 AM PDT

    Rog just GAVE this to me

    Posted: 18 Aug 2021 08:57 AM PDT

    Noteworthy Interactions | Episode #13 - Ngamahu's Flame Rage Vortex ft. Autoflasks

    Posted: 18 Aug 2021 10:32 AM PDT

    The Rog crafting change is exactly the kind of change based of feedback that the community wants.

    Posted: 18 Aug 2021 11:01 AM PDT

    The reason I was so impressed they made this change, is that they absolutely didn't need to do it. The crafting is the exact same and you could still figure out how crafts would effect an item by using craft of exile. But by highlighting changed mods for QOL and negating use of third party programs GGG changed the entire feel of the interaction.

    I feel that sometimes POE is needlessly complicated and that the userbase would appreciate alot more changes that focus on clarity because it completely changes your feeling when you engage with that content, without changing how GGG actually wants that content to function.

    ( Looking at you Atlas Progression)

    submitted by /u/raqaist
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    my disappointment is immeasurable and my day is ruined

    Posted: 18 Aug 2021 10:52 AM PDT

    Small QOL request: movement keybind

    Posted: 18 Aug 2021 05:48 AM PDT

    Movement in Path of Exile is innate to the left mouse button. While you can bind "move" to other keys, it doesn't work the same. This means that if I bind a guard skill to the spacebar, I won't be able to move and cast it, just like you do with the left mouse button.

    I use the spacebar to move ever since I got RSI in my hand a few leagues ago. This solved my problem, but created another. God forbid me from playing Vortex.

    submitted by /u/edubkn
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    Wrath Wind - Toxic Rain Bow (3.15 SSF)

    Posted: 18 Aug 2021 12:16 AM PDT

    What i got from 2963 gwennen gamble. sadge

    Posted: 18 Aug 2021 08:22 AM PDT

    The Literal Dream

    Posted: 18 Aug 2021 08:50 AM PDT

    Legion farming in New Vastir was gimped a lot by the Splinter changes

    Posted: 17 Aug 2021 02:51 PM PDT

    This is a cautionary tale for anyone who wants to farm Legion in New Vastir: The "Emblematic" notable passive (Timeless Splinters dropped in Areas have 1% to drop as Timeless Emblems instead) does a lot less than you might think.

    In the 3.15 Patch, it was changed such that some Splinters from single sources are now grouped and drop as a stack instead of one by one. This mostly affects those dropped from Legion War Hoards and Generals. Before, these would be individually rolled for the Emblematic upgrade, each single Splinter having a 1% chance to be upgraded.

    At the moment, each Stack of Splinters has just a 1% chance of being upgraded into a single Emblem. This means that if, for example, a General drops 8 stacked Splinters, the game rolls once for the stack and then replaces the entire stack with one Emblem (effectively deleting the 7 Splinters that would've been left over).

    Not only does the game only roll once for the Stack instead of 8 times (once per Splinter), but you also lose 7 Splinters should the upgrade occur.

    This is incredibly unintuitive and I've made a post on the Bug Report Forum a few days back, but so far no dice, which could mean that this is intended behavior. If so, it should really be specified in game somewhere.

    Usually Emblematic just about doubles Splinter drops (counting an Emblem as 100 Splinters), but at the moment it loses more than 50% effectiveness, giving about 45% more total Splinters from my testing with Gilded Legion Scarabs. This bug very likely also occurs with the Emblematic Titanium Watchstone Prefix, so people farming in Glennach Cairns should also be careful.

    submitted by /u/yusayu
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    142% Flask Charges Gained makes mapping much smoother.

    Posted: 18 Aug 2021 12:12 PM PDT

    A very happy and sad double corrupt

    Posted: 18 Aug 2021 11:51 AM PDT

    Rip Navali !

    Posted: 18 Aug 2021 02:22 PM PDT

    rog amulet

    Posted: 18 Aug 2021 06:45 AM PDT

    Shark Cyclone MTX is here!

    Posted: 17 Aug 2021 07:09 PM PDT

    Since beaclast and Tarke Cat's video, the atmosphere and "vibe" of this subreddit is starting to get really good. Today I browsed this reddit without feeling bad or angry after.

    Posted: 18 Aug 2021 12:17 PM PDT

    Probs to the mods. I have noticed a lot of cry/emotional threads getting deleted somehow really fast. What a joy

    submitted by /u/EfficiencyOk766
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    Most nerve wreaking heist escape ! Made it out alive !

    Posted: 18 Aug 2021 01:29 AM PDT

    Invulnerable rats in Ancient City map

    Posted: 18 Aug 2021 10:08 AM PDT

    By the way, can't wait for the other Exiles to also get their VO

    Posted: 17 Aug 2021 05:52 PM PDT

    Because quite frankly, outside of a couple moments, I really enjoyed the act 5-10 Templar voiceover. Moreover, I really enjoyed the way it's done, as in, a lot of voice lines are triggered not just by killing stuff or entering a zone, but talking to NPCs (e.g. Sin in Lioneye A6), mid-fight (especially the "It shall!" during the High Templar fight was just badass as fuck), that kind of stuff.

    Also, it gives a depth to the templar that I didn't quite expect. Yes, the somewhat mindless jaded fanatic is still there, but there is a kindness I didn't expect, that shows up during the Clarissa quest in A8. I'm gonna be honest, I expect us to be judgemental as fuck when it comes to Clarissa's tampering with resurrection.

    The triumph in his voice when Innocence helps us access the final areas, as well as the veneration when you talk to Him in Oriath, was also a very nice touch.

    Overall, really happy about it all. Can't wait to see what they do to my beloved Witch!

    submitted by /u/Shaltilyena
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    Note to self: Not getting hit is a better strategy than trying to get full uptime on fortify

    Posted: 17 Aug 2021 03:03 PM PDT

    Tencent PoE Gallery (3 tabs)

    Posted: 17 Aug 2021 08:14 PM PDT

    poe trading webite hack

    Posted: 18 Aug 2021 05:58 AM PDT

    go to settings and click this in settings you dont have to scroll all the way down to search COMPIUM

    https://i.gyazo.com/9a487cc1e7b1aa6b6f6c0350b8230587.png

    submitted by /u/besimpos
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