Path of Exile Questions Thread - August 24, 2021 |
- Questions Thread - August 24, 2021
- Synthesis is still one of my favorite leagues. The great cosmic atmosphere and art, the unique league mechanic, Synthesized items. GGG wasn't afraid to experiment with radically different league ideas, instead of making more "spawn mobs in a circle" crowd-pleasers.
- Sometimes lucky? [ESC]
- Rare auras and crazy modifiers like Soul Eater must go. Get rid of auras, make monster types meaningful.
- Is there a particular reason there is no "Map boss is dead" checkbox indicator?
- Rog's Gentle Touch
- 50% Action Speed Fulcrum CoCquisitor - Pretty Spry For An Old Guy
- How about adding a "minimum" tier to mods on items at certain item levels?
- A memorial hideaway for a couple of husband and wife players
- Expeditions in maps would be 100x better if the camera zoomed out and the game paused when placing the explosives
- Question: I think I just hit the jackpot with dense fossils. How do i finish this craft?
- Nothing says "slowing the game down" like Runic monsters with Soul Eater...
- Can we get the option to have none of the dropped items get rendered?
- Go home, terrain generator, you're drunk
- If you ever feel stupid.
- SSFHC The Feared Forbidden Rite Totems
- Hollow Plan should just disable the slots so we can easier use glove mtx with it.
- I killed Maven 57 times today. AMA
- Brand new viper strike gloves o/
- Unearth Expedition Areas Challenge
- Is defense rly in this bad spot?
- Beware of this dangerous new strongbox mod (meme)
- How To Make Leveling Less Boring: Cross-Character Waypoint Access
Questions Thread - August 24, 2021 Posted: 23 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:
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. [link] [comments] | ||
Posted: 24 Aug 2021 08:06 AM PDT
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Posted: 24 Aug 2021 11:13 AM PDT
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Posted: 24 Aug 2021 01:48 AM PDT Pretty much the title. Slower and more tactical gameplay requires players to have at least some time to react to what's happening and what players are up against. Even if we aren't trying to achieve slow gameplay, current state discourages meaningful combat and interactions. Right now in Path of Exile, monster types are completely irrelevant. I never react or try to dodge enemy attacks, hell I don't even know what some of them even do. This has mostly to do with requirement to kill them as soon as I face any enemy. What forces this attitude is most of the time rare monsters stacking crazy auras and risk of death in a single hit, or by getting overwhelmed by super fast enemies. Monster types force players to change their gameplay to get better results in a combat and create meaningful fights. That's true even with rare monsters. Take Dark Berserkers from Diablo 3. They have a long windup attack with clear indication of what's happening and they deal massive damage if player does not react. Now take that monster and put it into PoE. Rare version of this monster, now stacked with attack speed, crit and physical damage aura or worse Soul Eater, becomes nearly impossible to deal with as its big weakness no longer exists. Now I am forced to annihilate it before it even gets to a chance to land an attack. Another huge difference this monster highlights is the fact that its attack has a big indicator so you know what's coming to you, a rare thing to find in PoE but I digress. This was only a single example. These mods become even more dangerous on ranged mobs as they can kill you offscreen, not even giving you a chance to even react to any action whatsoever. And I didn't even include map modifiers. Above all things like monster damage, health what must come first is removing these crazy buffs monsters can have and giving monsters identity. What do you guys think? Do you like current modifiers as it is? Do you have any suggestions for new and creative modifiers for monsters? [link] [comments] | ||
Is there a particular reason there is no "Map boss is dead" checkbox indicator? Posted: 24 Aug 2021 09:46 AM PDT I'm not sure if I killed the map boss even when I discovered whole map and all of its areas. [link] [comments] | ||
Posted: 24 Aug 2021 07:16 AM PDT
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50% Action Speed Fulcrum CoCquisitor - Pretty Spry For An Old Guy Posted: 24 Aug 2021 03:32 AM PDT
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How about adding a "minimum" tier to mods on items at certain item levels? Posted: 23 Aug 2021 04:37 PM PDT Okay I know this sounds bad at first for getting OP equipment, but hear me out. Making this change would allow GGG to massively reduce equipment drops while simultaneously keeping rares somewhat relevant. For example, let's say a item at item level 86 could get tier 1s as the best, of course, but at worse could go to tier 4 or 5 for specific mods, like ES, life, or res. (Of course the team that would handle this would want to find a good balance, I'm no expert by any means.) This would allow rares to become more relevant in game and GGG could decrease the overall amount of items dropped as the rares that do drop can be more useful to the player that dropped it. The randomized crafting they have would be a lot more useful/worthwhile doing as well. Of course the reduction of drops wouldn't affect anything like maps, currency, ect. Only armor and jewelry. Just an idea i had. I did always think it weird that super high gear drops from tier 16 maps were completely useless. Edit: Others had the idea of minimum bases in certain level maps as well, and I agree! If we're going to have rare drops, they should at least have the possibility of being useful! [link] [comments] | ||
A memorial hideaway for a couple of husband and wife players Posted: 24 Aug 2021 01:21 AM PDT
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Posted: 23 Aug 2021 07:57 PM PDT This would eliminate 2 needlessly frustrating parts of the encounter.
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Question: I think I just hit the jackpot with dense fossils. How do i finish this craft? Posted: 24 Aug 2021 02:16 AM PDT
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Nothing says "slowing the game down" like Runic monsters with Soul Eater... Posted: 23 Aug 2021 07:31 PM PDT Died about 3 times to what seemed like nothing. Then, after standing around a corner and letting my skellies bait out whatever was happening, I saw a Runic monster vibrating over. Instead of aiming and shooting with its crossbow it shot at roughly 15-20 attacks per second. Which, you know, Blessed Rebirth and all that, the situation cleared itself eventually, but Soul Eater is just silly. The only counter play is to have enough damage to blap the whole pack, because no build out there single-targets monsters. And with every league we get bigger pack sizes and are encouraged to maximize that, as more monsters = more loot. Yet at the same time there is a rare mod in the game which will absolutely delete you if you aren't nuking the entire screen. What can I say - deeds speak louder than words. [link] [comments] | ||
Can we get the option to have none of the dropped items get rendered? Posted: 24 Aug 2021 02:18 AM PDT I know we're getting the option for not-filtered items get rendered but can we also have option to have nothing rendered at all? Since this option does help more with performance, is easier to implement and can be added in conjunction with the "only non-filtered items get rendered" option later on. A checkbox based system would be nice too like where the boxes are: Edit: this is what an item not getting rendered means https://imgur.com/aV7hOQ3 [link] [comments] | ||
Go home, terrain generator, you're drunk Posted: 24 Aug 2021 12:24 PM PDT
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Posted: 23 Aug 2021 08:11 PM PDT I spent 2ex on a 6link death oath chest plate. It was all the currency I made all league to. Didn't know it didn't have to be linked. Super Sadge rn. [link] [comments] | ||
SSFHC The Feared Forbidden Rite Totems Posted: 24 Aug 2021 08:47 AM PDT
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Hollow Plan should just disable the slots so we can easier use glove mtx with it. Posted: 24 Aug 2021 08:53 AM PDT Hollow Plan should just disable the slots so we can easier use glove mtx with it. [link] [comments] | ||
I killed Maven 57 times today. AMA Posted: 24 Aug 2021 12:27 PM PDT Loot: 16 Maven Orbs, 24 Sextants, 16 Viridi's Veil, 2 Doppelgänger Guise, 4 useful Watchstones. Cost of Invitations: 45.6ex Total Sales: 71.9ex Profit: 26.3ex Any Questions? [link] [comments] | ||
Brand new viper strike gloves o/ Posted: 23 Aug 2021 06:44 PM PDT
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Unearth Expedition Areas Challenge Posted: 24 Aug 2021 08:01 AM PDT I saw a lot of players don't know how to finish this challenge on world chat and on PoE forum. Areas have specific place they can spawn so here is the list of them: Alluring Pool- Battleground Graves, Karui Wargraves, Shipwreck Reef, Scrublands Chittering Chamber- Battleground Graves, Karui Wargraves, Bluffs, Rotting Temple, Cemetery, Forest Ruins, Utzaal Outskirts, Scrublands Forgotten Grotto- Battleground Graves, Karui Wargraves, Shipwreck Reef, Mountainside, Vaal Temple, Scrublands, Volcanic Island Fortified Redoubt- Rotting Temple, Cemetery, Dried Riverbed, Mountainside, Desert Ruins Heroic Tomb- Cemetery, Mountainside, Forest Ruins, Desert Ruins, Vaal Temple Lost Sanctum- Bluffs, Rotting Temple, Cemetery, Dried Riverbed, Utzaal Outskirts Mushroom Thicket- Bluffs, Rotting Temple, Forest Ruins, Utzaal Outskirts Noxious Gutter- Rotting Temple, Sarn Slums, Dried Riverbed, Utzaal Outskirts Sandy Vestige- Bluffs, Rotting Temple, Sarn Slums, Dried Riverbed, Desert Ruins Spectral Hollow- Battleground Graves, Karui Wargraves, Shipwreck Reef, Volcanic Island [link] [comments] | ||
Is defense rly in this bad spot? Posted: 23 Aug 2021 10:40 PM PDT Yesterday ive played Simluacrum 20 waves, better said, i want play, but it doesnt work because after wave 15 literaly every mob nearly one shots me when i get hit. Here is my Character: (Pathfinder Viper Strike) - 5k life, 1400 ward (perma restore because of PF and hitting the flask all time long), 500 es - Divine Flesh with overcapped Chaos resistance - 76/76/77 elemental resistance overcapped - Ailment immunity through tree and gear - Dodge 70/60 - Wind Dancer - Mistwall Shield (block attack damage if you didnt block recently) So you can see, i have multiple layers of defense, way more than needed i thought. In wave 17 i literaly dying through. The boss was easy facetank but in wave 18, whenever a mob appears on the screen or get a little bit to low i get erased from game :( Idk what else i can do. It worked way better with my max block gladiator SST, but the single target dmg is to low. In SSF it is hard to get more dps (still try to find a better shield, mine has 2700 armour). I didnt want to play my gladiator after i reached lvl 98 ^^ [link] [comments] | ||
Beware of this dangerous new strongbox mod (meme) Posted: 24 Aug 2021 07:57 AM PDT
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How To Make Leveling Less Boring: Cross-Character Waypoint Access Posted: 24 Aug 2021 12:00 PM PDT There is a lot of discussion regarding how tedious playing through the campaign to create new characters can be, particularly for players who have now done it dozens and dozens of times. However, it's easy to see why GGG doesn't want to axe the campaign entirely and/or provide an alternate way of leveling (e.g. delve). One elegant potential way to keep Acts 1-10 while simultaneously making new character creation less tedious is for an unlocked waypoint to be available to all characters within a league. Anyone who played older ARPG's probably have fond memories of grinding specific zones for experience (e.g. Tristram, Tribunal, or Baal Runs in Diablo 2). Finding a good group and rerolling zones over and over had a meditative quality to it; are you strong enough to move to the next zone? What is your leveling plan, based on your character's attributes? In my opinion, this could be very reasonably implemented in Path of Exile - allow people to target-farm specific zones with immediate access, while still requiring that they also complete major story elements. This would undoubtedly be refreshing for players. Picking the zone you want to level in at different points in the game - whether it's for high monster density, being a zone your character's build can clear quickly, or whether it has a desirable div card drop in later acts - suddenly becomes a strategic decision. It also allows for far more build diversity during the leveling process, for example, the option to level in small, cramped zones as a melee character instead of regretting not levelling as armageddon brand for the 15th time as you run across a field. While the current state of the game would probably lead many players to level solely in some zones (e.g. blood aqueduct), discovering this as a new player would be a fun experience and be a nice precursor to targeted map farming. Maybe leveling groups would even become more common, adding some community to a game many of us play essentially on our own, particularly during leveling. Lore-wise, both the atlas and labyrinth are accessible by different characters on the same account; functionally, as if they are in the same "party" and can benefit from each other's accomplishments. Waypoints being included on this makes sense from this perspective as well (frankly, far more so than atlas progression). TL;DR: Cross-character, account-wide waypoint access would probably make for a more customized and enjoyable leveling experience, allowing you to "target" specific zones for experience and/or specific divination card drops. It could refresh PoE's leveling experience with more easily-accessible party play ("LFG Ossuary Runs"), is roughly consistent with the in-game lore, and would retain the aspects of the campaign GGG likely wants to preserve. [link] [comments] |
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