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    Path of Exile Questions Thread - August 30, 2021

    Path of Exile Questions Thread - August 30, 2021


    Questions Thread - August 30, 2021

    Posted: 29 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 community 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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    HC SSF 99 with 30% to go.

    Posted: 30 Aug 2021 10:53 AM PDT

    Why does getting armor or evasion from gear have to be so painful?

    Posted: 30 Aug 2021 09:50 AM PDT

    Defense is a hot button topic right now. Armor and evasion are some of the most basic and obvious defensive mechanics, and the ones most new players tend to assume are the ones to focus on. This tendency royally fucks over those newbies most of the time, because just trying to get as much armor or evasion on gear as you can and then picking up a bunch of increased nodes on the tree is not good.

    Why is that? You can get reasonably good armor stats on all of your gear, path to most of the more efficient armor nodes, and your armor will still not be doing all that much for you.

    There are builds that stack armor or evasion to great success, but they almost always rely on gimmicky methods of actually getting the stats rather than prioritizing rolls on gear. Determination aura juicing, iron reflexes, flasks, guardian, etc - almost all of the really high armor builds don't actually wear much... armor. Evasion has a similar problem, though to a lesser extent. There are some exceptions, like sst glads that can afford to prioritize armor more than most because it's a damage stat on the shield, or juggs doubling body armor. But on the whole "investing in armor/evasion" might as well read "lighting your chaos orbs on fire" for most builds.

    For all that "armor sucks" seems to be a popular meme around here, armor and evasion really are quite good defensive layers to incorporate. It's just that the "normal" way of incorporating them is atrocious, so you either ignore them entirely or find specific combos.

    I feel like making armor and evasion rolls on gear actually mean something significant would be a welcome change.

    submitted by /u/hesh582
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    Tried to craft a high end item and ended up with a few heart beat skipping moments

    Posted: 30 Aug 2021 05:59 AM PDT

    Path of Walking Simulator v4.0 (TrollErgoSum)

    Posted: 30 Aug 2021 04:13 AM PDT

    GGG, Can we ACTUALLY have buff in defense though?

    Posted: 29 Aug 2021 08:28 PM PDT

    Players were already in a place where they needed much more reasonable return-per-invest as far as defense goes.

    Those top-end crazy aurabot stuff being practically immortal doesn't really matter. If anything that's aurabot kind of problem, which they're also being addressed.

    Many the options GGG provided as "ailment immunity" comes with an opportunity cost, besides guard skills which players were always using.

    So what's happening is, 1) ailment immunity was taken from flask 2) and now being added back again, with things that require another investment.

    This is not a buff, this is closer to nerf overall, and zero-sum at MOST.

    As long as players are constantly being forced to have "damage as best defensive option" because players will practically never be able to reach a point where they can reasonably tank mobs(with a build they want to play, not limited supertank builds), there's not really going to be a meaningful change.

    Actually buff player defense; just like how you actually hyper nerfed player damage. If it means top-end immortal-ish defensive mechanics being nerfed, that's fine, but the average player defense just needs huge buff (or monster damage nerf) in order for you to actually notice any change in meta(and how game plays).

    edit :

    Yes I'm mostly talking about how GGG might treat fortify. I agree that the mechanic "fortify" should probably be utilized by melee-characters only. But this means basically all non-fortifying characters will lose the 20% mitigation now.

    is GGG going to give players something that practically results in "20% more player eHP" so melee characters actually become tankier and casters at LEAST stay the same, then we go through defensive other mechanics? or is it just gonna be another word for "nerf" just covered by lot of fancy words?

    submitted by /u/mecsnt
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    gachiJanus

    Posted: 30 Aug 2021 09:14 AM PDT

    It's been 3,275 days the reversion of the colourblind friendly changes implemented in v0.9.12c

    Posted: 29 Aug 2021 08:49 PM PDT

    https://pathofexile.fandom.com/wiki/Version_0.9.12c

    Reduced the brightness and width of the band of colour on item sockets. We'd like to get feedback from colourblind players about whether they're still able to distinguish the different socket colours now that they're darker.

    From the latest newsletter regarding the podcast

    We have also noticed that there's been a lot of requests for better colourblind support. Since the podcast, we have worked out a plan for making sockets visually differentiable and will be revealing it soon. We have also engaged with many colourblind users and accessibility experts who have written in, and have appreciated their feedback.

    I really do hope that 9 years of feedback is enough, I'm really curious to see what actually gets implemented after all this time, I doubt any other developer in the world has as much feedback regarding colourblind friendly accessibility options.

    edit: somehow butchered the title, the colourblind *friendly\* changes were made in 0.9.12, then they were changed in 0.9.12c

    submitted by /u/Sebastipole
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    That's what I call: a wet dream

    Posted: 30 Aug 2021 04:44 AM PDT

    Once a league reminder: Metamorph organ drop rates are still not balanced

    Posted: 29 Aug 2021 08:43 PM PDT

    Announcements - Recent Topics from Community Podcasts - Forum - Path of Exile

    Posted: 29 Aug 2021 03:56 PM PDT

    Why bad skills exist in PoE

    Posted: 30 Aug 2021 12:05 PM PDT

    I recently revisited an old article from Mark Rosewater the head game designer for Magic the Gather since 2003. He wrote an article in 2002 about why "bad" magic cards exist title "When cards go bad".

    I think the points made by Mark Rosewater can address some of the reoccurring topics of bad skills, diversity, and viability in PoE.

    Here is the TLDR from the article itself with slight changes to verbiage to fit the PoE context.

    1. By definition, some bad skills have to exist. (The most important reason.)
    2. Some skills are "bad" because they aren't meant for you.
    3. Some skills are "bad" because they're designed for a less advanced player.
    4. Some skills are "bad" because the right build for them doesn't exist yet.
    5. "Bad" skills reward the more skilled player.
    6. Some players enjoy discovering good "bad" skills.
    7. Some "bad" skills are simply a mistake.

    I think point five doesn't super apply given PoE isn't a player-vs-player game. However, point four is very true. For example, take a skill like hydrosphere which came out in 3.13 Ritual without seeing much play. Now with the skill eye of winter from 3.15 expedition interaction with chained and hydrosphere people recontextualize hydrosphere into other builds. The interactions of say tornado shot/hydrosphere existed in 3.14 but players didn't discover the right build for them yet.

    submitted by /u/JennaColette
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    Not as good as Mirror in ritual.. but its something.

    Posted: 30 Aug 2021 05:31 AM PDT

    South African servers might be a thing soon

    Posted: 30 Aug 2021 02:05 AM PDT

    According to the the most recent post by GG https://www.pathofexile.com/forum/view-thread/3174380

    "South African Servers

    Many players are asking for a gateway in South Africa. After it was mentioned on the podcast, we have been doing some tests to check out viable candidate data centers. We'll post more information once we have worked out a plan "

    If you are from South Africa or even other parts in Africa please go show your support in the thread for the South African Gateway.

    submitted by /u/uncle_pilot
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    Why inpulsa on character doesn't look like inpulsa from the Art? ;/

    Posted: 30 Aug 2021 12:43 PM PDT

    Everything is core minus the one league I miss :(

    Posted: 30 Aug 2021 10:25 AM PDT

    If my memory is correct.. since legacy season ended in 2017.. the only league to not go to core is Synthesis. The recent post from GGG mentions Ultimatum and Expedition going to core. I've always wondered why they didn't have synthesis go to core.

    I may be alone but I miss finding Zana in maps.. running through and clicking the little tower things and getting my puzzle pieces to path together a chain of maps. Seeing that the synthesis bosses are just tied to unique maps and synthesized/fractured items come from I think only harvest just feels disappointing.

    I get that the power of the items from the league was pretty insane if you were able to get the right fractures and get lucky. They could have reduced the # of fractured mods from 3 to 2 max to lower the power of these items.

    One of the things I read from that post was players want to be able to know how grind for a particular item. The current grind for the synthesis items is.. chance maps? Idk.. I just really miss the league and would be happy even if it was only in standard or something. Rant over lol

    submitted by /u/kyleatc
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    20 enlighten support gamble-50ex

    Posted: 30 Aug 2021 01:07 PM PDT

    Reaper - vs Feared, Uber Atziri, Uber Elder etc.

    Posted: 30 Aug 2021 12:39 PM PDT

    Fix Sweep please

    Posted: 30 Aug 2021 12:24 PM PDT

    I tried the ability for the first time and I straight up love the playstyle and the visuals. The problem is that it is unplayable due to some kind of a dead zone, when a mob inside the circle does not get hit for some reason. I thought it was not hitting mobs very close to the character, because that would make sense since you cannot hit with the handle of a weapon, but it often doest not hit mobs that stand in the middle or in the outer range of the ability. Its quite sad since the buff was a bit exciting since I love playing with some "new" melee abilities.

    submitted by /u/Blookystoopi
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    Rare flasks! Could they ever be a thing?

    Posted: 30 Aug 2021 03:26 AM PDT

    Flask enchant "Used when you use a travel/guard skill" need wait for flask duration to run out rather than use charges on every cast. Skills like whirling blade/leap slam just eat full flasks under 1 sec.

    Posted: 29 Aug 2021 07:46 PM PDT

    My reaper bow

    Posted: 30 Aug 2021 10:25 AM PDT

    It might be cool..

    Posted: 30 Aug 2021 08:51 AM PDT

    It might be cool..

    .. if (at least) in PoE2 we'd have some kind of more obvious visual ailment indications with frozen and flaming balls and stuff.

    !FROZEN!

    !BURNING!

    !!!BOTH!!!

    submitted by /u/illiusterka
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    Rog Blessed me with Triple T1 Staff and I slammed a Crusader Exalt. Need Build Ideas

    Posted: 30 Aug 2021 01:10 PM PDT

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