Path of Exile Questions Thread - September 13, 2021 |
- Questions Thread - September 13, 2021
- I think Expedition league is one of the most enjoyable league mechanics overall (just the league, not the changes) and I really want to see it be a part of the core game as a master mission.
- 3 Minion Mod Megalomaniac
- If builds were cars
- The fatal flaw of the current flask system
- I made a Guide explaining "Bulk-Selling" in Poe (crash-course), hope you guys enjoy!
- [3.15] Ballista Mirror Arrow + Voidfletcher - Insane interaction! HUNDREDS of millions DPS - Insta kill any boss - low/mid budget possible
- I hate it when that happens.
- The smoothest Gauntlet I’ve ever had. First character, 26 hours /played to maps. I have to go back to work tomorrow but I’m hoping I’ll get to 90 safely.
- Wasted several ex buying 3 of these. Any way to rearrange them? -_-
- 3.15 CoC Agnostic 150mill Dps One Shot Them All
- Iron Hideout Competition #6 starts soon! Real world valuables as prizes, famous hideout makers choosing winners by vote!
- The moment you understand why you should have set up an item filter
- [EXP/SC] Just made myself some CoC gloves
- [Hideout] Lotus Garden (hideout competition entry)
- Well, you're not wrong...
- Got layed off work, and most of my friends don't play Poe, it's just Standard anyways.
- Meet my newly made gloves before they go into poof chamber
- Coc detonate dead damage in 100% delirious t16
- Can Fortune Favors the Brave be wasted by selecting Delirium Mirror on maps that use Delirium Orbs?
- SSt spectre start
Questions Thread - September 13, 2021 Posted: 12 Sep 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:
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: 13 Sep 2021 09:38 AM PDT "But expedition sucks look how few people played it!" you might scream internally, but I'll be honest: the core mechanic is no less disruptive to the mapping gameplay than any of the other master mission mechanics (except Niko and Einhar, but you can argue that they take up time outside of maps too), is enjoyable and gives a good chunk of mob density, and gives access to iconic parts of the ARPG genre (gambling, etc). People's issues weren't with Expedition, but with all the negative changes GGG made. Chasing and running logbooks has been the most fun part of the league for me, and I'd love to be able to do that as often as blighted maps (even if rewards were nerfed a little bit). I think Expedition would work as a master mission league better than a random spawn is because we already have 4 different NPCs to work with; it would be really difficult to gain enough of each of their currencies to actually do something with if a) Expedition only has an 8% chance to spawn and b) from there you have a % chance for each NPC. I think each NPC does bring something valuable to the table and therefore the "crew" being masters would still work. Again, this is all my opinion and I'd like to see what you think. Either way, I think Expedition is as a mechanic just as enjoyable and worth repeating as Alva or even Jun. TL;DR, unpopular opinion that Expedition should be a master mission and that the game would be more fun for it EDIT: getting a lot of comments disagreeing with my point of not being too disruptive to mapping gameplay. I totally get what y'all are saying and you're right it is a little more time and thought intensive than other mechanics, so I was a little off-base. However, I do feel that (this is 100% just my opinion) it really isn't that bad and the gameplay loop resulting from doing it in-map justifies it in its current form. Again, just my thoughts :) 2: obligatory thanks for awards edit :)[link] [comments] | ||
Posted: 13 Sep 2021 03:19 AM PDT
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Posted: 13 Sep 2021 12:01 PM PDT
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The fatal flaw of the current flask system Posted: 13 Sep 2021 09:28 AM PDT Hey guys, so I spend alot of time thinking about flasks in last couple weeks, ever since GGG acknowledged many concerns with and announced their changes to the flask system. And the most interesting part for me is not, what they changed about it, but what they left UNchanged about it; the part I now consider the fatal flaw of the current flask system. It all starts with how charges are gained and applied to your flasks after they are gained. You gain a flask charge on kill, which increases the number of available charges in all flasks by one, that you're currently wearing and that are not full at that moment. The implications of this sentence and the player incentives that follow from it, are at the heart of most problems with flasks, both for the players and the developers. Let's look at the steps a player goes through, when interacting with the flask system:
I'd argue, that the way, flasks charges are gained and applied to your flasks, is in direct conflict with the way GGG designed the whole thing to be interacted with. We'll start with step 4. As I described, the core gameplay lies in "identifying the right moment" to use your flasks. But in order for a flask to gain charges, it has be "not full", so you have to use it first. And since you can fill any number of flasks at once, every flasks, that is full, wastes charges you have gained. So the correct way to make use of your flasks quickly becomes "just press them all before you fight a bunch of enemies". And since flasks usually don't last longer than 5s, you end up with flask piano or flask macros. Now GGG has stepped in and gave players more options for step 3. You can now link flasks together, have them react to combat events automatically and have them not gain charges during their effects. Though that has done alot to remedy the symptoms, I can't help but feel like this is GGG declaring defeat on the whole idea of flask gameplay beyond "pop everything and kill it fast". You're still heavily incentivized to have as many flasks active as possible, when you kill stuff. (the fact, that GGG also changed some flask effects, so that they ONLY work reactively, might be changed as early as 3.16. It makes really no sense without the automation and is questionable even with it) Step 2 is where the current design fails the players in the most tragic way. PoE is build around the idea, that different characters invest into a wide variety of effects, that ultimately help the character meet a relatively short list of stat checks, in order to beat certain encounters. And flasks are one of the tools. Let's look at the options:
GGG even introduced quite powerful new clusters on the passive tree for flasks, that get basically ignore by every character, that is not a Pathfinder. The main reason, that player actually consider flask talents on Pathfinders, is that they gain flask charges differently. Which brings us neatly to the other big problem, with how flask charges work on most characters. You gain flask charges per kill, which is just needlessly hard to balance for GGG and plan around for players. Depending on build, map layout, map affixes, league mechanic, enemy type or how much time it takes to loot, you could have more charges, than you could ever spend, or constantly run out of important buffs. And no "less charges gained in maps" from GGG or "increased charges gained" from the talent tree can ever fix that, since the problem is not the amount itself, but how volatile the whole experience is. ------------------------------------------------------------------------------------------------------------- What I would do, to fix this mess -------------------------------------------------------------------------------------------------------------
I think, this is clean, easy to balance and understand. And all existing flask systems interact it with it as usual. (I'd prefer a baseline of 10 per second, because it is easy to calculate at first glance. But flask costs might have to be rebalanced to make it work)
So this is the real game changer and probably needs more explanation, why I think it is so much better than giving charges to all flasks at once. First of all, this realigns the incentives for how to use your flasks effectively. What I mean, is that not using a flask, that is currently of little use, is the right play. Because using 40 charges on a flask now, means that 40 of the next 120 charges you gain will have go there instead of the ones, that are currently important. Also, as long as not all your flasks are full, you do not waste charges. It is perfectly fine for a flask to have a more obscure trigger or purpose. Maintaining the buffs of 1 or 2 flasks would be quite easy, since all charges would be funneled into them, like a Quicksilver + Diamond. Keeping 5 flasks active would simply be not possible without proper investment into flask attributes on gear and the talent tree. And I consider this a big positive. Because it opens up flasks to be quite powerful and gives GGG alot more design space to play with. (think of an affix on belt, that causes 50% of charges to go into life flasks, that would otherwise have gone into utility flasks) ------------------------------------------------------------------------------------------------------------- So, what do you think? [link] [comments] | ||
I made a Guide explaining "Bulk-Selling" in Poe (crash-course), hope you guys enjoy! Posted: 13 Sep 2021 04:15 AM PDT
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Posted: 13 Sep 2021 12:34 PM PDT
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Posted: 13 Sep 2021 12:54 PM PDT
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Posted: 13 Sep 2021 03:49 AM PDT
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Wasted several ex buying 3 of these. Any way to rearrange them? -_- Posted: 13 Sep 2021 07:00 AM PDT
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3.15 CoC Agnostic 150mill Dps One Shot Them All Posted: 13 Sep 2021 12:02 PM PDT
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Posted: 13 Sep 2021 06:21 AM PDT Here is the forum thread where you can find the below post in full detailed form. It's also the place submissions need to be made: https://www.pathofexile.com/forum/view-thread/3180067 Welcome. This is the 6th of Iron Hideout Competition, a friendly event to race with other hideout makers or have some fun during the league. It's made by the community, for the community. No entry costs required, just good ole fashioned fun! Build a hideout based on a specified theme and enjoy some nice prizes! Competition will start on 18th September. Theme of this competition is Village! This means at least %50 of your hideout needs to be a village. There is one month of time to complete your hideouts, meaning submissions should be made until 18th October. Then our jury team will do the voting, which will take one or two weeks. Shortly after voting ends, winners and runners-up will be announced. After the announcement, prizes will be awarded and shipped, which you can see below. Categories: Both categories will have seperate submissions, voting, winners and prizes. ■ Non-MTX: No MTX hideout bases or decorations are allowed. Meaning hideout bases and decorations %100 should be obtainable in game without spending any currency in the MTX shop. All decorations should come from favor spending(excluding game specific ones like crafting bench, heist locker, etc.). ■ MTX: All MTX hideout bases and decorations are allowed. Creative usage of MTXes are encouraged. All MTX used should be purchasable from the MTX store. Hideout bases, decorations and pets that are not available anymore for purchase(Like Entombed hideout, etc.) are not allowed. Also decorations from Midnight Pack mystery box are not allowed. Usage of a couple MTX decorations at least is also required. Just adding 1-2 MTX decorations to a Non-MTX hideout base won't count. Using an MTX hideout base will count. Challenge trophies, old benches from before the master update, rhoa dinners or other exclusive non-MTX decorations cannot be used in both categories. Also hideout bases, decorations and pets that cannot be unlocked anymore by normal ways(Like Ritualist's hideout, etc.) are not allowed. These are to create equality amongst competitors. Schedule: ► Competition starts: 18th September, 11:00pm GMT+2 ► Submissions until: 18th October, 11:00pm GMT+2 ► Voting start: 19th October ► Voting end: 1st November or before Prizes For Winners (Applies to both Non-MTX and MTX Category): 1st Place: ► Winner's Cup: Picture(Non-MTX Category), Picture(MTX Category) ► Exalted Orb Keychain(Brass): Picture ► A special role named "Iron Chef" will be given on Path of Exile Hideouts discord server by guggelhupf. 2nd Place: ► Chaos Orb Keychain(Brass): Picture Winners and Runners-up: ► A video showcasing winning and runner-up hideouts of both categories will be made by guggelhupf. Video will be also posted on r/pathofexile and r/PathOfExile_Hideouts Reddits. Guggelhupf will make these videos by visiting each hideout. Prizes For Everyone: ► Brittleknee will do a showcase stream of all entries on Twitch. She will showcase and comment on every single entry! Here is the last competition's stream. ► Guggelhupf will be doing weekly videos of all entries submitted each week. These videos will be posted on r/pathofexile and r/PathOfExile_Hideouts Reddits. Guggelhupf will make these videos by visiting each hideout. Rules and other details are in forum thread. Best of luck to everyone! [link] [comments] | ||
The moment you understand why you should have set up an item filter Posted: 12 Sep 2021 10:29 PM PDT
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[EXP/SC] Just made myself some CoC gloves Posted: 13 Sep 2021 10:09 AM PDT
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[Hideout] Lotus Garden (hideout competition entry) Posted: 13 Sep 2021 07:29 AM PDT
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Posted: 12 Sep 2021 04:28 PM PDT
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Got layed off work, and most of my friends don't play Poe, it's just Standard anyways. Posted: 12 Sep 2021 11:31 PM PDT
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Meet my newly made gloves before they go into poof chamber Posted: 12 Sep 2021 02:05 PM PDT
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Coc detonate dead damage in 100% delirious t16 Posted: 13 Sep 2021 11:33 AM PDT
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Can Fortune Favors the Brave be wasted by selecting Delirium Mirror on maps that use Delirium Orbs? Posted: 13 Sep 2021 11:16 AM PDT
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Posted: 13 Sep 2021 06:49 AM PDT
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