Path of Exile

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Discussion about Path of Exile, a free ARPG made by Grinding Gear Games.

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The original was posted on /r/pathofexile by /u/abyssnedls on 2025-01-06 10:56:35+00:00.

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The original was posted on /r/pathofexile by /u/amdrunkwatsyerexcuse on 2025-01-06 10:55:49+00:00.


big edit: I was wrong about tiered unid items being unable to roll mods that have less possible tiers than the tier of unid items, aka a t5 unid quiver can still roll +2 proj, even though +proj only has 2 tiers. (At least that's what I was told by people I deem trustworthy, did not test it myself, if anyone can provide proof, please do). It just cannot roll the lower mods, which is actually very good. The rest of the argument still stands though. But the best suggested solution I have seen is that it should say for example t8/12, which would mean it's t8 but it can go as high as t12.

.

I haven't seen much talk about this, item tiers being reverted is very annoying, ~~counter productive to tiered unidentified items~~ and even worse for new players than the poe1 system.

Higher tier number = better mod sounds fine at first, but the game does not tell you whether a mod is the highest tier you can get or not, making it even harder to tell whether an item is good or not, especially for new players. In poe1 when you got an item with 6 t1 mods you knew that at least all mods were of the highest possible tier. In poe2 highest mod tiers range from as low as 2 to as high as 13.

little ed: some mods like mana even have different numbers of tiers on different item types, for example 12 on helmets but 13 on rings.

This effectively forces the player to look up item tiers at third party sites (poedb). Both new players and poe1 veterans suffer from this, at least veterans know where to find the info, which new players do not. (Also, new players googling for info like that often results in them unknowingly clicking on websites that do the big nono).

~~This kind of tiering of modifiers is also very much counter productive to the concept of tiered unidentified items. For example some very powerful mods like +2 proj lvls from quiver only has 2 tiers, so a t3 unid quiver cannot even roll that mod. And since it's such a powerful mod that basically any quiver wants to roll it makes t3+ unid quivers inherently worse and basically not even worth picking up.~~

~~There sure are workarounds for this problem, but all of them are super clunky and would only result in even more problems and confusion for new players. For example if +2 proj lvls had 5 tiers, each giving the same +2, identifying a t5 unid would mean it's 80% less likely to roll that powerful mod.~~

~~And it's not just quivers that suffer from this, same goes for +skill lvls on amulets and helmets and gloves and foci, or max res on shields, or charm slots on belts, even cast speed on rings only has 4 tiers, so a t5 unid ring can't even roll that.~~

Just reverting it back to poe1 tiering, where t1 is the best you can get, would solve all those problems and make it much easier to understand for new players. An ingame explanation about tiers would also help a lot. Of course being able to see all possible mods, their tiers, tags and weightings ingame would be the holy grail, but we all know that's never going to happen.

The current tiering system is just annoying and causes a lot of problems.

~~edit: someone in the comments said they identified a t5 unid item and got lower tier mods, presumably because those mods didn't have 5 tiers. I have not paid attention to every single tiered unid I identified, but the ones where I did I never saw that. Can anyone confirm? Because if that's true then at least that problem goes away entirely.~~

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The original was posted on /r/pathofexile by /u/loopuleasa on 2025-01-06 10:42:46+00:00.

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The original was posted on /r/pathofexile by /u/shupa2 on 2025-01-06 08:23:24+00:00.


After playing in endgame for almost 3 weeks, reached level 96 and cleared all content so i want to drop my 5 cents about that expirience.

I played Titan because i like slams and that ascendancy suppose to support slams (or at least on paper). I really enjoyed mace skills and Titan but there are so many problems with skills right now.

Some stats:

Xesht+4

TLDR:

Endgame requires movement speed and mobility. The less options we have the more mandatory existing options are become. Almost all mace slams requires stand still for a long time and you cannot mitigate it with attack speed or skill speed. The whole concept of unscalabe Total Attack Time (TAT) is a failure IF other skills can mitigate thier downsides with gems, gear or tree (for example cast speed for spells). This leads to very strict options for mace endgame builds. Slow swings and stationary requirement make most mace skills very tedious in endgame. You cannot pivot around the boss while attacking to dodge his front attacks. Monk (aka quarterstaff) can. Spark can. Bows can.

TAT should scale with attack speed and skill speed. Supercharge Slam channel should scale with attack speed and skill speed. Most attack speed penalties on mace skills should go because we already have slow weapon base.

Skills breakdown:

Right now Stampede and Mace Strike (aka basic attack) is most performing builds. The reason is obvious - speed. I tried t15+ maps with other skills and it is not even close to clear speed and QoL that this 2 builds provide.

As many already mentioned lack of mobility and insane monsters mobility (with amount of AoE you need to dodge) leads to very strict playstyle. You cannot allow yourself to stand in 1 place for more than 1-2 seconds and almost all mace damaging abilities will lock you in place for at least 1 seconds. And a lot of penalties on the skill gems and on the tree will only intensivies you to not use most of the skills

Earthquake: 75% base attack speed. You cannot use it while moving. I honestly do not understand design philosophy behind that skill. By default eruption will occur after 4 seconds and you can have up to 4 Jagged Grounds. You cannot stack it on top of each other. Even with 1 aps it is not possible to place all 4 Jagged Grounds because in real situation you will need to walk few steps to be able place another one Jagged Ground. Quality will increase maximum Jagged Grounds to a total of 6. If you want to speed up the eruption then quality is absolutely useless. If you want to delay the eruption even more then you will need to walk around a boss or a pack and wait a lot. And this is not even gives you any payoffs. Damage is average at best; there is no bleed/poison stacks. If developers wants us to solve big delay then gem quality should be different. If they want us to place a lot of Jagged Ground then attack speed penalty should go.

Rolling Slam: +1.5 seconds to Total Attack Time (TAT). After 0.1.0e i am using it for a stun buildup but basic attack still better because it is much easier to implement on boss fights. IF GGG want stick with total attack time as a concept this skill TAT should be decreased to 0.6-0.8 seconds. Also TAT should scale with attack speed and skill speed.

2,5 seconds for 1 use

Supercharged Slam: No attack speed penalties, no added total attack time. For some reason channeling time do not scale with anything. There is an attack time that can be improved with attack speed but this only affects time between pressing the button and the moment it can hit but if you want more than 1 stage then you will keep channeling. Supercharged Slam with 20% quality can have 5 stage (+40% more damage per stage and additional aftershock). That is very impressive and cool however you need 5 seconds to get that many stages. You cannot even stun bosses for 5 seconds and many of them will use some sort of escape after the stun. Clearing potential is very low since with 1 stage you wont have enought damage to shot even blues and 2 stages already requires 2 seconds to channel. Quality is mostly useless.

Sunder: +1.4 seconds to Total Attack Time. Numbers are great but often you will find yourself in situation where you will use Dodge Roll to cancel it for escape because you cannot afford to stand 2 seconds. High damage, big TAT almost always leads players to use Sunder with Hourglasses as a cooldown ability. In that cases wave distance is irrelevant because you will use it when target is stunned (mostly bosses). Because of that quality (reduce accuracy penalty based on distance) once again doing nothing.

Volcanic Fissure: 80% base attack speedYou cannot use it while moving. This is a combo skill. You need to place several fissures and then constantly detonate them with other slam. Once again great idea on paper. On practice tho almost unusable because the time you need to setup this combo always outweight potential payoff.

Earthshatter: 80% base attack speedYou cannot use it while moving. Overall is descent. Nice damage and flexible because of "range". The big downside once again is attack speed. In almost all cases you will use Upheaval support for faster spike stacking and it will give another 20% less attack speed.

Stampede: Even that this skill is safe to say "meta", clearing speed is still no near spark or quarterstaff skills. You will constantly ricochet from terrain, stack in monster pack and etc. Very clanky to use becuase of anime-like wind up animation. Skill should be channle. Hold to run maximum distance and slam or release to start slam animation (little leap). Also require dodge roll for animation cancel after slam. Because in anime you should take cool pose after the slam.

Leap Slam: up to 1.15 seconds to Total Attack time. I dont know why there is tag "travel" here. You will travel faster on your feet. Also require dodge roll after the leap (same reason as for Stampede).

Conclusion

Mace skills designed for campaign. The whole statment from GGG about how you can move while hitting with melee is missing for maces. Probably for immersive reason. The problem here that we are not playing immersive sim. Total attack time kills any skill where it exist. Some skills have useless quality and sometimes even missing identity (earthquake, sunder).

Spells moving pentaly can be mitigated with support gem, with movement speed and with insane cast speed. Why there is no attack speed on rings and amulets when you can roll 30% cast speed on them? Why i cannot solve "stay still and do your Sunder" when most of the spells can be cast on move?

Aftershock mechanic is great and i really like it but i want more synergy with it among the skills (like Supercharge).

PS: Fist of War support degraded from PoE1 to just 20% more damage/aoe without cool animation. Can we have animation back at least?

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The original was posted on /r/pathofexile by /u/chux123 on 2025-01-06 08:16:32+00:00.

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The original was posted on /r/pathofexile by /u/Vaughx on 2025-01-06 06:57:20+00:00.


To the designer(s) of the Sandspit map:

Blessings on you and your offspring for all time. Hallowed be thy name. I pray your bagels are always perfectly toasted, and all your sandwiches hold together until the last bite. I pray that all your travels are free of accidents and traffic jams. I pray that all cops will ignore you whenever you choose to speed down the highway, and I hope that whenever you go to your favorite restaurant, you are seated immediately at your favorite table.

To the designer(s) of the Augury map:

I curse you. I pray that everything you enjoy causes you suffering instead. I pray that cereal cuts the roof of your mouth for all eternity. I pray that even your freshest pizzas have cold cheese that slides off the top of your slices, leaving just tomato sauce and crust. I hope when you try coax your pets into anything, they instead get stuck on a doorway. I hope whenever you try to checkout at the grocery store, you are forced to pull 3 levers on opposite sides of the building in order to proceed to the checkout line. I pray that all the games you play have excruciatingly slow, incredibly pointless, uninterruptible animations.

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The original was posted on /r/pathofexile by /u/HughJackedMan14 on 2025-01-06 02:06:06+00:00.

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The original was posted on /r/pathofexile by /u/loopuleasa on 2025-01-05 11:34:06+00:00.

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The original was posted on /r/pathofexile by /u/arcii on 2025-01-05 23:49:54+00:00.


Hello, Exiles!

We've gotten feedback that some readers want to firmly separate the two subreddits. Right now, we allow both PoE 1 and PoE 2 content on the subreddit but are thinking of changing that policy after the next PoE 1 league launch, when there should be more POE 1 content once again.

We ran a previous poll in r/pathofexile, and the results were pretty mixed with 54% of comments and 50% of upvotes advocating for disallowing POE 2 content. In the r/pathofexile2 threads, 61% of comments and 85% of upvotes advocated for fully splitting the subreddits.

Since the last poll was posted, the /r/PathOfExile2 subreddit has grown significantly from 37,000 to 307,000 subscribers. There is now a large number of in-depth discussion posts, memes, feedback, and other types of content specific to Path of Exile 2 there. As of New Year’s, the /r/PathOfExileBuilds and /r/pathofexile2builds subreddits have also split.

Ultimately, these subs are forums that are built on community interaction. Before we make any significant changes, we wanted to get additional feedback from you: Which of these would you prefer?

If you're having a hard time viewing the poll from old.reddit.com, use this link which will use new reddit: 

View Poll

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The original was posted on /r/pathofexile by /u/saladassss69 on 2025-01-05 22:44:59+00:00.

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The original was posted on /r/pathofexile by /u/Diregray on 2025-01-05 21:30:18+00:00.

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The original was posted on /r/pathofexile by /u/3Hard_From_France on 2025-01-05 19:47:37+00:00.

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The original was posted on /r/pathofexile by /u/I-am-Aedesia on 2025-01-05 19:38:30+00:00.


Does anyone else get the Augury layout every second or third map in the biome it spawns in? Hopefully there will be more map layouts added soon - the variety in general isn't that great but Augury is particularly annoying.

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The original was posted on /r/pathofexile by /u/KittenCatNoodle on 2025-01-05 19:12:30+00:00.


A more beginner friendly video of the lore of Path of Exile 2, Act 1

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The original was posted on /r/pathofexile by /u/Doge_Bolok on 2025-01-05 19:01:39+00:00.

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The original was posted on /r/pathofexile by /u/iwanttemplates on 2025-01-05 18:40:43+00:00.

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The original was posted on /r/pathofexile by /u/MashOnArgo on 2025-01-05 16:53:54+00:00.

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The original was posted on /r/pathofexile by /u/fi_bo_nacci on 2025-01-05 15:29:53+00:00.

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The original was posted on /r/pathofexile by /u/Knasbollo on 2025-01-05 15:16:12+00:00.

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The original was posted on /r/pathofexile by /u/Capital_Jacket4701 on 2025-01-05 12:08:49+00:00.

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The original was posted on /r/pathofexile by /u/ObiWanKokobi on 2025-01-05 09:33:25+00:00.

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The original was posted on /r/pathofexile by /u/Voluminousviscosity on 2025-01-05 09:25:57+00:00.

Original Title: 14 Breach Map Ground Loot Aftermath on PS5, Somewhere around 4x as much loot as this is on the ground but limitation on how many names the game renders; can't pick up most of it since it's not actually close enough to my character

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The original was posted on /r/pathofexile by /u/Sneaky_Castr0 on 2025-01-05 09:19:17+00:00.

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The original was posted on /r/pathofexile by /u/Atniscoial on 2025-01-05 08:02:02+00:00.

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The original was posted on /r/pathofexile by /u/Proximis on 2025-01-05 05:30:25+00:00.

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