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/afroSamurai00 on 2025-01-03 01:50:26+00:00.

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The original was posted on /r/pathofexile by /u/NeuroSparks on 2025-01-03 00:54:36+00:00.

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The original was posted on /r/pathofexile by /u/iamjustacopy on 2025-01-02 22:55:31+00:00.

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The original was posted on /r/pathofexile by /u/Lordados on 2025-01-02 22:49:52+00:00.

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The original was posted on /r/pathofexile by /u/twoFlex404 on 2025-01-02 22:45:06+00:00.

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The original was posted on /r/pathofexile by /u/enveloping on 2025-01-02 22:24:03+00:00.


someone posted on the official forum

video proof in the link

Edit: GGG already fixed the exploit after this post

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The original was posted on /r/pathofexile by /u/Elaquentxd on 2025-01-02 21:43:10+00:00.

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The original was posted on /r/pathofexile by /u/pathofnomad on 2025-01-02 21:41:08+00:00.


tl;dr - I made Chromatic because I wanted a local app experience that catered towards my own game knowledge and SSF gameplay (and because I didn't want to edit filters manually). It tries to enhance the native experience of editing raw filter text files by exposing and categorizing the game's data and providing an interface that mentally aligns with how the filter files are parsed by the game.

I'm putting it into a pre-release / beta state to gather feedback. It is not feature complete yet but I think it's in a usable enough state that could benefit the community right now.

Here's a showcase of what the editing experience looks like using the desktop version:

How is it different from FilterBlade?

FilterBlade is an awesome tool that I've personally used for around 4 years and for many, especially those in trade leagues and people that don't have hundreds of hours in PoE, I couldn't recommend it enough. The original idea for Chromatic actually incepted when I pivoted towards SSF and wanted a filter tool that I could use locally (to avoid the rate limiting issues when making changes with GGG's APIs) to track unique completion and all the other random stuff you want to track in SSF.

I would say that Chromatic is non-opinionated in comparison to FilterBlade. When you create a filter it's a blank slate, there's no pre-built rules, trade/price tiering, etc. It's much more akin to editing text files with a smarter way to fill in fields.

What does it do?

  • Create rules that can have conditions added and edited
  • Hierarchy item picker that can choose items by category, name, etc. to apply to the rule
  • Drag sorting for rules. PoE parses filter files from top to bottom, where the first rule that applies to an item is chosen for its display in-game and all subsequent rules are ignored. Sorting stops you having to copy and paste sections manually
  • The desktop version automatically reloads your in-game filter
  • Keybinds for things like undo/redo, disabling/enabling, save and export
  • Disabling of items and rules so they can be ignored during export, but still exist in the file. This is to support having a filter where you can gradually turn off things you don't want to see anymore, but have the ability to re-enable them easily later

What features are planned?

A non-exhaustive list of things I would like to add...

  • Full support for PoE 1
  • Basic filter templates to help get people started
  • A preview of a (1) random assortment of items and (2) a static list of all distinct items with the filter's rules applied to them to preview how the rules apply
  • Dynamic rule that tracks uniques you have not acquired by querying your account's unique stash (similar to PoE Ladder's uniques, but able to apply to a filter rule when you reload it)
  • Drop sound management UI (including custom sounds)
  • Various ways to export, import and share filters (and parts of the filters, such as individual rules)
  • Many general UI improvements e.g. duplicating rules, tooltips, text search/filtering

What's missing right now?

The only major thing that's missing right now for PoE 2 is support for editing drop sounds. It's what I am working on right now.

It's worth stating again, it is in beta and there likely could be bugs. I'm playing through the game again from scratch in SSF using this tool so will be fixing anything as I find or hear about it.

What don't you plan to support?

  • Trade related heuristics e.g. tiering based on market price (FilterBlade is the tool you want for this)
  • Backend services to sync data to GGG's APIs. I would prefer the experience be entirely on the user's device or browser. I may pivot on this but it's how I feel about it right now.

Can I trust it?

The code is fully open source (you can build it yourself if you like!) and the desktop and web version are built and made available via GitHub. I like open source for these reasons as it's provably trustable with zero shady business happening internally.

How can I try it?

Downloads for the desktop version and links to the web version are available on GitHub.

If you are lazy and just want to look, here's a link to the web version.

What do you get out of this?

A tool that I can use for my own gameplay!

Jokes aside, I'm a software engineer by trade. Part of my motivation for creating Chromatic was to get some experience with Tauri(the framework powering the desktop version). Also, like all other creatives, I obviously like people enjoying my work.

Worth stating that I have zero plans for any kind of monetization and don't foresee anything in the immediate future as the project currently costs zero dollars to run.

How can I provide feedback?

Look in the GitHub issues to see if someone has already mentioned your issue and if not, create one and we can chat. If you like the project a star on GitHub is always appreciated.

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The original was posted on /r/pathofexile by /u/loopuleasa on 2025-01-02 20:47:13+00:00.

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The original was posted on /r/pathofexile by /u/Steel_Neuron on 2025-01-02 16:14:11+00:00.


I know GGG appreciates it short and sweet, so I won't write an essay. I watched every single interview on the road to PoE2; I'm not going to link timestamps, but on the topic of ranged versus melee, GGG's response about their approach to balance in this regard focused on two aspects:

  • Staying close to enemies as inherent advantages in PoE2's action combat framework, because you can quickly avoid cone shaped attacks and other AoEs by moving faster than the boss's turning radius.
  • The new accuracy system is skewed in favor of melee because of the accuracy dropoff based on distance: Hits from afar have to worry about accuracy, where melee doesn't.

These seemed to be (and as far as I know, continue to) the two pillars of GGG's approach to ranged and melee balance, but I think they're built on a big misunderstanding:

These are not advantages of melee. These are advantages of standing close.

Unfortunately, all that melee is gaining from these two points (better maneuverability around dangerous targets, and good accuracy at point blank) is equally applicable to ranged, because there's nothing stopping a ranged build from just shooting at point blank if they so desire. In fact, ranged is better than melee at this kind of combat because of the movement flexibility of ranged skills (most of them allow strafing, which makes maneuvering at short range easier). Similarly, accuracy drop-off is such a non-solution to this problem that I'm honestly surprised it made it this far into development. Sure, accuracy suffers at range for a ranged build. You know who also suffers at range? melee builds, which can't hit at range at all.

Now, here's a tough pill to swallow: For melee to compete with ranged, ranged will somehow have to become worse at point blank combat. I think GGG has the right idea with accuracy dropoff, but they got it reversed: accuracy should be low at point blank, and good at a distance, which is coincidentally realistic: No decent archer has a problem shooting at the fullscreen ranges in PoE, but shooting a fast moving target at point blank is very difficult. This would make it so you'd rather pull out your melee weapon when you're staying close, and your ranged weapon when you're staying far, rather than always using the ranged weapon as ranged is a superset of melee.

Even if you don't think ranged builds must become bad at point blank to solve this problem, I do believe that whatever advantages melee builds end up having cannot be summarized to "the advantages of being point blank", because being at point blank is not exclusive to melee builds.

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The original was posted on /r/pathofexile by /u/Litterjokeski on 2025-01-02 11:35:06+00:00.

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The original was posted on /r/pathofexile by /u/Voluminousviscosity on 2025-01-02 18:33:45+00:00.

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The original was posted on /r/pathofexile by /u/kajjm on 2025-01-02 18:27:09+00:00.

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The original was posted on /r/pathofexile by /u/DareEcco on 2025-01-02 16:20:51+00:00.

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The original was posted on /r/pathofexile by /u/Smoku114 on 2025-01-02 16:12:19+00:00.

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The original was posted on /r/pathofexile by /u/raymennn on 2025-01-02 15:36:04+00:00.


I like mapping in this game. My build feels enjoyable. But I simply cannot handle being forced to do absolutely awful maps. I just dont have enough patience anymore. In POE1 we had to do every map at least once and then forget about them forever, and it still felt like a choir to do maps like Core or Palace. Why are we forced to run Augury or Vaal Factory over and over again?

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The original was posted on /r/pathofexile by /u/loopuleasa on 2025-01-02 15:15:50+00:00.

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The original was posted on /r/pathofexile by /u/TSP on 2025-01-02 15:02:22+00:00.


Not much to say - in some maps it is so bad that I am staring and navigating myself on basis of mini map than the environment itself

there were already some posts and pictures with maps where there are just areas which you cant reach, small areas you cant dodge etc - that is just insane - so it is safer and easier to navigate myself on basis of minimap than actually watching the screen and environment itself

playing as minion build is bringing this to even higher level of madness - simply cant see anything (good luck to check if mobs have flammability curse on top of them if there are 2 firewalls and fires around); have another char war - for close combat in some may layouts same

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The original was posted on /r/pathofexile by /u/loopuleasa on 2025-01-02 14:54:27+00:00.


All of my friends that tried Poe1 AND Poe2 always assumed the estimated reduction is static like in other games like world of warcraft.

This tooltip is one of the biggest liars.

Imagine all the new players putting on armor gear and seeing that "physical one shot" value go up, they would ACCURATELY know and learn instantly what that obscure armor stat does now.

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The original was posted on /r/pathofexile by /u/sfrattini on 2025-01-02 13:21:17+00:00.

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The original was posted on /r/pathofexile by /u/Freki666 on 2025-01-02 13:15:48+00:00.

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The original was posted on /r/pathofexile by /u/sparksen on 2025-01-02 11:20:14+00:00.


Besides Map bosses and the Main Map tree the progression is the following:

  1. Do the Mechanic a lot. Like a Massive amount of times. While it's unbuffed because you have no skill points in the tree for the Mechanic.
  2. Get the resource too fight the Boss of the Mechanic. (Also your build needs too be able too do bossing)
  3. Win the boss fight first try or go back too 1.
  4. Get 2 skill points. Go back too 1 3-4 times each time buffing the boss more.

Sounds not too bad on Paper.

Here are the Problems.

  1. My build isn't designed for bossing.
  2. I know I will die multiple times against this boss because I have never done it before.
  3. Boss keys are so expensive and (if I win). 2 skill points aren't worth it if I could sell it instead.
  4. Boss keys are so expensive I can't buy one and don't want too farm one.
  5. I don't want too do the Mechanic without the skill points as it's unrewarding right now.

My Solution: first 4/6 skill points are free from story mission. While traversing the atlas and doing the Map progression quests you unlock side quests for each mechanic. (Do a expedition logbook, 2 breaches in 1 map, complete a map while in delirium etcetc).

Then maybe get a green boss key, no unique drop, low level, infinite trys.

Last 2/4 skill points can still be locked behind the real Boss fight/Uber Version.

This incentivices ALL players too play around with ALL league mechanics and get a few buffs too it if they do and the Boss fight stays still relevant

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The original was posted on /r/pathofexile by /u/Icy-Match-5439 on 2025-01-02 00:06:25+00:00.

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The original was posted on /r/pathofexile by /u/UltraLutz on 2025-01-02 10:36:58+00:00.

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The original was posted on /r/pathofexile by /u/Far_Access8887 on 2025-01-02 07:04:18+00:00.

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