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/SeriousObligation190 on 2024-12-26 08:51:11+00:00.

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The original was posted on /r/pathofexile by /u/ahm0509 on 2024-12-26 08:11:03+00:00.

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The original was posted on /r/pathofexile by /u/hamletswords on 2024-12-26 06:43:32+00:00.

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The original was posted on /r/pathofexile by /u/Knasbollo on 2024-12-26 06:14:13+00:00.

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The original was posted on /r/pathofexile by /u/SladenBun on 2024-12-26 04:07:49+00:00.

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The original was posted on /r/pathofexile by /u/Drydek_TV on 2024-12-25 22:48:16+00:00.


So I know this issue has been brought up ten thousand times. Even in PoE 1 this has been a hot topic of discussion and frustration for a lot of people. But MAN. In PoE 2. They really went triple down on this style of game play.

I get that at a certain point the only thing that kill high end characters is people playing silly. Like you are so glazed over you are just blasting then you just fall over. I can't be the only one that thinks this is not a fun style of death.

You are playing the game, you are farming, you are killing hard monsters, you are collecting loot. Or at least trying to collect loot. You see an ex, a divine. OH SHINY - lol NOPE. BOOM suck it. You die. On death effect makes you lose huge value drops.

So, they made rares have this obscenely obnoxious on death effect that doesn't deal damage but it CONVIENATELY hides other on death effects. Volatiles, random fire explosions (not molten shell), chaos orbs on and on and on.

Not to mention, if you use shatter and freeze as a defense mechanic - there are corpses that are exempt from this clean up mechanic. Namely those big chunky lads that have their bellies explode. I freeze them, I "explode them". They still do their on death mechanics. And in a frantic circle of death like a breach where this is literally too many things on the screen for the human brain and eyes to process - the fact you dodge roll and just fall over- starting at a screen of multiple exalts and 50 breach splinters.

This is the feeling I am getting as I move higher and higher in map tiers. You won. You kill the monster. But did you really won? No the game does. lol

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The original was posted on /r/pathofexile by /u/Foreseerx on 2024-12-26 00:09:54+00:00.


I feel like MF itself isn't as big of an issue as the fact you get literally ZERO loot (exaggeration, but you get it) without it. Why is the difference so large? This feels like one of those FOMO MF metas from poe1 but on steroids.

PoE1:

  • 3.24 (IIQ still in the game) -- you'd still be completely fine without IIQ (!) on your gear and would make great returns, so we had builds like coc dd be the meta without typically running much if any MF at all.
  • 3.25 (IIQ removed, IIR remaining) -- we have IIR% and there's benefit to running it, but it's not like night and day difference. It maybe adds like 15-20% div/hr difference in high-end mapping.

PoE2:

In PoE2, you literally get what feels like an order of magnitude more loot playing with even 100% IIR% on your gear and it just feels terrible. I feel like I and many other people wouldn't care as much if running 0 (or low) MF didn't feel so bad, but it feels absolutely terrible in comparison.

I feel like if not removing it altogether, it must be brought to a better balance ASAP. Make playing with 0% IIR a lot more rewarding compared to MFing and bring down the benefits running IIR% gets, if not outright removing it. I do kind of like IIR% when it's implemented well, but in PoE2 it's just cancer. No, literally, look at the ladder -- half of top 1000 is builds that can heavily MF, because playing without it you might as well be wasting your time.

I'm perfectly fine with IIR% in PoE1 right now and would love the same kind of balance in PoE2, where people are still rewarded for putting MF on their gear, but it doesn't feel mandatory at all to do so.

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The original was posted on /r/pathofexile by /u/kabbelabbeee on 2024-12-25 23:33:14+00:00.


I don't mean to hate because POE2 is without a doubt a beautiful game and I know there are those that truly enjoy it, but thank EXILE that POE 1 will still exist and have its own leagues. I just want to explode screens with nice mtx and make colorful builds that saddens my gpu.

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The original was posted on /r/pathofexile by /u/1nf4m0u2 on 2024-12-25 16:48:42+00:00.


It seems like history is repeating itself, and once again we have the vast majority of unique items in a Path of Exile game being completely useless. The worrying part is that, this is just beginning of POE2's lifespan, we don't have the complete roster of unique items yet and I honestly think the problem is already worse than it is in POE, not only in the fact that the majority of new unique items we have in POE2 are useless, but even some of the old ones they brought over from POE have been utterly annihilated.

Devouring Diadem lost it's eldritch battery identity and is now a trash, low level unique item. Original Sin has a ridiculous downside that renders it's implicit... useless? Brass Dome has been stripped of it's brass and it's dome, why in the world does it give -5% to all maximum elemental resistances, when it gave up to +5% to them in POE. Seriously, what kind of fear is driving the designers at GGG to do this? Why are they afraid of giving us strong unique items?

The confusing part is that, we know that when GGG wants to, they can give us some absolutely banger unique items, across all base types, low and high level. Morior Invictus is one of the coolest and strongest new unique items POE2 has given us. What they did to Mahuxotl's Machination was genius and now it's one of the strongest unique shields we've ever seen. Cloak of Flame and Ghostwrithe have been ported over and are faithful to their original identity whilst being as strong as ever, and still remain as low level base types.

So why is it that it's only like this for 10%-20% of the unique items? What kind of fear is stopping them from giving good numbers and strong effects to more? Are GGG really okay with the other 80%-90% being something players just disenchant for 1/10th of a chance orb? The unique item problem was something I was hoping would be eradicated in POE2, but that doesn't look like that'll happen if this seemingly fear driven design philosophy keeps up as we move forward.

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The original was posted on /r/pathofexile by /u/Artac on 2024-12-26 00:47:05+00:00.

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The original was posted on /r/pathofexile by /u/UnluckySeed on 2024-12-26 00:15:31+00:00.

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The original was posted on /r/pathofexile by /u/GH057807 on 2024-12-25 22:51:44+00:00.


Obligatory "I'm not a dev" but I think these three ailments could use some identity in PoE2. They are very much samey in this new iteration.

These suggestions are just napkin scratches, spitballed ideas to give the ailments something unique, and not to be taken as some sort of armchair development gospel or something. Just suggestions. From a player.

Poison: This is the only damaging ailment (or ailment at all?) that requires its own inherent chance to apply to ever be applied at all. Bleed and Ignite can be applied naturally through large enough hits. Because of this, I think that each skill should be able to have its own poison on a target. Currently there are gems/items/points that allow you to stack additional poisons from a skill onto a target, and I think this should remain, and simply allow for additional stacks from whatever skills are supported. Since a lot of your poison chance is not on the specific skill itself, this makes that "universal" chance to apply a good bit more valuable, and encourages poison users to use a variety of skills.

Bleed: I think bleed should stack like poison used to. Makes sense to me that more cuts = more bleeding. There could be a way that the bleed happened faster with more stacks, like each stack on the target made the bleed damage happen X% faster or something. The more hits you can deliver that bleed in a shorter window, the better. Smaller hits are fine, because they all add up in some way. This would give us an ailment to use with fast attack speed and low damage but rapid fire hits.

Ignite: I think ignite largely works well as is. We do need at least one that works well with huge hits. I think of an applied ignite as "going out" instead of expiring. I think all ignites applied while a target is ignited should add to the ignite duration, so the target is "staying on fire" longer the more igniting hits are given. The damage per second will stay the same until a larger igniting hit was applied. Like, you hit em hard with your big ignite and then keep "fanning the flames" with smaller ones to keep it going. This would make ignite duration stats less required if you are applying igniting hits frequently, and still valuable if you aren't.

Something like that anyway. Definitely flaws in my 10 minutes of thinkin' bout vidya games here, but I think that these ailments definitely need a lot more to differentiate them besides icons and damage types.

Cheers.

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The original was posted on /r/pathofexile by /u/pa55ion on 2024-12-25 22:04:06+00:00.

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The original was posted on /r/pathofexile by /u/ramatopia on 2024-12-25 21:51:46+00:00.

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The original was posted on /r/pathofexile by /u/emerzionnn on 2024-12-25 21:48:05+00:00.


Never had this problem in PoE1 but dying in a juiced map due to a corpse explosion or just a misplay is absurdly punishing, so much so that I typically just close the game entirely lol.

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The original was posted on /r/pathofexile by /u/70monocle on 2024-12-25 19:37:14+00:00.


I think it would improve the crafting process and many unique items usable to just have % move speed be an implicit or hidden modifier on boots.

Movement speed is not a luxury in poe2, it is a necessity. The game feels bad without it and some bosses are obviously designed around 30% move speed on boots

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The original was posted on /r/pathofexile by /u/ZoRoXo on 2024-12-25 18:29:17+00:00.

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The original was posted on /r/pathofexile by /u/Hidden_driver on 2024-12-25 18:20:46+00:00.


Everything seems to be going to the moon regarding orb prices. Astramentis a week ago was 80divs for top roll, yesterday it was 170 and today its 200. Same for most of the stuff? Is it the rwt gold farmers diluting the economy with orbs or what?

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The original was posted on /r/pathofexile by /u/Lathirex on 2024-12-25 15:44:47+00:00.


It's a middle-ground between 6 portals and 1 portal. You might sacrifice clear speed to keep your ritual or breach safe. If you die to the map boss but kill it in the process and the map completes you breathe a sigh of relief knowing your loot is safe.

Is it the best solution? I don't know, just throwing another idea out there.

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The original was posted on /r/pathofexile by /u/DeusVitae69 on 2024-12-25 17:42:05+00:00.

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The original was posted on /r/pathofexile by /u/key3david on 2024-12-25 17:22:27+00:00.

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The original was posted on /r/pathofexile by /u/lazypanda1 on 2024-12-25 17:14:38+00:00.


Slower attack speed, often gets blocked by terrain and random trees, doesn't provide iframe (meanwhile dodge roll exists which makes even less sense), can't cancel the animation unless you get stunned while regular monsters get stun immunity with their travel skills. You can't convince me that someone at GGG doesn't have it out for warrior with how clunky this skill is.

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The original was posted on /r/pathofexile by /u/OnlyKaz on 2024-12-25 13:32:23+00:00.


This would feel infinitely better than just never picking up the hundreds of uncut gems dropped throughout the game. The chance the gem has quality can be a rare of course, but this would at least make the drops POSSIBLY useful.

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The original was posted on /r/pathofexile by /u/Jax_77 on 2024-12-25 10:58:50+00:00.

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The original was posted on /r/pathofexile by /u/ilasfm on 2024-12-25 13:05:35+00:00.


And I mean literally 0%. Not 50%, not 20%, not 10%, 0%. No golden charm. Take off all rarity on your gear and just run around for 50 maps. Do some Sanctums.

I can guarantee you that the difference will be drastic. People do not believe me when I say I found more useful currency in t5 maps with rarity than I do in t15 maps with 0 rarity. I could regularly walk into early maps with 50-90%ish rarity and walk out with several exalt. I would slam constantly in search of upgrades to my gear. Now I feel pretty lucky if I find 2 exalt in an end game map surrounded with towers and have a whole 4 regals in my stash.

I just did a complete, 4 floor level 80 Sanctum, killing 4 rares in every hourglass room, and walked out with 2 regals, 2 chaos, 1 vaal, and 1 exalted orb in monster currency drops. When I had rarity on my gear, I was literally getting more than that entire runs worth of raw currency in a single hourglass room in level 65 Sanctums sometimes.

If you want to progress your character at a good pace, whether you are in trade or in SSF, the answer is to make sure you have rarity on at least some of your gear. For trade it's obvious why you want rarity. but why does it matter in SSF? You need currency in SSF to upgrade your character. In an early PoE 2 world where crafting is basically a slot machine, you need to be constantly pulling the lever to try and find upgrades to your gear, and to pull that lever you need currency.

Putting on gear that doubles your damage and doubles your survivability but leaves you with 0% rarity in SSF is actually running it down mid. By doing so you basically cut off your ability to keep fishing for upgrades while juicing maps at an acceptable rate. You are shooting yourself in the foot. So the correct play is to ignore the gear that doubles your damage and doubles your survivability in favor of your older shittier gear that has rarity rolled on it and suffer on it longer until you do find some minor upgrade that lets you keep some rarity.

It feels awful. The objectively correct thing for me to do is downgrade my build (which is not a particularly strong setup with my current gear) by looking for rarity lines. That is not good character gear progression and a huge red flag.

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