Path of Exile

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

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This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/g00fy_goober on 2024-12-24 15:36:27+00:00.


General Improvements:

  • Burning ground now deals less damage
  • Atalui, Blood Priestess can now be used to unsocket and destroy current runes/soul cores in items
  • After patch notes we will be dropping a separate post containing the item filter class id's and syntax
  • Augery level animation reduced from 5 seconds to 1 second (can now cancel the animation)
  • Charm slots are now implicit modifiers that can roll on all belts including unique belts
  • Added new rare currency item "Tanner's Orb" which adds a charm slot to a belt (up to a maximum of 3)
  • Blessed Orbs have been added into the game
  • Monster movement speed now has an internal cap on it so it can not extend past a certain point while effected by other modifiers
  • Map stash tab has now been added to the game
  • Fragment stash tab has now been added to the game (This includes a section for tablets)
  • Pantheon system has been added to the game. Maximum of one pantheon can be active at a time. Now have to kill certain map bosses under specific map mod conditions to unlock (Example: Kill Mektul the Forgemaster in an area level of 80 or higher while burning ground is active on the map to unlock immunity to burning ground pantheon)
  • Item rarity no longer applies to currency or quantity in any way. Now only applies increasing the "tiers" of rare items that drop and increasing the rarity of uniques that can be found.
  • Uncut Skill/Spirit Gems can now cut any gem level at or below the level found on the uncut gem. Much like the uncut support gems you can now for example take a level 18 uncut spirit gem and make a level 1-18 as you see fit
  • Changed how the armor calculation now works in game making it much easier to absorb a higher % of higher damaging hits. This should make armor in general much more viable as a defensive mod and make it take significantly less armor to block the same % of a higher damaging hit
  • Tribute gained from killing monsters in rituals is now much higher at higher tier maps
  • Significantly reduced the attribute requirements for gems and gear. Currently even ON class skills and gear require an absurd amount of dex/int/str to be able to use them even at character level of 90+

Mapping Improvements:

  • Portals in maps have been increased to 6 (boss will respawn at full life if boss in the map)
  • There is now a 2 screen monster free zone at map start
  • Towers no longer require a map to open
  • Can now put up to 4 tablets in each finished tower
  • Towers now open an arena to a single boss fight
  • Map now allows you to zoom out to roughly double what is currently available
  • Now shows arrow indicators on map showing the general direction of where citadel locations can be found
  • Implemented a way for players to set map markers and create notes for said markers
  • Many of the longer map layouts have been reduced by up to a third and now include less backtracking overall
  • Many visuals and unpassable objects (tres/rocks/cliffs/etc) have been significantly toned down
  • Monster density has been slightly increased along with the shortened maps should generally result in more density and engagement with more mobs while significantly decreasing the amount of dead zones and going multiple screens without any monsters at all
  • Increased the minimum amount of rares that could spawn on a map
  • Strongbox spawn time have been significantly increased
  • Strongbox loot has been significantly buffed
  • Omens now show up much more frequently in ritual reward windows

UI/Trade Site Improvments:

  • Rare and Magic monsters are visually now the same as they were in POE1
  • Greatly increased visual clarity for on death effects
  • Significantly reduced the number of on death effects in general
  • Added a % total res and % total ele res search to the trade site
  • Added filters for Djinn Barya's and Inscribed Ultimatums to search by area level and # of floors/trials
  • Added a search bar to the ritual reward screen

Drop Changes:

  • Significantly improved the amount of greater essences showing up
  • Essences now spawn with more essences in general
  • Significantly increased the amount of simulacrum splinter drops
  • Reduced the drop rate of Transmuation and Augmentation orbs
  • Slightly Increased the drop rate of Alchemy & Vaal Orbs
  • Slightly Increased the drop rate of Higher tier maps
  • Slightly Increased the drop chance of Uncut Spirit Gems
  • Breach splinters now drop at the end of a breach encounter in a single stack similar to how simulacrum splinters drop currently

Bug Fixes:

  • Fixed a bug where ctrl clicking relics into stash did not put them in relic locker
  • Fixed a bug where blinking could sometimes cause your movement speed to lower like you were channeling a skill until it was recast again
  • Fixed a bug where some bases like quarterstaffs would not have any flat physical damage roll on them
  • Fixed a display error that would cause towers on the endgame map to not show the range indicator of maps in it's area
  • Fixed a bug in certain maps/areas that would not allow players to activate the rituals
  • Fixed a bug that would allow rituals to spawn in impassable terrain and cliffs
  • Fixed a bug that would make delirium monsters from mirrors untargetable immediately after spawning and allow them to push players back
802
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/NUMBERONETOPSONFAN on 2024-12-24 15:25:34+00:00.

803
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/amdrunkwatsyerexcuse on 2024-12-24 14:28:02+00:00.


First of all, merry christmas, exiles.

I have 5k hours in PoE1, 200 hours in PoE2. I won't talk about all the things I like, this is just a list of the problems I feel the game has right now.

edit: despite all the problems I really like the game and give it an 8/10.

Atlas:

  • Being forced to run bad layouts sucks. Mire, Augury, even Stone Citadel feel very bad. Bad layouts way too common, good layouts too rare. Let us choose a layout from each biome's map pool.

  • Let us zoom out way, waaay further, add search function, make unique and citadel maps more common and more visible. Let us set custom markers so we can work on a different side of the atlas without having to search for ages to find the spot again. The more you progress, the worse it gets.

  • Sometimes there are huge gaps on the atlas with no connections in between maps, forcing you to make huge detours.

  • Towers are boring.

League mechanics:

  • Strongboxes are absolutely useless and take forever to do.

  • High tier essences are too rare.

  • Expedition crafting feels very, very, very bad.

  • Delirium mobs pushing you around when spawning feels bad. Splinters too rare, Simulacrum loot too much rng, high lvl oils/distilled emotions too rare, -> most annoints are basically unavailable to 99% of players.

  • Ritual feels almost impossible on some builds. Body blocking, stun locking, volatiles and tornadoes. Good omens too rare, and if you do get one there's a good chance you can't even afford the deferral fee.

  • Delete Greed Shrine. Or at least make it not convert but just drop more gold.

  • Breach is basically the only mechanic worth running.

Character power & gear:

  • The difference between a good build and a bad build feels far higher than in PoE1. Build diversity is very low at the moment. I know it's EA, but still, I have yet to see a good Chronomancer build.

  • Skill tree feels empty because too many travel nodes don't connect to any wheels.

  • Attributes feel way too punishing to get, basic effect of dex is useless on most builds.

  • Having a bazillion % ES but barely any % life or mana on tree makes the difference between ES and life stacking far too ridiculous. Grim Feast is just the cherry on top.

  • Chaos damage still too common, CI op.

  • Evasion is much easier to get than armour, on my Titan I tried hard and barely got 10k armour, but on my Pathfinder I got 20k evasion basically for free.

  • Armour is bad and evasion is op. Too few sources for flat pdr, evasion can go acrobatics which is op.

  • Wind Dancer >>>>>>> Scavenged Plating

  • Charm slots are too hard to get and mostly useless anyways.

  • Movement speed is far too rare outside of boots and builds that run unique boots suffer, because most unique boots have 10% ms at most.

  • Global drop uniques are almost all bad.

  • Not being able to unsocket runes/soul cores feels really bad.

Loot:

  • Delete MF, or at least make rarity not affect currency anymore.

  • Let us filter for tiered rares.

  • Some chance bases are too rare. Found one white Stellar amulet to chance in about 80 maps, rarity is counter productive.

Bosses:

  • Getting only one try for a boss with three or more different one shot mechanics you don't know anything about feels bad.

  • Pinnacle boss fights are way too rare, making the one-try mechanic even more punishing.

  • Basic map bosses are also too rare (in the reveal they said about every fourth map has a boss, but it feels more like every tenth).

  • Map sustain is bad, taking every sustain node on atlas is mandatory, opportunity cost for taking other nodes is far too high.

  • Bosses are too easy to one shot. I never thought I'd say this but please reintroduce the dimishing DR at the start of each boss, except campaign bosses.

Mobs:

  • On death effects are annoying and too inconsistent. Kill mob, wait 5 sec before looting, still get one shot.

  • Too many shotgunning mobs (porcupine crabs, miners), running +proj maps is suicide, high block or evasion feels mandatory on many builds.

  • Block mobs are annoying.

  • Mobs pushing you around like a pinball feels horrible.

  • Mob damage feels fine for the most part, but imo they should have a bit more life.

  • Drowning Orbs should not be cast by a white mob. It's literally a pinnacle boss mechanic, it's like giving Sirus' die beam or Shaper slam to a white mob. I'm not necessarily saying delete Drowning Orbs, just that they shouldn't come from white mobs.

Other:

  • Delete flashbangs, even on 0% bloom it's awful. Viper Naputatzi (she does it twice), Profane Bloom Shrine.

  • Endgame feels empty, you either run 200 bad layouts to find citadels or you spend 2 hours setting up towers.

  • Levelling is too slow, world's first lvl 99 was after more than 2 weeks. I like lvl 100 being difficult to achieve, but 2+ weeks of 12+ hours a day on one character just for lvl 99 is too much. It may very well be that we won't see first lvl 100 char before first wipe.

  • Experimenting feels too punishing. Weapon swap can make you permanently lose points right now (happened to me, very frustrating).

  • Scarcity of support gems feels weird.

  • And finally, after playing Titan for a week I can say: melee bad. I hope we don't have to wait 10 years of bow leagues until melee becomes good.

I know a number of things on this list are bugs or unintended that will of course 100% be fixed, still worth mentioning though.

Despite all the problems the game has right now I'd still give it an 8/10.

804
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/Hidden_driver on 2024-12-24 14:18:17+00:00.

805
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/Wulfgar_RIP on 2024-12-24 12:43:26+00:00.

806
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/TheBenjisaur on 2024-12-24 11:26:32+00:00.


You genuinely message 20 people to buy an item, and get no invites to any parties, because the item is either sold or they are busy in a single portal boss fight.

Then the trade site tells you you are rated limited for 60 seconds and cannot message anyone else, because you are sending too many messages.

GGG has added so much friction to trade that they now see legitimate trade as misuse of the trade system.

Clearly they must not intend for this number of messages to be sent, but this story has been the case for years, just now done at even grander scale and volume.

There's a natural progression to this, you send 20 messages, then you send 100 messages, and then a system sends 10000 messages, suddenly you have an electronic exchange, or auction house. It's why these things exist elsewhere.

The friction needs to come down with something like a-synchronous trade with player owned market drop boxes, or we need an actual trading system. Or any other solution GGG want to dream up, players might not know the solution, but we know that friction is too high when we're hitting bot protection features!

On another note, if GGG wants to make us feel the trade friction, then their servers need to be ready to feel the friction of me sending 1000 messages to buy a 1 ex unique!

807
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/deathlordd on 2024-12-24 11:20:03+00:00.

808
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/Voluminousviscosity on 2024-12-24 11:09:18+00:00.

809
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/safo2100 on 2024-12-24 10:26:52+00:00.

810
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/Reynbou on 2024-12-24 06:37:02+00:00.

811
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/Stepdude on 2024-12-24 07:59:50+00:00.

812
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/naarbot on 2024-12-24 05:55:25+00:00.

813
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/Mano_M24 on 2024-12-24 03:58:21+00:00.

814
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/novazoh on 2024-12-24 01:53:16+00:00.

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This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/Diconius on 2024-12-24 05:19:47+00:00.


Having to individually "6 Link" every single individual skill gem is a bit crazy especially when you consider that people will be vaaling skill gems etc. Making a change to have jeweller's apply directly to the book in which you socket your gems would align more with the design philosophy of moving the socketing system off of the gear and onto the character itself which also encourages experimentation and freedom. Non-gem based skills already grow in sockets so they wouldn't be affected by the change either. Being able to upgrade your base slots just makes more sense imo.

Also, gem levels should go back to being exp based similar to PoE 1, and just delete all the incremental dropped gems between unluck thresholds. So like we don't need lvl 2 gems to drop, just drop uncuts for Tier'd gems similar to the way support gems drop already. I would also suggest pulling the drop locations of some of them down a bit. Not getting the T3 supports until halfway through cruel (so Act 5) feels quite off, same for some of the active gems. Dropping them all down a few levels would make things feel a bit less sluggish to start.

816
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/JacksonWallop on 2024-12-24 03:42:20+00:00.

817
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/FixFixFixGoGo on 2024-12-24 01:16:56+00:00.


Want to try a new skill and compare it to your current setup? That will be 200 exalts sir.

Imagine if you had to re-link your 6L every time you wanted to try a new skill gem in poe 1 lol.

818
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/pa55ion on 2024-12-24 00:53:57+00:00.

819
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/TruthProphet43 on 2024-12-23 23:57:53+00:00.

820
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/New-Arrival9428 on 2024-12-23 23:37:41+00:00.


So there's this thing in POE2 right now that killing bosses and dying right after (or shortly) after doesnt let you retry killing them, but instead the checkpoint revives you in the boss room without any loot.

This feels fucking 100x worse than trying again. Absolutely the worst feeling. Just let me try again damn it.

821
 
 
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The original was posted on /r/pathofexile by /u/fitsu on 2024-12-23 21:38:38+00:00.


Ziz rose this concern in his pre-release interview and it appears to have come to fruition, the current way to juice the atlas is -

  • Find an area with 3 - 4 surrounding towers

  • Clear all bad layout maps in that area

  • Hit all 4 towers with well rolled tablets of the same kind

  • Finally actually run your juiced maps

Comfortably 50% of your time is spent setting up/running dead maps just so there complete.

What's concerning is this is yet another "they fixed this in PoE1" complaint, PoE1 used to have tedious atlas setup but they slowly gravitated to just "Alch & Go". Why? Because most people just want to farm maps, they don't want to micro-manage their atlas.

To be clear I've very much enjoyed PoE2 and while I knew PoE2 would be a different game I expected it to consist of the collective learning from PoE1 so I'm sad to see them repeat so many of their mistakes.

822
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/Shudrum on 2024-12-23 20:39:53+00:00.


Hello there!

I've played a quite good amount of time, and used quite always neversink before doing my own filter for PoE 1. Now, for PoE 2, I decided to redo my filter but in a better way and propose it to the community.

The principle is that my filter is not written by hand, but generated by a configurable script allowing to easily customize things :

  • Waystones display is specific for each areaLevel, hidding waytones lower than a specific amount of levels and showing equal or greater ones.

  • Gold display is bigger and bigger depending of a minimum amount to a ceiling amount.

  • I will also configure the gem drop depending of the area level, maybe later on item levels, etc.

  • There is three configured levels : standard, intermediate and expert.

  • Later on, I really hope to be able to automatise some configuration with a nightly build.

Download, contribute and get more information & the roadmap on the GitHub repository here !

I NEED YOU!

I'm not the best PoE 2 gamer. I really need your feebacks, ideas, configuration tweaking, issues, etc.

Do not hesitate or contribute on the repository, comment here or anything.

Also do not hesitate to star it to support me!

I really hope you will love it! And will try to update it super frequently ... well, with a two day break for christmas ^^

Thank you for reading me! And have fun!

You can also follow the updates on the Path of Exile forum :

Have fun!

823
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/DeGab3 on 2024-12-23 19:45:17+00:00.


I have yet to find a use case for Anullments. With the current state of crafting it feels like they are just not usable. There is not one case i can think of where i want to anull an item without exalting it which is exactly what the new chaos orb does anyways. Without a crafting bench Anullments rn are just a waste

824
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/Schnezler on 2024-12-23 15:07:03+00:00.


You want to try a different spell? Well to 6 Link a second one you need to sell an arm and a leg.

You want to try something out and test defenses? Well you better be prepared to lose your valuable Waystone, because you only have 1 Portal.

You want to try some of the end game bosses? Well you better grind for 100 hours to find a single citadel and then grind some more currency to afford the rest only to die to a mechanic you didn't know yet, because well... surprise its your first time on the boss.

You want to try the Atlas trees? Well you better mindlessly grind Ritual to hopefully find some invitation to a boss (40 Rituals in I still haven't seen a single one) to get to a boss fight you also don't know and well I think by the time I find an invitation I am one shotting the boss. It's efficient, but I loved the early acts and the boss fights.

I know its a grinding game and I enjoyed grinding in PoE 1 a lot, but this grind just feels awful. I seriously think about just buying the points from that certain discord and at least try some endgame farming. Because the grind to get there just sucks. Why can't we get the points via completing lets say 5 Rituals in T1-5 maps, then 6-10, then 10-15 and then the last 2 points for defeating the boss. Same goes for the other mechanics.

In the end you can't try different strats. Can't test them, because well the average player is never even going to get there.

825
 
 
This is an automated archive made by the Lemmit Bot.

The original was posted on /r/pathofexile by /u/PowerfullySimple on 2024-12-23 20:41:43+00:00.

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