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Developer Questions and Answers

Hi o/

1-Since closed beta we have no news about custom leagues, except in a weird way during the annoucement video for the Taiwan launch.

When will custom leagues be available and what exactly will be our possibilities regarding customisation ? Will we be able to increase or decrease drop rates, mob speed, leagues rules, and more ?

2-Do you have plans about revamping rare items to make them interesting ? In every build of the week videos, you describe the rare item choices by saying "focus on health or ES and resistances". Simply because we don't have anything else to aim for with rare items slots which is a big issue as it really limits the items we're looking for when playing.

If uniques are so popular (not all of them of course) it s because they have a really unique flavor and interesting mechanics. We need a better variety of stats on our rare items ! Forsaken Masters was a step in a good direction but it's still way to low and shy.
Maker of ZeeL's Amplifier.
Last edited by Kagari#0130 on Feb 23, 2015, 12:59:47 AM
Is there any upcoming qol improvements/features for guilds?
On my command, unleash hell.
1) some skill's tooltip dps isn't clear (molten strike and lightning strike etc). would it be changed, like aading secondary dps or DoT dps (for poison arrow etc)?

2) also there is no pants in POE. will it appear somewhen?
When will racing get the same attention as PvP? It seems the invitational was just an event thrown together to address this problem, and it's pretty bad damage control. It's not like the racing community hasn't been outspoken about the problems in certain races this season (i.e. Descent).
SeoHyun (www.twitch.tv/Awkamess)
My racing guides for S11:
https://docs.google.com/document/d/15DtU8a7ruzt_q7x51pS6lG4QOl_XxAmcdP6RU-61qUU

"Terrex is irrelevant." ~Lonestar420 2015
"
Kagari wrote:
Do you have plans about revamping rare items to make them interesting ? In every build of the week videos, you describe the rare item choices by saying "focus on health or ES and resistances". Simply because we don't have anything else to aim for with rare items slots which is a big issue as it really limits the items we're looking for when playing.

If uniques are so popular (not all of them of course) it s because they have a really unique flavor and interesting mechanics. We need a better variety of stats on our rare items ! Forsaken Masters was a step in a good direction but it's still way to low and shy.


Here. Hear this guy/gal, he/she knows his/her shit. Rare items could be way more interesting.

Here is my question: do you have any plans in making Cruel more interesting? I find that difficulty mostly pointless, because most of the post game content is in Merciless and beyond anyway.
Cruel Act 3X is like some kind of dead desert for players, because no one plays there.
Add a Forsaken Masters questline
https://www.pathofexile.com/forum/view-thread/2297942
Last edited by NeroNoah#1010 on Feb 23, 2015, 1:08:26 AM
If we all gonna die in next HC league :D?
In order to get rid of clearspeed meta cap global movement speed at 100% but make all skills instant so everything feels great.
1. Any news on when/if an improvement to trading is supposed to come out? What would the improvement include if it'll even exist?

2. Can we expect a really significant improvement to desync or will that not happen in the near future?

Thank you
IGN: Ghost_Prototype (100 Shadow - Std)
Remember The Name - Endgame mapping guild. Thread - #1196726
1. When are you planning to start recycling old challenge leagues for new ones? with the amount of work put into them, it seems natural that these in same way as recycling races, will be used again. When you do, will you reverse the standard/hardcore versions to make softcore nemesis, hardcore ambush and so on? Will you polish the feature, adding new nemesis creatures and such to when such a rerun starts?

2. Have you given any thought about better connections to the player community, in terms of quality assurance and feature advantages? In the last year I feel there's both been implemented features/leagues/skills that have been very unbalanced and causing a lot of grief (start of Invasion comes to mind, but it's hardly the only example), and also there's been cases of new "features" being added that noone requested or wanted (the combination of torment/bloodlines pvp for instance). Would a closer cooperation with some of the alpha players help prevent some of this dissonance? Or do you have other ideas how to prevent these kinds of situations?
Designer of The Broken Crown
Designer of The Sigil Divination Card
https://www.reddit.com/user/ThisIsABuff/
can we please get a no rain or reduced particle effects setting?

love the game just want it to run better
The search function for the stash was a much appreciated QOL change. Here are a few more stash-related questions ...

1. Are there more QOL changes on the way, to make using the stash easier? For example ...

1a. Will mass deletion of items in a stash tab ever become reality (ie: with a "confirm deletion of all items in stash tab" dialogue box that is a little off-center on screen, and set to "no" by default, with the all-items-to-be-deleted stash tab clearly highlighted, to minimize the odds of mis-clicks)?

1b. Will mass sale or deletion of items found through a stash search ever be possible (also with plenty of safeguards taken to minimize errors)?

1c. Like in Windows Explorer, will it be possible to "mass select" items and perform an action simultaneously on all of them (with lots of safeguards to minimize errors that affect multiple items)?

I'll also put up a hand for any word about future changes that might be made to reduce desynch.

I enjoy the game a lot and thank you for reaching out to ask for input!
Now that prestige classes will finally leave lab in 4.0, will GGG get it right this time or will they find new ways to repeat old mistakes?
Last edited by EnjoyTheJourney#0109 on Feb 23, 2015, 1:41:04 AM

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