PoE 1 Xbox servers are restarting in: .
They should be back up in approximately .0.9.10 Information and News
" Try it next week and let us know what you think. We're trying to keep the frantic item-grab moment while still allowing ranged character (and players with higher latency) enough time to react. " The new endgame will be far more random than the Maelstrom is right now. The fourth difficulty is being removed once we add Act Three. I expect we'll post a developer diary entry about our philosophy of end-game play as we announce the details of this system. | |
Can you give us any hints as to what sort of Grotesque Abomination the Act 2 Boss will be? ;)
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Awesomeness!
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Wasn't act 3 like, almost done - months ago? Same with the act 2 boss, i remember chris saying it was finished and ready to be implemented...
how long does it take to add a trade function, apparently months.. |
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" Go watch the Templar trailer. Available to mediate cross-league trades and mirror services. Send me a PM here or in-game.
IGN: SpudOfDoom | The Exiled - Path Of Exile's oldest clan |
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" Yes | |
anyone has a free beta here to give me? pls pm me
Im such a sad person :( |
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Awesome.
Does the Notice Board come with a search function? Once Open Beta hits, I don't want to browse through thousands of party titles. ;) And a question about the loot system: What if a party splits up in an area and each player goes hunting on their own (that is the party members being far away from each other)? I would not like to wait a few seconds after killing enemies to make sure the loot other players (who are on the other side of the map) got assigned gets visible/available for me. Disregard witches, aquire currency. Last edited by dust7#2748 on May 25, 2012, 1:27:26 AM
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" Except that if there are still enemies in melee making it unsafe to go get your loot it'll sit there and once the timer wears off the melee will just take it anyways. This is one of the few things Diablo 3 got right, please just have loot per for each individual player like it. |
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I don't really think increasing the damage of monsters is a good way to increase difficulty. This will cause players that rely on evasion to get 1-hit KO'ed way too often. This was already happening to me when killing Kraytlin with a ranger. Each of his flicker strikes would take over 90% of my health, and these can't be manually avoided, which means there's no player skill involved, its simply numbers
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