0.9.11 Maps Teaser

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Tertium_Quid wrote:
I always thought that POE looked Greco-Roman (e.g. the Templar's toga, the old website background, that Act 3 town screenshot with the broken statue by the stairs)... And, now those sewers make me think that Wraeclast is a parallel universe. where scientific innovation did not all but cease for a 1,000 years, (as a result of the Collapse of Roman Empire, bringing about the Dark Ages in Europe), but instead continued for quite some time in to a Steampunk era and then everything fell apart. Those sewer grates, among other things, make the entire scene look straight out of the 19th century; well, besides the monsters and the anachronistic person wearing armor and wielding a hammer.


In Poland football fans tend to wear leather armor and use clubs against eachother.
Its not that anachronistic.
I have runes, potions and total disregard of public safety.

After long discussion with my left side of the brain. I decided it's beter to play with maraduer.

Becouse ranger is a no go at such environment that will be total random and dificult (thinking: if death -> kick out of instance).
Playing POE since 0.9.0
You know you can build ranger just as tanky as marauder - right?
There is even passive that make strength bonuses apply to bows.
I have runes, potions and total disregard of public safety.
Last edited by pod11#5817 on Jun 25, 2012, 2:06:39 PM
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pod11 wrote:
You know you can build ranger just as tanky as marauder - right?
There is even passive that make strength bonuses apply to bows.



Sure, but thats not the point and it's mainly personal stuff.
Playing POE since 0.9.0
Okay Chris, I'm gonna guess how these work. Tell me how close I am!

Maps open portal to a specific end-game dungeon. The type of dungeon is dependent on the map used (crypt map generates a crypt dungeon). Increasing the quality of the map increases the damage and health of mobs, but also increases magic find. Mods give change specific properties of maps. Some example mods include:

-Increased Number of Floors
-Increased Number of <Monster Type> In This Dungeon
-Increased Number of Elite Packs
-Mob Damage Converted to a Specific Element
-Free Auras or Buffs while Inside the Dungeon

The idea behind these mods is that you can build a character to handle maps with a specific mod. For example, I could build a character with high fire resistance and look for maps with "Mob Damage Converted to Fire". Or I could make a single-target damage build and look for maps with "100% Increased Number of Golems in this Dungeon". This way, some characters would prefer some types of dungeons to others which would lead to more end-game build diversity.
Keyblades!
Last edited by Antilurker77#5527 on Jun 25, 2012, 5:05:38 PM
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Antilurker77 wrote:
"Mop Damage Converted to Fire"

I'd love to see a build specifically designed to counter flaming mops.
TehHammer is not a crime!
They said they want players to be ablr to influence difficulty, so its more likely that those mods and quality will be straight-forward difficulty adjustment.
Not likely to do something so specific as changing aligment , at least not early after releasing that feature.


Im more concerned about those map lvls.
If im lvl 80 and i run out of maps will i have to farm lvl 60 mobs to get lvl 65 map , where i wil lfarm lvl 70 map and so on untill i reach the one good for me?

Or any mob will be able to drop any lvl of map and it will be sheer luck to hit the right one?
I have runes, potions and total disregard of public safety.
Last edited by pod11#5817 on Jun 25, 2012, 4:52:52 PM
I called it in the speculation thread!

I remember wishing for maps with different rarities, that would provide different challenges by messing with the monster stats, a la bastion idols. When I wrote it at the speculation thread it was wishful thinking, now it's getting closer to be real, awesome!
Some of the guesses have indeed been very close, so far.
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THEHORNEDRAT wrote:
I'm gonna horde "ledge" maps.

It's definitely intended that some maps/mods will be more desirable/rare than others.
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