Path of Exile 0.11.0

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Jaknet wrote:
Regards the challenges and specifically the "Own a specific set of 90 Unique items at the same time."

Is this possible with just 4 stash tabs, as if not then this is the first sign of GGG only allowing paying players to compete in any part of the game.


One stash page holds 18 8-spot items == 72 in total.
One (mule) character holds 6 8-spot item == 144 in total.

Theres plenty of room.

B.
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Malone wrote:
But this is also true for other piece of stuff... At the end, base hp value become even more critical, so Kaom remain interesting.


And probably prices of items with + maximum Life will go up, because with less HP from passives bonuses, it will be way to increase your health pool, which will be still important as (quoting myself from few pages back):

It's interesting, if they reduce aura reservation on life, pull up life regen nodes or rise Life Leech cap. All those things works well with large HP pool, but if we reduce HP without touching other elements, we will end with even less HP after reservation, smaller life regen and slower Life Leech rate. This is quite important for Blood Magic characters (both passive or gems).

And what about "enviromental damage" like chaos damage on maps? My main has almost 140 HP/sec life regeneration. Not so big number, but it overcomes almost chaos damage maps mode and few viper strike stack. But if they cut life regen...


It's quite a pity, that if rumors are right they virtually killed Elemental Adaptation. Or maybe not, maybe it will be repeat of "Seize the Initiative paradox", that after nerf which is aimed to make other passives attractive, people will still use nerfed passives, as even after nerf it will be no alternatives.

I was trying to evaluate, if I'm able to change anything in my lighting stiker passives...

Spoiler
http://www.pathofexile.com/passive-skill-tree/AAAAAgUAAnEEswVbDH0OrRB_FE0UdRUgFm8ZLhmFGbQaOB0UI00kqiftKaUqTSzpMn4yiTbpOuE8LT8nQDZEckbXSn1PfVBQVElVxlb6V-JYY1nzXz9mnmegZ71qk26qcH1yqXRBd-V6uHzZgFaExId2iPGLjIzPj0aQVZuhogCmV6cIp4SplayqrpO0-bc-uJO53cAPwBrEFcT2xp7GrsbYytPPZdDQ1I_V7d0N4XPjaudS52PsOO0g7m_vDvAf8i_yRfPd9kj60vzF_go=


But probably I will not change anything, just will end with less HP, less armor, less resist and less efective damage after life nodes, Elemental Adaptation, Inner Force and Shocking Blows nerf as there seems not be any alternative to those and Iron Reflexes (combined with Determination and Grace.

And I will hope, that I will still be able to face roll ~70 lvl maps and be good for higher... If not, I will probably take some rest until GGG fixes this mess...
Anticipation slowly dissipates...
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Drahken wrote:
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Drahken wrote:
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IceM wrote:


Sir I dont think that you understand that you are Playing a game that is in open beta. Please realize you are a beta tester, I dont care about your build or items, the game needs to be improved upon.


its a beta test that is already making money on transactions. you act as if its a beta for a 60 dollar game.. its a beta for a free game and its method of making money is already live,

not to mention the promise of no more wipes brought in half the player base assuming it wasn't wasted time.


no response to this huh? didn't think so.

real happy my character is wiped because of one overpowered unique.


Your character isnt wiped.

Its still there.

All your items are still there.

Theres a full respec if you choose to use it

Tell me again about the 'wipe'?

B.

edit: nvm I read some more posts. what Drahken has done is create a straw man argument to get upset by something we all knew was going to happen when it was announced back in CB.
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Last edited by bredin#5791 on Jun 3, 2013, 5:13:51 AM
Just because life may "not be as important" doesn't mean it is no longer the most optimal durability stat. I expect to see a lot of passive trees become even MORE life node oriented to compensate for the changes.
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VolcanoElixir wrote:
I expect to see a lot of passive trees become even MORE life node oriented to compensate for the changes.


It was already the "hp nodes road" , cannot be worse.
IGN TylordRampage
Last edited by Malone#6946 on Jun 3, 2013, 5:26:26 AM
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t_golgari wrote:
There are some weird trains of thought going on in this diskussion.

I guess one of the problems is this: Most of the people engaged in this forum and on this site, are not casual gamers.
And that is sort of a problem for the devs, because those gamers will eventually get excluded from the game as the hardcore gamers (not talking about the league...) dominate the feedback.

People complaining about the game beeing to easy are not the 99% of people who would like to play the game. I have seen people stop playing after Crematorium (the first one) because they where completly discouraged by Piety. I have seen others quit after dying constantly and loosing exp. because of it and than not being able to lvl up anymore.

This game will eventually need a base of casual gamers with families, work and other hobbies. Those people (like me) want to play 1/2-1 hours, like 4 times a week, maybe longer on weekends. These players like to see a little bit of progress everytime, have a good time, and then they stay with the game, build different characters, and eventually spend money on it.

I honestly do not think that standard is the place to be for these types of gamers atm. All those ex Diablo II-Players now not students anymore. It is still to hard. My friend and me needed about 45 Minutes to kill merciless Piety. We died like 80 times. I couldn't kill her myself in single player, because she One-Shot me with every skill she has, she would probably have killed me with spitting if that would be implemented. It was not at all a pleasant experience. Same with the map we tried afterwards.

Conclusion:
I think there needs to be a Casual League. 25% less damage and health for mobs. Higher overall drop rates. Don't mess up the ecconomy and the difficulty for the core fans. Just create a new area for the weak and time-limited to have a little fun. No need to nerf there, it is supposed to be easy.

Just my 2 cents.


I think you might be onto something here.

I can picture a league as you said above with much higher drop rates, i dont think it needs to be easier, you have obviously attempted piety well before you should have. I play Hardcore currently 71 and find the difficulty fine.

How do you balance the economy with the better drop rate.
remove the economy altogether.
Would that be such a bad thing?

This game gives you the tools to craft amazing gear if you have the currency. i much prefer crafting over trading, so just ramp up the currency drops and remove the ability to trade.

This would suit the casual player as they will be playing solo most of the time and it would give you a constant sense of progression as a few hours of play would give you the currency to re-roll items.

Once you are well geared and the game is very easy for you, you have loads of currency to roll the hardest maps.

The more i think of it the better this sounds, i would love a "no trading" league with ramped up currency drops!.
Last edited by Brootus#2951 on Jun 3, 2013, 5:54:10 AM
i'm impressed by these changes, so many good ideas and finally - long term leagues!

the biggest surprise is the full respec and how you handle it. my worries were that alot of users could be surprised and discouraged by a forced reset like you did in the past.

i don't appreciate the display of monster health as i'm torn apart about this "feature". on one hand as melee user it is mandatory to use it as it gives you valuable combat feedback (for example when to leap slam into the crowd with culling strike, item quality and quantity), on the other hand for me it destroys the dungeon feeling and makes the game more cartoonish.

it wouldn't be that bad if monsters would be more bleeding, bowed down, colored or crouching on the ground as a sign of low health.


age and treachery will triumph over youth and skill!
http://www.gamespot.com/news/path-of-exile-updates-open-beta-with-new-content-this-june-6409171

Dat Gamespot article.

Although it's kinda misleading with the "Players can now do a free full reset of their passive skills once per player character."
IGN: NoahsArChen

"Oh awesome, this guy posted his current gear. Let me find him an upgrade!" ~Said no one ever.
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geradon wrote:

i don't appreciate the display of monster health as i'm torn apart about this "feature". on one hand as melee user it is mandatory to use it as it gives you valuable combat feedback (for example when to leap slam into the crowd with culling strike, item quality and quantity), on the other hand for me it destroys the dungeon feeling and makes the game more cartoonish.


At least it's optional, so you can turn it off if it bothers you?
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BurnedInEffigy wrote:
I was taking a break from the game, but I'm definitely coming back for this patch. Awesome work!


the same)

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