Path of Exile: Forsaken Masters

I'm going to be very sad if trade isn't fixed in this expansion, but the content does look cool.
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LegendAscend wrote:
I'm assuming hideouts rip with you, or do they persist?


Page 37, answers your question I think (if Im getting it right, sleepy due to hype, been awake almost 2 hours more than I should):

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Chris wrote:
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Pokopensuke wrote:
I have two questions.

1. Is the reputation system account wide or each character?
2. Can the crafting bench add a mod to uniques too?


1. All characters in the same league have the same Master progress and Hideout.

2. You can't add mods to uniques but you can modify their sockets.
Oblivious
That answered my question, thank you!
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Chris wrote:
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stykk wrote:
chris, please, don't let us create perfect items on crafting benches.
the game will be boring in a week with everyone running around with perfect items.


You can only have one crafted mod on an item at a time. We haven't included the dangerously high tiers of mods. It's incredibly useful for levelling and builds that want some interesting niche or off-slot mods.


First off I want to apologize for sounding so negative in what I am about to say. Not trying to be a downer but these are the concerns that came to mind from reading your response.

Doesn't "We haven't included the dangerously high tiers of mods." mean no t1 and t2 mods? This would mean crafting is roughly about as useful as farming cruel Dominus but with less RNG. In other words crafting becomes obsolete before you even get near "endgame"?

What role is crafting meant to fill?

Easier to obtain leveling gear is great for that first character you create in a league but often times you pick up enough leveling uniques that you can just plow through normal and most or all of cruel when creating alts simply because they provide so much power for their level. If crafting stops at cruel Dominus then it seems like you would be better off rushing to merciless ledge.

Trying to figure out of this is something worth being excited about. Currently it seems like no.
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conall88 wrote:
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unkempt wrote:
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Chris wrote:

What if I told you that there's more life per level now so there's less need to pick up so many life nodes in the tree?




Nodes? Where we're going, we don't need nodes.
Looking good so far, especially the non rng gated crafting alternative to orbs. Only thing missing is mention of a similarly non rng gated endgame alternative to maps.
IGN: KoTao
Last edited by KoTao#4717 on Jul 30, 2014, 10:54:52 PM
GGG kicks so much ass, my god!!!!
And how about desy.... ...oooops, a linux native client? ;-) Plz, plz, plz!!! xD
Playin on Linux!
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Khisanth wrote:

Doesn't "We haven't included the dangerously high tiers of mods." mean no t1 and t2 mods? This would mean crafting is roughly about as useful as farming cruel Dominus but with less RNG. In other words crafting becomes obsolete before you even get near "endgame"?

What role is crafting meant to fill?


The "Oh damn, this would be a huge upgrade for me, but it doesn't have the cold resist I need." role.
Any information on new supporter packs?

From what I've read so far I'd be perfectly happy giving another ~$100 to GGG for their work. It's like buying another AAA title every 4/8 months that's guaranteed to be something you absolutely love because it's the same game but better.

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