Path of Exile: Forsaken Masters

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SigmundFreak wrote:
Can one character reach level 8 reputation with all masters?

yes, because one challenge in the 3 months league is to get level 8 with all masters and i don't think ggg wants you to create 14 characters (softcore and hardcore) to achieve that.

please consider that you first have to find all the masters and advance into (high level) maps to do all quests.

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SigmundFreak wrote:

If you have an exile who has reached certain reputation with a master does that mean my other characters of the same league will reap the benefits of it?


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

age and treachery will triumph over youth and skill!
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Lorginir wrote:
Hype is surely sky-scraping but from what I see here is pretty much death sentence for the game. SotV taught GGG nothing and gated content remains as MO.


That word is being so massively overused on here that it's become almost meaningless. Yes, you might have to put a certain amount of work/time/effort into something before getting the full benefits. Oh my god, the horror! Yes, some parts of it might have to be done in a certain order before you can move on to the next thing. Guess what? That's how the world works. That's how most games are and certainly how EVERY rpg ever has been.

The real question should be "Is the amount of effort needed reasonable for the level of reward you will get?" And the answer is that right now we have nowhere near enough information to judge that.
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Snorkle_uk wrote:
Why do we need reduced mana? Why wouldnt you run it on every aura? Virtually everyone runs it on every aura, its doing nothing for the game. Its just a 1 gemslot tax on using auras that serves no real purpose I feel.

the cost of one gemslot (per linked gem setup/per equipment part you like to use its effect on) ist definitively more than "nothing" to the game. It serves as socket sink, and a way to force people to invest into that spec to make use of multiple auras - in the same way the 'reduced reservation' nodes work.

If we imagine there would no such mechanics, then there would just be a defined amount of skills with reservation possible, three if it would be 25% each, as example. (maybe one more on blood magic). No possibilities, no option to build around, no/less variety...

Rhetoric: why do we need blood magic? increased crit chance? things like point blank etc? Just to offer options and diversity...
invited by timer @ 10.12.2011
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deutsche Community: www.exiled.eu & ts.exiled.eu
Spoiler


Do I have all known nodes labeled properly or still misidentifying a few?

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Crasss wrote:
Im not much of a poster, cause i spend most of the time playing instead haha. But ive been around since closed-beta, and this is the first game ever that has kept me interested and keeps up the interest for all this time witch is no small feat in its own. I don't know how many chars i got haha, but i just keep testing out new builds and its so much fun still. And with this? You can imagine what it´s going to do to my social life ;)

Can´t wait for new content!

Thank you everyone in the development team and players, for making this such a nice experience! Thank you!

/Christian



I just wanted to post one of my favorite allround uniques btw, they can carry a char for a long time and gives a nice buff to a starter char :)


In the one month I found one on the way to mervail. I didn't take them off until maps. Then it was only because they couldn't get 4 sockets.
God_of_Thieves_LLD_PVP__I hate the Labyrinth
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Snorkle_uk wrote:
People are dropping 100+ exalts in currency trying to roll a single T2/T3 mod on a bit of gear, you are getting these mods for a pitiful amount of chaos


Can you show me the source on this?

The cost almost surely depends on how many mods are on the item to begin with.

The only source I see on cost is the one screenshot, which is most likely showing the costs of enchanting a single mod onto a white item. Obviously, that would be the cheapest case.
Last edited by Veruski#5480 on Jul 31, 2014, 12:31:54 PM
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Mr_Cee wrote:
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Snorkle_uk wrote:
Why do we need reduced mana? Why wouldnt you run it on every aura? Virtually everyone runs it on every aura, its doing nothing for the game. Its just a 1 gemslot tax on using auras that serves no real purpose I feel.

the cost of one gemslot (per linked gem setup/per equipment part you like to use its effect on) ist definitively more than "nothing" to the game. It serves as socket sink, and a way to force people to invest into that spec to make use of multiple auras - in the same way the 'reduced reservation' nodes work.

If we imagine there would no such mechanics, then there would just be a defined amount of skills with reservation possible, three if it would be 25% each, as example. (maybe one more on blood magic). No possibilities, no option to build around, no/less variety...

Rhetoric: why do we need blood magic? increased crit chance? things like point blank etc? Just to offer options and diversity...


i dare to suggest it but why isn't there a "reduced requirements"-support gem?
age and treachery will triumph over youth and skill!
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chris wrote:
At a Crafting Bench in your Hideout, you can manipulate items in new ways, such as modifying their sockets or crafting special mods
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can't wait to find out how much a 6 link is worth for ggg. or is this a "dangerous tier of crafting"?

but after all, this seems to be the "easier socketing and linking" chris wrote about all the time.
age and treachery will triumph over youth and skill!
"
SigmundFreak wrote:
I have 2 questions

Can one character reach level 8 reputation with all masters?
If you have an exile who has reached certain reputation with a master does that mean my other characters of the same league will reap the benefits of it?

I really hope that each character has to specialise with one master so that you have to make at least 7 separate exiles to gain level 8 reputation with all 7 masters


I'd actually hope we can specialize in at least 2 or maybe 3 per toon. if they reflect the current character classes, 2-3 still forces choice, but allows hybridization. we shall see ... seems like it would be a recipe for OP if once we level a master it applies to all toons. but wtfdik. we shall see ...

edit to add: ha! im so wrong

someplace in all this chat, chris says the master progress applies to all toons per league.
I am the stone that the builder refused.
~~~~~

Last edited by LonePuppet#4292 on Jul 31, 2014, 1:32:48 PM
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Snorkle_uk wrote:
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Khisanth wrote:

I would be okay with no t1 mods from crafting but cutting it off at t3 is too low.




I really dont think it is man, heres an example of a far from T1 item




that has tier 4 flat phys damage, tier 3 phys damage %, and yet its more dps more than a well rolled binos, and a binos is a 15-25 exalt weapon that can annihilate endgame. T3 life is 80-89, thats a serious life roll on any slot that can roll it.

If you had T3 mods across all your gear you would be crazy op, in no way is getting a T3 mod for a tiny handful of chaos too low, imo its ridiculously op beyond anything I thought GGG would ever implement.

Maxing the rolls out at the 3rd tier that individual slot can roll sounds a lot more balanced, and that means t4, 5, maybe even t6 mods being the max on some slots.

People are dropping 100+ exalts in currency trying to roll a single T2/T3 mod on a bit of gear, you are getting these mods for a pitiful amount of chaos, Im struggling to even get my head around T3 mods being acceptable in a straight guaranteed purchase system where it costs less than an exalt.


All is good. The basis of the system would support price balancing. So they can offer anything they want at its appropriate price... So if it proves too OP then you better believe it'll get balanced; similar goes for the counter point.


One thing with the masters makes me wonder if it'll matter which class you start as ( such as when you first get a chance to interact with an individual master or etc.)
Last edited by DragonsProphecy#4593 on Jul 31, 2014, 12:44:33 PM

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