Path of Exile: Ascendancy (News Coverage)

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jarill wrote:
I'ld like to say, woot woot for the coming stuff!!! My excitement though is tempered by my experience of the past with this game. New content = shit is deadly as fuck. When new content goes live, expect to die. Over and over again. After a month, things get toned down a touch. Then, expect to die a little less frequently. Then that is the new state of the game. Spec more into defense, life, es, whatever. Just know that at least 90% of your talent points are going towards your ability to not loose exp. But will you need even more now?

That is my qualm. I've been enjoying this game since early beta, but my enjoyment over the years has been less and less. It is not due to boredom, or getting burnt out... it's due to just how fast and easy you loose that small bit of % towards your next level. How deadly things get past ilvl 70. (especially certain map bosses. there's no risk vs reward, it's mostly just "fuck that not worth it. period.")

I have to spend more and more points in mitigation each league. Expansions are worse. Now there's the prospect of a type of elite class builds... how much mitigation am I going to need now to combat the prospect of more player power? Will it be 98% of talent points go towards surviving and then using the new "ascendancy" points along with jewels for dps?

This all comes from a player who spends most of his time soloing because I like being able to step away from my pc whenever for however long.... It's safer and faster to run maps in groups though.... Perhaps this game has gone down the path of "must group". WTB healer and tank..... oh wait. I fucking rock as a healer or tank.... maybe WTB another game and go back to being glued to the monitor for 5hrs straight?!?

I'm not bitching, I'm worried. It's been harder and harder to love this game each expansion.


To be fair, I think requiring more defense to to die is a good thing- at the end of the day stacking offense isn't just a preferred gameplay style- it increases kill speed. If offense is just as good as defense for staying alive and beating content here is literally no reason to stack defense.

The tradeoff really should be: Offense increases clear speed, defense improves your ability to actually survive and successfuly clear content.

I don't think we're anywhere near an unreasonable level of defense required to that end. My only complaint is the continued required hege investment in life/ES nodes- less because they are defense so much as because they are dead-boring defense and the average build has to spend 30-40% of their points on them just to have enough HP to be viable rather then on more interesting character specific defenses such as block, dodge, MoM, curses, auras, stun, chill/freeze, and so on.
Talisman softcore IGN:disappointment
I don't like these puzzles. One bad move and experience gone? I hope we can some avoid puzzles and just grind like now.
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NoNamium wrote:
Which kills this for my summoner at least.
My hope is that GGG realizes this and does something about it before they release Ascendancy?


Summoning is a joke, either your minions stomp everything, or they get stomped.

Here you'll actually have to use skills like convocation. Please don't nerf trap damage to minions, GGG.

Deal with it
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bilun wrote:
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jarill wrote:
I'ld like to say, woot woot for the coming stuff!!! My excitement though is tempered by my experience of the past with this game. New content = shit is deadly as fuck. When new content goes live, expect to die. Over and over again. After a month, things get toned down a touch. Then, expect to die a little less frequently. Then that is the new state of the game. Spec more into defense, life, es, whatever. Just know that at least 90% of your talent points are going towards your ability to not loose exp. But will you need even more now?

That is my qualm. I've been enjoying this game since early beta, but my enjoyment over the years has been less and less. It is not due to boredom, or getting burnt out... it's due to just how fast and easy you loose that small bit of % towards your next level. How deadly things get past ilvl 70. (especially certain map bosses. there's no risk vs reward, it's mostly just "fuck that not worth it. period.")

I have to spend more and more points in mitigation each league. Expansions are worse. Now there's the prospect of a type of elite class builds... how much mitigation am I going to need now to combat the prospect of more player power? Will it be 98% of talent points go towards surviving and then using the new "ascendancy" points along with jewels for dps?

This all comes from a player who spends most of his time soloing because I like being able to step away from my pc whenever for however long.... It's safer and faster to run maps in groups though.... Perhaps this game has gone down the path of "must group". WTB healer and tank..... oh wait. I fucking rock as a healer or tank.... maybe WTB another game and go back to being glued to the monitor for 5hrs straight?!?

I'm not bitching, I'm worried. It's been harder and harder to love this game each expansion.


To be fair, I think requiring more defense to to die is a good thing- at the end of the day stacking offense isn't just a preferred gameplay style- it increases kill speed. If offense is just as good as defense for staying alive and beating content here is literally no reason to stack defense.

The tradeoff really should be: Offense increases clear speed, defense improves your ability to actually survive and successfuly clear content.

I don't think we're anywhere near an unreasonable level of defense required to that end. My only complaint is the continued required hege investment in life/ES nodes- less because they are defense so much as because they are dead-boring defense and the average build has to spend 30-40% of their points on them just to have enough HP to be viable rather then on more interesting character specific defenses such as block, dodge, MoM, curses, auras, stun, chill/freeze, and so on.


I'ld be willing to argue on how close the line it's running on "unreasonable" level of defense required... but more to the point and the reason for me to even post anything.... will it be worse? The escalation over the years for the need on defense in builds has been huge. Now they are introducing a whole new "elite" spec for characters.... and those new nodes look pretty powerful.... how hard are the monsters going to be then?!?
Man the necromancer looks exactly like Liliana Vess would be in a poe environment. Love it.
Last edited by ExoduSS_#2985 on Nov 21, 2015, 12:24:08 AM
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ExoduSS_ wrote:
Man the necromancer looks exactly like Liliana Vess would be in a poe environment. Love it.


Agreed :^)
I woul like to register my frustration here that I want to play a Ranger with a 2-hand sword and melee splash but apparently that's now for duelist only. :(

What happened to GGG's original philosohpy of unlitimited build diverstiy, do whatever you want?
Hardcore
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Zaorish_9 wrote:
I woul like to register my frustration here that I want to play a Ranger with a 2-hand sword and melee splash but apparently that's now for duelist only. :(

What happened to GGG's original philosohpy of unlitimited build diverstiy, do whatever you want?


And what exactly stops you from doing that? Just put on a melee splash gem. Everything is still playable, but somet things are just better than others. Just like as playing a bow ranger is "better" than playing a bow marauder.
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ihasmario wrote:
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ExoduSS_ wrote:
Man the necromancer looks exactly like Liliana Vess would be in a poe environment. Love it.


Agreed :^)


I even named my SRS witch Rakka Mar hehe :)
DAT POWER CREEP

Corrupted ammys in Talisman
Power creep and class specialization in Ascendancy

Yeah, I'm not impressed. I'd much rather have infinite 82s like in 'shrines.
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