[ Suggestion ] Path of Exile - Frontier

This is pretty awesome. Well done.
J... jesus dude. A fucking plus for the effort you put into feedback.
A comprehensive, easy on the eyes loot filter:
http://www.pathofexile.com/forum/view-thread/1245785

Need a chill group exiles to hang with? Join us:
http://www.pathofexile.com/forum/view-thread/1251403
"
XRacKS wrote:


+1

@ GGG go hire him asap or at least try to make 50% of his idea into the game!
48;49;46;47;58;72;79;83;52;72;52;87;66;87;96;70;86;96;80;89;96;95;90;94;93;83;85;91;95;88;94;92;94;86;83;94;95;95;95;91;94;98;87;88;92;96;89;88;94;96;80;92;94;92;96;84;90;75;86;91;95;94;94;95;95
Amazing. Thanks for all the incredible work. I loved reading it all.

I look forward to the 2017 expansion!
"
Hilldrake wrote:
Thanks alot for your feedback Serleth! That's exactly why i have to always says "it's just a suggestion" i'm not good with trade neither balance enough to realize everything you've said. About the chroms is just a personal problem i have with the ridiculous amount of currency you have to spend to get some simple setups working, but as i said, that's personal =P. Also, i don't know if you read about my explanation about the dominant orb, it's right above your post xD, and i would like to know the reason why essence orb is equally bad to dominant orb if you don't mind explaining it.

I'll keep this logic in mind for my future ideas, i'll try to present things more balanced and not potentially ruin the game in any aspect, thanks alot for your feedback mate.


The Dominant Orb is actually fine on its own, although I can see some issues with it.

I.e., let's say you roll Cruel physical and then something garbage like mana-gain-on-kill. It's basically a free single-affix Tyrannical roll at that point, but depending on the rarity of the orb itself, that's okay, now that Eternals are gone from the game, and you've applied limitations to prevent perfect crafts, retaining the purpose of the exalt. That's good.

The issue is where lower-tier affixes get eliminated from the pool of rollable mods with higher ilvl items. Unless it literally eliminated only the lowest-tier roll on an ilvl 83+ base, it has the potential to make crafting too easy. I would personally prefer that mechanic to just not be present in Frontier. The Dominant Orb already allows for deterministic crafting to some degree, but by eliminating tiers from the pool, you're making it easier to roll things like Cruel and get mirror-level items into the market way too early.


The Essence Orb has one fundamental issue, and a secondary (more thematic) concern:

* Skill gems presently are tied to attributes based on the sort of "indicator" of what side of the tree would be best suited to utilizing it, and as well to the type of skill itself. For example, bow gems are aligned with dexterity, thematically because it takes exactly that attribute in order to accurately fire an arrow and hit your target when and where you want. Certain melee gems are aligned with strength because it would take a fair bit of it in order to land a Heavy Strike. Etc. This "thematic" reason is the secondary concern but it ties into the primary issue:
* Balance. While it would be awesome from a player standpoint to be able to forgo the boatloads of intelligence required to utilize a caster gem by having it reroll to dexterity, it has the potential to also unlock all sorts of abusive mechanics that are inherently difficult to balance around.

Small example (and I'm working just off the cuff here, so I realize it's not the best, but): let's say you managed to get Freezing Pulse to roll as a Dexterity gem. Great, now you can run a Ranger or Duelist caster and slap into all the projectile nodes instead of having to worry about spell and cold damage. So let's run it as Duelist and go get a boatload of strength with some uniques, use the Inertia jewel to convert some of our excess dexterity to Strength, grab Iron Will and use Rigwald's Quills to get some free Fork.

Sounds pretty awesome, admittedly, but the sheer amount of doors that would open up would be a technical nightmare to balance in a game that's increasingly getting more difficult to balance with new interesting uniques popping up every content update, and now Ascendency classes on the horizon, it could easily go from power creep to just straight overpowered with one lucky Essence change.

Like I said, not the best example that I provided but you get the direction that I'm heading with it.


Also, I forgot to congratulate you for some truly impressive work putting this together.

This is easily the best, and most comprehensive, suggestion to hit the forums in a long time and I sincerely hope elements of this get incorporated into the game (and that you get appropriately compensated for it, if it does). There's a significant amount here that deserves to be in the future of Path of Exile. Well done.
Jul 27, 2011 - Sept 30, 2018.
Please credit the artists in your post.

https://vantiel.squarespace.com/gallery/

His work is amazing, he should be recognized.

Regarding your ideas, I think in general they are too close to what's already in the game and might end up competing with existing mechanics.

Glyphs would also be useless in hardcore leagues, 8 random mods on a map? Who would put high level maps into that? There's like a 50% chance that you would brick it with most hardcore builds.

Having some "Caverns of Time"-adventure (from WoW where you revisited the past) can surely be implemented in an interesting way, but it also takes a lot of resources to do it in a meaningful way (story, quests etc), it's not just a tileset and mobs from the acts.

Building runewords with maps is a good idea. I think these runewords should function like in D2 though, make it simple. Put the runes/maps into linked sockets on the right item (in the right order ;) ), and you get a predetermined set of mods and a unique name. Downside is that 1) you can't remove the runes (maybe from uberexpensive master craft?) 2) you can't use gems in that item.
Having the comunity discover the runewords would be so much fun, especially the 6-slot runewords (maybe you'd have to put some hints into the game for those).

Lastly, thanks for taking the time and effort of making this. Even though I do not think all of your ideas are good, I do think this content is very good for discussing new ideas and giving GGG feedback on their game.
"
Serleth wrote:
"
Hilldrake wrote:
Thanks alot for your feedback Serleth! That's exactly why i have to always says "it's just a suggestion" i'm not good with trade neither balance enough to realize everything you've said. About the chroms is just a personal problem i have with the ridiculous amount of currency you have to spend to get some simple setups working, but as i said, that's personal =P. Also, i don't know if you read about my explanation about the dominant orb, it's right above your post xD, and i would like to know the reason why essence orb is equally bad to dominant orb if you don't mind explaining it.

I'll keep this logic in mind for my future ideas, i'll try to present things more balanced and not potentially ruin the game in any aspect, thanks alot for your feedback mate.


The Dominant Orb is actually fine on its own, although I can see some issues with it.

I.e., let's say you roll Cruel physical and then something garbage like mana-gain-on-kill. It's basically a free single-affix Tyrannical roll at that point, but depending on the rarity of the orb itself, that's okay, now that Eternals are gone from the game, and you've applied limitations to prevent perfect crafts, retaining the purpose of the exalt. That's good.

The issue is where lower-tier affixes get eliminated from the pool of rollable mods with higher ilvl items. Unless it literally eliminated only the lowest-tier roll on an ilvl 83+ base, it has the potential to make crafting too easy. I would personally prefer that mechanic to just not be present in Frontier. The Dominant Orb already allows for deterministic crafting to some degree, but by eliminating tiers from the pool, you're making it easier to roll things like Cruel and get mirror-level items into the market way too early.


The Essence Orb has one fundamental issue, and a secondary (more thematic) concern:

* Skill gems presently are tied to attributes based on the sort of "indicator" of what side of the tree would be best suited to utilizing it, and as well to the type of skill itself. For example, bow gems are aligned with dexterity, thematically because it takes exactly that attribute in order to accurately fire an arrow and hit your target when and where you want. Certain melee gems are aligned with strength because it would take a fair bit of it in order to land a Heavy Strike. Etc. This "thematic" reason is the secondary concern but it ties into the primary issue:
* Balance. While it would be awesome from a player standpoint to be able to forgo the boatloads of intelligence required to utilize a caster gem by having it reroll to dexterity, it has the potential to also unlock all sorts of abusive mechanics that are inherently difficult to balance around.

Small example (and I'm working just off the cuff here, so I realize it's not the best, but): let's say you managed to get Freezing Pulse to roll as a Dexterity gem. Great, now you can run a Ranger or Duelist caster and slap into all the projectile nodes instead of having to worry about spell and cold damage. So let's run it as Duelist and go get a boatload of strength with some uniques, use the Inertia jewel to convert some of our excess dexterity to Strength, grab Iron Will and use Rigwald's Quills to get some free Fork.

Sounds pretty awesome, admittedly, but the sheer amount of doors that would open up would be a technical nightmare to balance in a game that's increasingly getting more difficult to balance with new interesting uniques popping up every content update, and now Ascendency classes on the horizon, it could easily go from power creep to just straight overpowered with one lucky Essence change.

Like I said, not the best example that I provided but you get the direction that I'm heading with it.


Also, I forgot to congratulate you for some truly impressive work putting this together.

This is easily the best, and most comprehensive, suggestion to hit the forums in a long time and I sincerely hope elements of this get incorporated into the game (and that you get appropriately compensated for it, if it does). There's a significant amount here that deserves to be in the future of Path of Exile. Well done.



Hmm... I understand... Also, i don't know why, but i completely forgot to update the Dominant Orb part lol, it shouldn't remove the lower tiers ones, that's an outdated version, really sorry about it.

About the Essence Orb to skill gems, the chance is really low, also, it might rip your skill gem since you can't try to change it again, it's "use once" kind of orb. (similar to vaal). This was also intended to help players who have corrupted items and can't change its socket colors without paying a hell load of vaal/chroms. But if you think it's too unbalanced, i can think of something else for Skill Gems if you find it necessary. What do you think ?

And thanks man, i really hope they implement part of it. (at least the keystones and skills xD?)
Dream with me !
"
whrsmycoffee wrote:
Please credit the artists in your post.

https://vantiel.squarespace.com/gallery/

His work is amazing, he should be recognized.

Regarding your ideas, I think in general they are too close to what's already in the game and might end up competing with existing mechanics.

Glyphs would also be useless in hardcore leagues, 8 random mods on a map? Who would put high level maps into that? There's like a 50% chance that you would brick it with most hardcore builds.

Having some "Caverns of Time"-adventure (from WoW where you revisited the past) can surely be implemented in an interesting way, but it also takes a lot of resources to do it in a meaningful way (story, quests etc), it's not just a tileset and mobs from the acts.

Building runewords with maps is a good idea. I think these runewords should function like in D2 though, make it simple. Put the runes/maps into linked sockets on the right item (in the right order ;) ), and you get a predetermined set of mods and a unique name. Downside is that 1) you can't remove the runes (maybe from uberexpensive master craft?) 2) you can't use gems in that item.
Having the comunity discover the runewords would be so much fun, especially the 6-slot runewords (maybe you'd have to put some hints into the game for those).

Lastly, thanks for taking the time and effort of making this. Even though I do not think all of your ideas are good, I do think this content is very good for discussing new ideas and giving GGG feedback on their game.


Oh i was waiting for this! I'll create an credit area for the post, can you provide me with anyother resources ? Thanks! ANd thanks for your feedback on my suggestion =)
Dream with me !
Interesting
Current IGN: Hunt
"
Hilldrake wrote:
Hmm... I understand... Also, i don't know why, but i completely forgot to update the Dominant Orb part lol, it shouldn't remove the lower tiers ones, that's an outdated version, really sorry about it.


Ah, okay. Then in that case I might be alright with higher ilvl items having a smaller affix pool to roll from. Tough to say. Depends on how many tiers get shaved off at higher levels.

"
About the Essence Orb to skill gems, the chance is really low, also, it might rip your skill gem since you can't try to change it again, it's "use once" kind of orb. (similar to vaal). This was also intended to help players who have corrupted items and can't change its socket colors without paying a hell load of vaal/chroms. But if you think it's too unbalanced, i can think of something else for Skill Gems if you find it necessary. What do you think ?


The vaal/chrome cost actually isn't that bad imho.

Sort of related, take this analysis I did of the Link Then Corrupt vs Corrupt Then Link conundrum:

Spoiler
It's actually cheaper to corrupt first, link later.
Let's say fuses are 75:1, Jewellers 300:1 and Vaal Orbs are 30:1.
Let's say you get INCREDIBLY lucky and get the +1 to all gems in 20 corruptions.
If you 5S + 5L each time before corrupting, that's
(70j * 20) + (150f * 20) + 20 vaal orbs
= 1400 jewellers + 3000 fusings + 20 vaal orbs
= 4.6ex + 20ex + .6ex
= 25.2ex
to get a corrupted +1 gems 5L'd. And that doesn't even including the cost of chroming it.
But if you vaal first, then vorici the 5S/5L it's 20 vaals until you get +1 gems, then
70j + 150f + 70v + 150v (+the initial 20v)
= 70j + 150f + 240v
= 0.23ex + 2ex + 8ex
= 10.23ex.
Same principle applies for the 6L. I won't go through the math steps in detail but if you force 6S and 6L first, then corrupt (again assuming you get +1 all gems in 20 corrupts) it ends up being 23.3ex in jewellers, 400ex in fuse, and 0.6ex in vaals (423.9ex). If you corrupt first, then force 6S + 6L, it's 1.16ex in jewellers, 20ex in fuse, and 50.6ex in vaals (71.76ex).
So yeah, he says he fucked it up, but really he didn't. He's saving himself about 15ex if he 5Ls it, and about 352ex if he 6Ls it.
The potential savings is a lot more if you consider that it'd probably take around ~40-50 corrupts to get it, on average.


Now consider that you'd be rechroming something as potent as +1 max res or +1 all gems, etc.

It should be expensive to rechrome a corrupted item with an additional boost as such.

That said, if you want to keep it in line with the vaal/chrome corruption crafting cost, I like the idea of keeping with the theme of "Essence"

Some Probably Pretty Crap Ideas To Get Your Head Working On Alternatives
I.e., Corruption is a form of essence that's applied to an item, correct?

So how about Essence Siphon:

* The Essence Siphon Orb temporarily keeps the Corruption on an item at bay, allowing you to utilize a crafting bench without the penalty of additional Vaal orbs.

It could also have a secondary restriction:

* Once crafted, the Corruption seizes the item with ardent fervour, preventing the use of another Essence Siphon on the item.

So basically, the orb buys you a chance to recraft your item without the Vaal penalty. It would either be a one-off opportunity or alternately, require an Essence Orb for each attempt.

To prevent the ability to craft the item by normal means after the orb, each crafting bench would have to have its own Essence Orb "drawer" if you will, so that you don't actually apply the orb to the item directly but as a part of the crafting process.

With Exalted or Divine Orb levels of rarity, it would lessen the impact of the recraft attempts but still require a pretty hefty investment.


To be honest I'm not really sold on this idea of mine either, because I think a corrupted item should require both 1500 vaals and 1500 fuse to 6L but... something to riff off, perhaps.


Maybe...

Well I guess sockets a form of Essence, too. Because the chance of rolling colours on an item is tied directly into socket colour probabilities.

So maybe Essence Orbs can be the new white socket orb, can only be used once per item, guarantees a fixed white socket roll with all other sockets able to change colour?

*head scratch*

I'd really like to keep it skill-gem related somehow.

It's getting late, I'll have to think on it and get back to you.

******

Actually one more idea, although this is probably OP as fuck:

Essence Orb siphons a support gem's properties and applies them to the skill gem at 50%-80% reduced effectiveness.

So for example you could Essence a level 20 Rapid Decay and take the 30% more damage over time property * .2 = 6% more damage over time, apply that to Siege Ballista and you get a slight, but noticable boost to your poison ballista build.




Not saying any of these ideas are fleshed out, AT ALL, but stuff for you to consider and work from.
Jul 27, 2011 - Sept 30, 2018.

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