Developer Questions and Answers

I'm sure this question has been asked, answered, beaten to death, resurrected, beaten more, then died of old age.... but my searches (obviously flawed) have not turned up said answer.

Player doll/character/toon models... i have seen where the price of the rendering limits you from making more, but the question is, can the seven you have simply be uncoupled from class? That would give 3 female, and 4 male models that could be chosen from at character creation.... pick a class, pick a model, pick a name, then off to the races.
Hi, Mr. Chris, greetings from beta player.

I would like to gain an answer why do you keep messing up with exp rates?
Top tier players will gain max level in couple weeks no matter what do you do.
More advanced players will gain max lvl in a month.
The rest 90% players, including more casual (like me) will never reach (or it will take ages) max lvl.

Could you explain your business model? Do you think these top streamers will cover most of your costs? Do you think if casual player will reach max lvl to soon, they will quit and will not support you?

Your temporal leagues last only few months, why do you care how many players and how soon reach max lvl?
You barely care about core league, then why do you care if more players will have max lvl char?

Hope you have manhood to answer at least one question. Good luck to you and your team.

Bullshit makes the flowers grow
Are you going to address Curses in next League, because there were barely any changes after the Blasphemy got introduced and some midleague changes to them got reverted?
https://www.youtube.com/user/DaidelosGaming/featured
1) Could we have an option similar to "key pickup" that would work on strongboxes? Because it's annoying when you are running away and accidentally open a strongbox and then die because you are surrounded by monsters.

2) I remember in a Q&A you said that the the information that is presented in patch notes is "digested". So I would like to see the "raw" data which you then turn into patch notes. I would like to compare the patch notes and the information that you are turning into patch notes. Age of the patch doesn't matter, it can be even from beta times, (but you could include the patch number so that we could compare patch notes to data).
hi, i will like to talk about game changes, skills, items and nerfs.

in the past you have so many times introduced skills, items ect. that have turned into flavour builds. and most of em have a short era before getting changed and forgotten, so now the game have quit a large pool of unused stuff. i wud like to ask if this is intentioned to change the game all the time to have people rerole or rebuild there toons?. personaly i find it annoying that you release things that you end up changing. for me it mainly seems like a lack of knowlege and bad testing. also the things you change is the heavy used things. while there still maby lesser used but deffently just as broken stuff that, not being FOTM are unchanged(and thats good). in this process specialy unique items i personaly find it sad when you nerf em so they in the eye of the beholder becomes shittyer. a suggestion from my point is if you(ofc somethings needs some tweeks) change how items work or simply nerf em, shud be given a add up bonus so the new version stands as good as the other. a example is koams heart where you nerfed the life but added fire damage(yes its a shitty trade off but still) for a example when you changed Ligthing coil as a compensater it shud have gained more defence/life or lesser ligthing res pen. or Crown of eyes shud have had global attack leach instead of phys leach ect. the list is long.
Hello,

I have two questions:

1) What is the reason behind disallowing us to invite Navali into our hideouts?

2) When will the second wave of trade improvements take place?

Thank you for your time and dedication.
Last edited by Kassadinbesteu#3302 on Jun 29, 2016, 1:14:45 PM
Q1. As a standard league player, I've started to feel pretty neglected. Is there any love coming our way?

Many things seem to be balanced around trade but this can cause a problem for players in less active leagues. For example, standard league has 1/10th the number of characters on the daily lab leaderboards as prophecy, as well as much fewer players running maps and acquiring offerings.

The economic impact of this reduced activity is evident when looking at offering prices (3x higher on standard), and the market for trading enchantment bases is quite poor (unlike in a new league where an enchanted ilvl 84 base may be a go-to upgrade, players in perm leagues have established gear). There's a supply limitation on attractive bases in standard because players are enchanting great rares, legacies, alt arts, and top rolled uniques chromed to 3-4 off colors. This manifests as a really abysmal marketplace for helm enchants, since standard players are re-enchanting their often irreplaceable (or cost prohibitive replaceable) bases.

Q2. Can we expect any improvements to enchanting that make it easier for a player to work toward something they want, without being dependent on trade? (which is not always possible in the less active permanent leagues)

Example suggestions include:
(a) being able to choose whether to keep an existing enchant or accept a new one (so if players get a useful mod, they can still keep trying to improve their item without ruining the useful mod).
(b) reducing/streamlining the number of helm enchants (i.e. global curse duration, instead of 11 curse duration enchants for 11 different curses, or totem elemental resistances instead of flame totem/searing bond totem specific, etc).
(c) better targeted enchanting (give 3 options and choose 1, or choose blue/red/green, or choose support/active)
(d) let players see the enchant that's offered, so they can decide if they want to use it or which helm they want to use it on.

The grind for helmet enchants is excessive and frustrating. This is not running lab for 1/360+ helm enchants and then you're done. Every few months builds change, desired enchants change. Some players have 7+ characters who will all use different enchants (on different helms). Some characters use different helms for different things (pvp vs. maps vs. lab vs. atziri vs. iir/iiq).
Never underestimate what the mod community can do for PoE if you sell an offline client.
Last edited by Vhlad#6794 on Jun 29, 2016, 2:06:46 PM
Will we ever get a movement/automatic targeting option for nearest enemies with melee attacks? This is the main problem that makes single target melee abilities not fun to play.

will we ever get mounts in this game or is such a function not possible?
Do you ever plan to increase game engine perfomance for example in party mapping. It's terrible. All i can see u added new stuff's in game shop. Each update coming with new lags and tears. Thank you.
Last edited by PKiller#1787 on Jun 29, 2016, 1:26:41 PM

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