Developer Q&A Answers

"
Sexcalibure wrote:
**2.0**: Minions now deal 20%less damage at level 1 and scale up to 20% more at lvl 20

**2.1:** Dominating blow's minion damage doesnt scale with levels anymore, fix 35% less damage

+20% --35% = 55%


Open your eyes and remove your fanboys glasses
/fanboymodeon
Actually it is (1-0.35)/(1+0.2) = 54.1(6)%! Which translates into only 45.8(3)% nerf!! Stop telling lies about our holy GGG!!11!1
/fanboymodeoff

Saranghaeyo_, yes, Chris' post is pure PR BS. Sadly, it has been so till 2.0, if not further before.
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
The answer to the immersion factor of NPCs selling specific gems to specific classes is silly. If an NPC sells skill gems they should sell a wide variety of them, not just class specific ones. Are you trying to tell me that I am supposed to believe that the particular NPC only sells to witches? There are only witch exiles in the world? Of course not! There are a bunch of different types of exiles. The item vendor still sells axes even though I'm a witch right? It is more believable that the NPCs sell a wide variety of gems and gear vs class specific items since that is what happens in reality (immersion folks). Having the NPC not sell the gem I need at the beginning of a new league is very frustrating. My fellow players constantly spamming asking "help me buy this gem" is annoying. The choice to heve NPCs sell skill gems in the first place was huge - it took out a major economy source during new leagues. Now, it is just an annoyance. Please fix it so all classes can have access to whatever skill gems they need with no reason to beg anyone to buy them for you!
🐢
Could you take a picture of the Pandemic: Legacy board? I've recently finished a campaign with friends and it would be fun to see how your board ended up.
Excellent read. I think one of these every league at around this point would be very useful in allowing players and developers to discuss their varying expectations, and explain the points behind them.

TIL:
-Prophecies that pertain to a particular set of areas won't necessarily trigger in one exact area from that set.

-Skill gems are loaded on startup as long as they are equipped, for as many people who join an instance.
(presumably meaning act3/4 town is a bad place to leave the game for slower systems, as they will be highly populated when starting the game)

"
Virago3 wrote:
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Answer GGG pls! You will make Lab easier or dont? You nerfed alot of thing because of ascendancy passive skills, but if Lab is too hard to finish then those nerfs are so much... Not fun when i go through the whole Labyrinth and after a 2-3 hours run i die at the last Izaro and waste my time and start the whole Lab agian. (It was Cruel.) In Perandus league i had to level up my character to 70+ before i could do Cruel Lab. Where is the balance? There is so much difference between 55 and 70+ maps... The problem is if i count with ascendancy points when i make a build then i have a risk, that i cant finish them (except Normal Lab), but if i dont count with them then no reason to go in but the truth if i dont count with acendancy points then my builds cant reach their maximum potential. So again. You will make Lab easier or dont? (You have no choice, you have to!)


HOLY COW, 2-3hrs hm that sound not like poe, it sounds more like a world of warcraft raid :D


i want to link here the ladder for Uber Lab in HC
https://www.pathofexile.com/labyrinth/Hardcore%20Prophecy/1/1467676800

because wtf if it get nurfed what should people do o.o

comeon lets nurf more, when create a character, people start with lvl 90...
and i want all time 1000% IIR + IIQ i hope i get faster my gear i need
when that don't work

i cry for next nurf!


I guess you dont look the forest from the tree... Then again, if i go in the Cruel Lab (level 55 map) with a level 55 character then i fail and i have to leveling to finish it. Conclusion: no balance! Only build which could do it on the same level is maybe (edited) totem/summoner build because of boss agro, but all others have a huge chance to die there without leveling.

Why 2-3 hours? Because if i go there once i farm out it. This is the content or i missed something? GGG only throw those silver boxes for nothing? Sorry but i farm them once if im there... sure if you let me.

Thanks the link but it nothing matter. Those guys doing it with full build and I dont know how or when refresh it but the last guy (a witch) did the normal Lab in 1h 55min today in other difficulties too the last players do it in 1h+. And i emphasize WE DONT SEE THOSE PLAYERS LEVEL AND GEAR!!!! So we are there where we start it... Idiot troll!

Last edited by ShinigamiKller#2716 on Jul 6, 2016, 7:04:46 AM
is it possible to make this game even more boring?

at the current state its the pure boredom from hell


zzZZZZ
I'd like to see just one change, really...

As you clear maps there should be some indication where the remaining creature's are; a pip or pointer or something, so we can track down that last rat, frog, or buried crab without cycling all over the map.
Patch Notes 3.15:
Fixed a bug where players believed the game was playable. This has been corrected and made retroactive.
Patch Notes 3.19:
Fixed a bug where players adapted to 3.15. This bug cannot be corrected, so we have implemented a 90% reduction in item access as a punishment.
Hey GGG- Team,

I hope I didn´t missed the Developers Q&A,
I do have an suggestion and its more like an Question if you might consider it.
I love to play PoE and of course i´ve played lot of different games which were fun.
I would like to ask if you going to focus more on Guilds and party play.

e.g.
I´ve played a game it was totally oriented on PVE and Party / Guild,
there were NPC which you only could kill in a Group (party/Guild)
those Group-NPC had different mods like deal Dmg to all players in a AOE if total life of group is below 85%,

NPC restore 100% life if a player leave “combat rang"
NPC can only be killed in a group
Each player can damage the NPC for 3 seconds then another player has to damage it otherwise NPC heals for 100% life < would be fun to see it with necromancers

Or mods like NPC can only be hurt by Phys dmg, Fire DMG countless opportunities.

what I loved with those was the communication within a Guild / Party to kill this NPC. Especially in Player-Hit(3seconds)-Order.

Why not create a new Master (Guild master with an new Guild hideout) quest´s can only be accepted when at least 3 party members are in the same guild.
With powerfull Guild workbench where Enchant´s only work if you playin in a Party with your Guild.

I personally miss the challenges in the Guilds,
Guilds should offer something what you cant get if you are an Solo gamer.

PoE lives from Community, and I do miss the focus on community playing in PoE,
I might be wrong but imagine it, Maps and NPC which you only can run and kill in a Guild?

maybe the Aura builds might have an bigger advantage and could be more attractive for some,
neither the specialisation for "Tank / DD / MAge" role

Waiting for your reply
regards
Thomas



"
coolwhiksy wrote:
Hey GGG- Team,

I hope I didn´t missed the Developers Q&A,
I do have an suggestion and its more like an Question if you might consider it.
I love to play PoE and of course i´ve played lot of different games which were fun.
I would like to ask if you going to focus more on Guilds and party play.

e.g.
I´ve played a game it was totally oriented on PVE and Party / Guild,
there were NPC which you only could kill in a Group (party/Guild)
those Group-NPC had different mods like deal Dmg to all players in a AOE if total life of group is below 85%,

NPC restore 100% life if a player leave “combat rang"
NPC can only be killed in a group
Each player can damage the NPC for 3 seconds then another player has to damage it otherwise NPC heals for 100% life < would be fun to see it with necromancers

Or mods like NPC can only be hurt by Phys dmg, Fire DMG countless opportunities.

what I loved with those was the communication within a Guild / Party to kill this NPC. Especially in Player-Hit(3seconds)-Order.

Why not create a new Master (Guild master with an new Guild hideout) quest´s can only be accepted when at least 3 party members are in the same guild.
With powerfull Guild workbench where Enchant´s only work if you playin in a Party with your Guild.

I personally miss the challenges in the Guilds,
Guilds should offer something what you cant get if you are an Solo gamer.

PoE lives from Community, and I do miss the focus on community playing in PoE,
I might be wrong but imagine it, Maps and NPC which you only can run and kill in a Guild?

maybe the Aura builds might have an bigger advantage and could be more attractive for some,
neither the specialisation for "Tank / DD / MAge" role

Waiting for your reply
regards
Thomas






Thanks i dont need it dont want my loot or something else depend on some idiots. Im very well alone.

You get enough bonus from partying:
Each player after the first adds a bonus +10% Increased item quantity and 40% Increased item rarity to the party. For skill gems and currency items, party members add 50% Increased item quantity and 0% Increased item rarity. Bonuses to Increased item rarity or quantity from modifiers on player gear are only counted from the player who lands the killing blow. This bonus is multiplicative with any player bonuses to rarity/quantity.[1] Any quantity bonus from a map is multiplicative with all other modifiers.

http://pathofexile.gamepedia.com/Partying

If you dont like this balance between solo and party playstyle then you can find tons of MMO where guild and party worth "more", but i dont want a game where im forced to partying.

"
coolwhiksy wrote:


NPC restore 100% life if a player leave “combat rang"
NPC can only be killed in a group
Each player can damage the NPC for 3 seconds then another player has to damage it otherwise NPC heals for 100% life < would be fun to see it with necromancers

Or mods like NPC can only be hurt by Phys dmg, Fire DMG countless opportunities.



If the game not enough hard for you then create an 1 hp build and play out the game with it... You have a lot of choices, but your limited mind and other game experinces dont leave u to break your habits.

(Intresting thing about you: Joined in July 6, 2016. Im sure you have a lot of game experience...)
"
What are your thoughts on bringing set items to the game? Path seems to be one of the few big ARPGs that doesn't have these types of items.

The problem with set items is that they encourage you not to swap out your gear. If we created a specific set then the whole set would either be good (in which case every build with it is identical) or bad (in which case it's simply not used). We don't think that sets promote the type of gameplay that we want.


I'd like to suggest an alternate view of set items that would work the way you want.

There are two typical functions of ARPG sets:

1) Unique look. You have demonstrated ability to implement this as a custom skin on involved items.
2) Synergistic benefits.

I'll argue that you can implement the 2nd part without falling prey to the concern you express. Instead of fixing set items the way you do unique items, consider this system:

Set membership is an extremely uncommon prefix/suffix which can roll on rare items. Having one member of the set confers nothing (so it's a substantial net disadvantage to wear just one part of a set, since it eats an affix for no benefit). Each subsequent piece of the set yields 1 affix worth of benefit. (So you never have quite as many benefits as you would get from wearing straight rares, BUT you can gain benefits that aren't available in the rare pool).

You are still motivated to swap gear (you can always find a new set of gloves that might synergize better).

Anyway, food for thought.

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