Developer Q&A - Answers Part 4

Haven't seen this addressed anywhere yet (and I missed the original thread), so maybe someone knows the answer...

Is there any hope of being able to maintain Whisper chat across character selection, so that we don't have to friend the person to just remember who they are when they ask for a trade? Or to remember what it was they wanted in the first place?
cheers :)




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Could you separate daggers, staffs and scepters into melee- and caster-specific base types? (e.g. dagger that can only roll spell caster mods)

A while ago we introduced a system where the presence of melee- or caster-specific mods on these hybrid base types would bias the generation of the remaining mods in that direction. This helps quite a lot. It's possible that we may one day do what you're suggesting and actually break out some of these hybrid items to be purely for casters or purely for melee.



This rly didnt help at all. Go take a look at my hours played in this game, I can tell you since you introduced this mechanic I have noticed 0 difference in the daggers, wands, sceptres and staves I have found, theyre still mostly a mess of spell and attack mods together. Are you entirely sure you actually activated this change? You guys didnt type it all out in the code then forget to press save? Its rly in there? Because it made 0 difference to what I observe.

Rare staves dont even exist, I spent about 3 and half years looting every one of them, over 10k hours played looting staves and didnt find a single physical attack staff or spell caster staff I would even consider usbale. No one in my guild Ive talked to about it has ever found a usable rare staff. Ive stopped picking them up now, theres no point, if I didnt find a single one in 3 and half YEARS then youive essentially fucked them up, whatever is in your code for rare staves is broken if you are under the impression people are supposed to pick up these items and then use them.

I loot virtually every dagger, sceptre and wand tho to this day, and the vast majority just seem to be a clusterfuck of spell and attack mods mashed together that dont make any sense same way they always were. If you guys didnt tell us you made this change I wouldnt for 1 second suspect it was in the game. You did tell us and its not like oh ya, now u mention it ya that could explain... no, were still here waiting for you to find out that you forgot to add it in and then that would explain everything that we have observed.
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faelanae wrote:
Haven't seen this addressed anywhere yet (and I missed the original thread), so maybe someone knows the answer...

Is there any hope of being able to maintain Whisper chat across character selection, so that we don't have to friend the person to just remember who they are when they ask for a trade? Or to remember what it was they wanted in the first place?


its not a fix, but if you highlight their name in the chat window and press ctrl+c you can then switch characters and ctrl+v paste their name back into chat rather than friend them. Make sit a little easier.

Would be better if we could just scroll up and see all the chat we made before we switched chars tho.
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Snorkle_uk wrote:
its not a fix, but if you highlight their name in the chat window and press ctrl+c you can then switch characters and ctrl+v paste their name back into chat rather than friend them. Make sit a little easier.

Would be better if we could just scroll up and see all the chat we made before we switched chars tho.


omg. I am teh dum. yes, that WOULD make things a bit easier instead of my writing everything down on a piece of paper.

Thanks for nothing, college education :P
I was more interested seeing why double dips werent taken out once it was obvious they were ridiculous.

I mean, you guys did take them out explicitly from mines and traps.

Was it the fear for players rioting with pitchforks for gutting their poison/ignite builds ?
QUESTION: Is Dominating blow being addressed in 3.0? if so, Is it a buff, nerf, rework... removal?

Spoiler
Why?
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- 2.0: Dominating Blow: Minions deal 20% less damage at level 1, with the penalty reduced at each gem level. Each level grant 2% more minion damage, for 20% more damage at level 20.

- 2.1: Minions created by it now deal 35% less damage at all levels.


From 20%more( level 20) to -35%(all levels) thats somewhere like 50%less damage nerf! and not only that, it removed a part of the incentive to level them gem not having the damage scale per lvl.


And having its mechanic denied to endgame bosses and recent contents:

- Atziri

- shaper


- Izaro

All fights with non-Dominatable adds monsters or they die once add-phase is over.

Also, league monsters cannot be Dom Blow:

- Breach
- Beyond




What if, instead of converting Monsters into minions, Dominating blow was Converting monsters of each kind into 1 Model, 1 representative and that monster feeds from the monsters you dominate. Lets call that monster/minion, a Prime.


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IE: Kill a Goatman, all the next Goatman you Dominate will be absorbed by this Prime Goatman . So instead of having 10 distinct Goatman, you now have 1 Goatman with the power of 10.

________________________________________________________________________________________________
So lets say we have the Prime that does 1-10 damage and has 200 hp:

  • then he absorbs a monster with 1-8dmg/100hp
  • a rare with 10-20dmg/300hp/extra life(dunno real % but lets say 30%)/Resistance aura.


Then this Prime now has stats that goes like:

Damage: 12-38 base

life: 800hp (600*1.3)

mods: Extra life (previously added) and Resistance aura
______________________________________________________________________________________________


And you can have 1 Prime of each type of monsters!

1 Roah, 1 prime titty bitch,1 devourer, etc

Duration:
The first monster you convert creates the Prime, the monsters you convert afterward are added to it. The Prime timer is frozen as long as there is another monster buffing him. Each added monster have their own individual timer that when expires make the Prime shrinks (obviously).

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Scenario 1 :

- Kill a monster(monster1) that becomes Prime( lasts 15sec)

- Kill another similar monster(Monter2) that adds its stats to the Prime but have its own timer ( 15sec)

- Prime timer freezes

- 15 second later, monster2's timer runs out

- Prime timer starts (15sec)

- 15sec later and you have not killed another similar monster, Prime dies


"
Scenario 2 :

- Kill a monster(monster1) that becomes Prime( lasts 15sec)

- Kill another similar monster(Monter2) that adds its stats to the Prime but have its own timer ( 15sec)

- Prime timer freezes

- 10second later you Kill another monster (monsters3) which adds to Prime

- 5 second later, monster2's timer runs out, Prime shrinks and loses Monster2's buff

- Prime timer is still frozen because Monster3 timer is still running


The more absorbed monster(buffs) it has, the bigger it gets. This would just take the Souleater+Headhunter feeling we have with Dom blow and take it to its final and perfect form, a complete and polished skill.

___________________________________________________________________________________________

Microtransation opportunity:
Using Invasion boss models as hosts for the Prime would be pretty cool and good recycling



Bonus:

- this could fix Bloodline issues
- Increased monster diversity could be way more interesting with such skill mechanic.
- the lag Dominating blow generates




_______________________________________________________________________________________

3.0 is COming: Fall of Oriath



Aint it the perfect timing?







this was on 2.3

no buff on 2.4
no buff on 2.5
no buff on 2.6


If we look at other Duration summoning skills enchants we got :

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Srs:

- Srs damage (25% & 40%)
- Srs duration
- Chance to spawn an additionnal Srs


&

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Animate Weapon:

- AW damage(25% & 40%)
- AW duration
- Chance to spawn an additional AW


&

"
Summon skeleton:

- Summon skeleton damage(25% & 40%)
- Chance to spawn 1 additional skeleton
- Chance to spawn 2 additional skeleton



and then we got Dominating blow

- Dom blow player damage (24% & 34%)
- Dom blow Minion duration
- Dom Blow minion damage (20% & 30%)

1) Where are the Additional monster mods? or even Dominated monster has a chance to become 1 rarity higher

2)All other minion skills get 40% increased damage (minion) while dom blow gets 30% + having a 35% less damage on the gem

3) why are the damage mods 2 separate enchants? it only makes the skill weaker by watering down its power sources. Being a single mod would be way better, still shit but better.

4) The Enchant that buffs Player Dom blow damage is 24-36%, even the melee part of Dom Blow gets weaker enchants than other melee skill

http://pathofexile.gamepedia.com/List_of_helmet_enchantment_mods
ZiggyD is the Labyrinth of streamers, some like it, some dont, but GGG will make sure to push it down ur throat to make you like it
When are we going to get new items for the hideout? It's been pretty stale for awhile now. Also, the past idea of being able to save a copy of a previous hideout would be amazing. Is that something that would be possible?
... I'd have been so happy if there was a unique Domination leaguestone that specifically spawned darkshrines instead of normal ones.
Last edited by kobold_commando#0815 on Apr 11, 2017, 1:01:03 AM
Forgot to ask where he was when Baked returned.
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Is it OK to feel guilty for killing an albino rhoa? The poor thing was scared and running away, and I slaughtered it. Does that make me a bad person?

Yes.


Seems I'm the only one appreciating this so far ^^

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