Announcing Path of Exile: Delve

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Funny how people cry out for not wanting to run through the main story again while at the same time standard mode is ignored.


Have not played standard in years not about to start now..
Actually really do not mind playing through the 10 act story.
It helps build your heroes correctly.
each new act helps you get that much closer to try out new things.
Like i know by act 4 i need minimum 65% all res and 2 k hp.
and by act 9 I should have mininmum 3-4k hp with max resistances
With atleast one skill dealing 400 damage minimum to progress at that point.
I am your Devine one Bow before me
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Funkadoodle wrote:
I really love the new league theme and ideas that it is going to bring. However, my only dislike is indeed the flares and dynamite. Having two different things to throw, and buttons to press, just seems too clunky.

The throwing of two separate new items just sounds very unappealing. Having to throw 1 item would be better at least. Before the league starts can it be changed to remove one or both of these new items? Having something like torches or a lantern that needs to be activated once with a timer, where no type of aiming or placing is required, would be much more preferable.

As for the dynamite. Something like keys, or just some switches to press to open doors or areas in the mine also sound more preferable. Since the theme is darkness, then maybe some kind of light stone or key to open the doors since this is a dark theme? The switches can maybe release a ray of light on to the dark area and open up/ break the area to make it accessible?


I kinda agree. I think dynamite could be replaced by similar mechanic to darkshrine entrances in lab.
Thats so beautiful touched...
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Xfing wrote:
Ok, so lemme get a few things straight:
- is this a new league or an expansion? Is the Delve content temporary league-exclusive?
- Are the Timeworn Reliquary Keys league-exclusive?
- Are the relics from the Ancient Reliquaries included in the pool for Timeworn Reliquaries too?

Delve is league. but it so big, so GGG calling it 'expansion' for press, so they'd understand how big it is.

Reliquary keys seems like part of the league, so yes. and Reward only league-specific items, it's no Legacy items.
Last edited by OrKToS on Aug 13, 2018, 4:53:55 AM
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Xfing wrote:
Ok, so lemme get a few things straight:
- is this a new league or an expansion? Is the Delve content temporary league-exclusive?
- Are the Timeworn Reliquary Keys league-exclusive?
- Are the relics from the Ancient Reliquaries included in the pool for Timeworn Reliquaries too?

Expansion sounds bigger, but it would be temporary mechanics.
Reliquary keys would be rarer than mirrors, so just forget them.
Organic chemistry is a weird thing. If you add a spoon of shit to a barrel of jam you'll get a barrel of shit.
Looking over it, I must say it appears to be a shame I won't have the time to devote to this upcoming league like I did/am for Incursion, since it very possibly just might be PoE's best league yet. Namely, it looks like you guys have listened carefully, and have intentionally sought to fix the mistakes of prior leagues.

When initially introduced, Incursion was widely hailed as the game's best league; these accolades did die down, however, after a couple of weeks progressed and it became clear just how badly the mechanic relied on stacked RNG with no real player choice or even knowledge. (there was no actual strategy to picking architects; you follow a pretty simple order of priority) This made the league VERY frustrating for those looking to take full advantage of it, rather than just dip their toes in.

That's what I like about the map for Delve; rather than randomly giving certain room upgrades (with no way of knowing if you'll actually get more than one upgrade to a room until you've already wasted your time with all 11 incursions) we get to see all the nodes ahead of time. Yes, there's some RNG in what nodes show up, but unlike with Incursions, you actually have some degree of knowledge on whether trying to stray out so much a certain direction will be a waste of time or not. This is a far cry from the architect deal, which was a binary "pick the obviously better one" without any thought to it.

To put it another way, it's now more like the passive tree: a (near) infinite number of possibilities, and no obvious best choice. This is MUCH better than Incursion, where while a player might have PREFERRED one thing over another (e.g, they just wanted sacrifice altars for chancing items, or just wanted to try their luck with double corrupts) they were still left at the mercy of the pure-RNG of incursions, so every player basically wound up with exactly the same distribution of rooms.

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Xfing wrote:
Ok, so lemme get a few things straight:
- is this a new league or an expansion? Is the Delve content temporary league-exclusive?
- Are the Timeworn Reliquary Keys league-exclusive?
- Are the relics from the Ancient Reliquaries included in the pool for Timeworn Reliquaries too?

  • It's not an actual expansion, but a new seasonal challenge league: the name of the game itself is still "Path of Exile: War for the Atlas," and the content is only present in a temporary challenge league.

  • The Timeworn Reliquary keys will only show up in Delve League, as the mechanic for their appearance is only in the challenge league.

  • "Timeworn Reliquary Key" =/= "Ancient Reliquary Key." The former grants only league-specific uniques, much like using the "Time-Lost Relic" divination card, or what you could get from the Heirloom chests in the Museum of Artifacts. So no, it can't get you a 1,000 life Kaom's, but it COULD get you a Berek's ring, Headhunter, or Zerphi's flask. (and, likely, also Incursion uniques too; this could include upgraded versions if there's no other mechanic included for obtaining them)
Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
Mmm,

I really like "the sense of exploration"

It looks very challenging and a nice endgame content compatible with Atlas and other existing stuff (my computer melted on atlas patch haha)


Thanks GGG to make happy customers and the most complete ARPG ever :),
"
ACGIFT wrote:
To put it another way, it's now more like the passive tree: a (near) infinite number of possibilities, and no obvious best choice.

Well, that is a theory. But we know how GGG works. It is never "a lot of good choices and some with useless overkill." They always balance everything around the best choice, and choosing a sub-optimal route is a self-handicap. So there would be one hella op route, first who would find it would snatch a jackpot, GGG would quickly nerf everything to the abyss and there would be no real reason to play on. It repeated again and again, every league I've seen. Every.
Organic chemistry is a weird thing. If you add a spoon of shit to a barrel of jam you'll get a barrel of shit.
"
dachoppa wrote:
how about these solutions for throwable items:

flare: use a lantern instead that has a light radius and can be activated or even auto activates when you get too far from the cart. it has fuel and duration and whatever and would go well with the upgrade system of the delve UI.

dynamite: why not make breakable walls clickable like in incursion if you have an exploding barrel (incursion) or dynamite (delve)? sure, you can throw dynamite before you reach the wall and save time that way. just make the timer really short on the exploding wall.

ggg doesn't want to give us more hotkeys than 5 (qwert) and 3 mouse buttons, but generously throws hotkeys for consumable items at us for the second time. makes no sense.


very good solution !!!
-lantern autoactivate
-make breakable walls clickable like in incursion

i don't have enought fingers
Just wondering how deep I will be able to get regarding my Experience with this game. Not that very far I guess.

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