Preview of Water Tech Improvements

Water Improvements Huh!?

I expect the player be able to fight inside large portions of water, killing monsters aboard his boat or flying over the ocean shooting monsters from the air, whatever ...

Please optimize performance and don't just improve graphics. I already get fps drops sometimes with a mid tier graphics card which often results in deaths.
My question for FAQ:

How much MORE droppable currency will be in Delve? Will it be more like Essences or constantly growing number of Divination Cards? And how will look like management and stacking of them in Stash? Will there be some other Exclusive Stash Tab to make it easier?
Will minions be effected by delve darkness?
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Synopse wrote:
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shadopaw wrote:
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Synopse wrote:
My question:

If mobs scale in Delve: how will equipment scale to provide progress after achieving best in slot?


Better party .... nuff said.
there is going to be a point no matter what your build where solo delve just will not be possible ..
Good point. I add a follow-up question:

If mobs scale in Delve: how will equipment scale to provide progress after achieving best in slot and playing at maxium party size?


Better tactics ect ...
Knowing your position and what you should be doing.
and 90% luck...
Same as every type of party

ah equipment..
Just cause something is best in slot doesnt mean you cannot explore alternatives.

Finding different play styles and finding interesting Split mechanics.
Like as we saw on the one item lowering Lightning Res on monsters etc.
There will be alternate ways to scale damage with the new crafting mods.
I am your Devine one Bow before me
Last edited by shadopaw on Aug 13, 2018, 7:36:27 AM
Nice <3
Lightning Strike MTX please :)
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sarannah101 wrote:
Questions for the Delve FAQ:
9: What is your opinion on delves and their depth levels in relation to non meta builds vs meta builds? ... will it even be worthwhile to make a non-meta build due to delve depth difficulty limits.

13: After the bestiary throwing nets debacle, why are there now two throwable items?
13b: Due to having two throwable items, how does this relate to one-shot mechanics? ... oops, I died because my finger was going to the throw flare button, leaving me unable to use a flask in time or to move out of a 1-shot in time.

Thanks, looking forward to the faq.


9 A: Playing a build that is "non-meta" have nothing to do with weather you can do content or not. It's up to you to figure out how to fit your build for the content. Ofc it will be worth while doing delves what ever build you're playing, if you don't have a breain and can't adjust your build this game might not be for that person. (Not specifying you here so don't get offended)

13 A: Simple reason for having two throwing items, one to light things up, and one for blowing things up. Might need a bit more umph then a tourch to blow up a wall. People should know which buttons they're pressing, if the reaction to a event is buttonsmashing and you start throng flares at the boss you deserve to die and learn. Redo and do right!

Really just these two that cought my eye that I could awnser. Hope you understand more after reading this.

/Morfen
Should be an mtx!...hope it don’t squash performance
"I've played a lot of videogames. It's my primary recreational activity. Best games ever: Elden Ring and Diablo 4."
~Elon Musk, 2023
I must say, it's been fascinating to watch the evolution of work from GGG's artists and graphics designers. As I understand, most of them came to GGG without much professional experience under their belt. (partly owing to New Zealand's size and remoteness) And since then, their work has just kept on getting better and better.

As far as a question, what is the name(s) of the programmer(s) responsible for the new shader? Would be nice to be able to give them a shout-out on their hard work by name.

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OloEopia wrote:
Please optimize performance and don't just improve graphics. I already get fps drops sometimes with a mid tier graphics card which often results in deaths.

If you read, it's been suggested they did so, mentioning that the new shader runs more EFFICIENTLY than the old one; they figured out how to make it both look better AND run more efficiently. The same goes with when they replaced the ground effects: the primary impetus for their replacement was how abysmally the old ones affected performance.


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RuleByThought wrote:
In regards to the faq;

How does the scaling of enemies work?
And if it is an infinite dungeon is there/ will there be some way that characters can keep growing?

I can actually answer this question.

The answer is, no, beyond any new potential BiS items, player power growth will continue no further than the best reached already in Incursion league.

However, monster stats will scale beyond monster level 83.

In other words, the disparity between mob power and player power will lean ever-more to favor the mobs. The entire purpose is to create a "wall of difficulty" at the end, to measure players by something other than just how quickly they can speedrun to level 100.

So, once you reach this point, it'll shift from the old meta of simply using the build to best trivialize content, (e.g, one-shotting each Uber Elder phase) and actually try to reintroduce a degree of player skill to the game.

Other games have also done this; one example to come to mind is WarFrame, where "Endless" missions can, as the name implies, keep going and scale up to arbitrarily high enemy levels. The player's aren't given any more powerful items or abilities to scale WITH them, it's just a way for players to still find some degree of challenge.
Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster

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