Betrayal Statistics

Please give the Berserker some love. Coolest Ascendancy, worst in class! Might be feasible if the negatives from Rage are halved and it had some way of generating endurance or frenzy charges.
Last edited by Tr0gledyte#2270 on Jan 14, 2019, 1:16:57 PM
Most deadly areas:

Hallowed Ground
Pillars of Arun"

Looooooooooooooooooooooooool
90+ Pure Phy Melee Berserker here.

I really think the class needs 'on hit' leech mechanics back to compensate for the two negatives (+10% dmg taken + rage degen).

Maybe immune to stun at 25 rage and immune to ailments at 50?
"

Time spent in type of content
Campaign 37.14% (Includes towns)
Hideout 30.52%
Maps 24.09%
Delve 4.84%
Other 3.41% (Includes Incursions, Abyss areas, PVP and other special areas)


The hideout overhaul was not in vain! Players spend nearly as much time in their (very well decorated) hideouts as they do in the campaign, and more than they spend in maps! Given that going to your hideout is almost a prerequisite for each map you run, this is understandable. It was interesting to learn that, despite the drop in Sulphite frequency, players still spend about a fifth of the time they spend in maps in the Azurite mine.

This isn't the response I would hope for to 30.52% time spent in hideout. i would hope the response would be something more along the lines of:

"We feel 30% of a players time being spent in the hideout is more than intended and we are looking into ways to streamline the non-gameplay overhead PoE currently has."
Man, if I knew that getting sulphite was that much of a pain, and that delve was that much fun, I would have delved from the beginning but instead I just filled my sulphite cap and didn't begin to use it until I finished act 10...

At least know I also know how to get more Syndicate encounters from act 10.

Totally gonna start playing ele now. Hopefully they don't nerf it too soon.
Last edited by stuyvenstein#6647 on Jan 14, 2019, 1:23:42 PM
well at least we know what they will nerf into the ground next league.

they could buff other stuff. but GGG wouldn't want the players to be happy
"
beaniac wrote:
"

Time spent in type of content
Campaign 37.14% (Includes towns)
Hideout 30.52%
Maps 24.09%
Delve 4.84%
Other 3.41% (Includes Incursions, Abyss areas, PVP and other special areas)


The hideout overhaul was not in vain! Players spend nearly as much time in their (very well decorated) hideouts as they do in the campaign, and more than they spend in maps! Given that going to your hideout is almost a prerequisite for each map you run, this is understandable. It was interesting to learn that, despite the drop in Sulphite frequency, players still spend about a fifth of the time they spend in maps in the Azurite mine.

This isn't the response I would hope for to 30.52% time spent in hideout. i would hope the response would be something more along the lines of:

"We feel 30% of a players time being spent in the hideout is more than intended and we are looking into ways to streamline the non-gameplay overhead PoE currently has."


Also even more time goes for running ossuary grinding syndies for sulphite scarabs. Whats why it is 37.14%.

Maps again not so popular as story.. Anyone remember Quarry farming?
Same story. Exactly he same! And sulphite again..

So Sulphite now is a new gold. Just bacause Delve league was the best one, and only elite 4.84% can run delve now. The rest are waiting in hideys for trades, or trying to get access by grinding A9-A10. Or low tier maps.

Poe 2019 in a nutshell.
"
DarthSki44 wrote:
Then you have to murder the deleve rewards. Even with he high costs of sulphate scarab Delve is better return wise past 300 depth.

If you remove sulphate cost, the amount of reward balance would need to be extreme, and most likely defeat the purpose I think you are trying to achieve.

You want to delve more, free of cost, without negatively impact the reward? It just isnt feasible. Would ruin mapping and the economy of the whole game.

This just kinda shows that you don't actually understanding Delving for the rewards. At all.

Right now, if your goal is to delve to make money, it ALREADY barely has any cost. Because fossil & resonators don't have iLvls or really any serious drop requirements, you can just go sideways at depth 40-52 (Monster Level 60-67) for as little as 22-25 sulphite (for one-segment delves) and get close to the same rewards you do at depth 239+.

Furthermore, because everything dies instantly, you can clear SUPER-fast, and what little you lose in the rare interesting high-iLvl drops, (which are mostly garbage anyhow; getting a metamod pre-baked onto a blue item? LOL) you more than make up for in how rapidly you start stockpiling fossils. My main limit has just been filling up my quad tab too much.

It's amusing that you phrase "Delve past 300 depth," because... The rewards themselves (even the irrelevant gear-based ones) cease getting any better past 239; you hit monster level 83, and... all it does is get harder, and cities become SLIGHTLY more common. (up to 600, where they cap out)
Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
It’s kinda strange that Bex is making self-aware jokes about how terrible class/skill balance is right now. Will they, like, DO something about that? Or do they enjoy watching players ignore content they put so much time into developing?
We're all in this leaky boat together, people.
"
ACGIFT wrote:
"
DarthSki44 wrote:
Then you have to murder the deleve rewards. Even with he high costs of sulphate scarab Delve is better return wise past 300 depth.

If you remove sulphate cost, the amount of reward balance would need to be extreme, and most likely defeat the purpose I think you are trying to achieve.

You want to delve more, free of cost, without negatively impact the reward? It just isnt feasible. Would ruin mapping and the economy of the whole game.

This just kinda shows that you don't actually understanding Delving for the rewards. At all.

Right now, if your goal is to delve to make money, it ALREADY barely has any cost. Because fossil & resonators don't have iLvls or really any serious drop requirements, you can just go sideways at depth 40-52 (Monster Level 60-67) for as little as 22-25 sulphite (for one-segment delves) and get close to the same rewards you do at depth 239+.

Furthermore, because everything dies instantly, you can clear SUPER-fast, and what little you lose in the rare interesting high-iLvl drops, (which are mostly garbage anyhow; getting a metamod pre-baked onto a blue item? LOL) you more than make up for in how rapidly you start stockpiling fossils. My main limit has just been filling up my quad tab too much.

It's amusing that you phrase "Delve past 300 depth," because... The rewards themselves (even the irrelevant gear-based ones) cease getting any better past 239; you hit monster level 83, and... all it does is get harder, and cities become SLIGHTLY more common. (up to 600, where they cap out)


Yeah, I`ve yet to see any exalt or even divine dropped in delve this league. Had none of them, And I delved pretty much so far. Tho even in A9 I dropped 6 exalts already.. just doing syndicate related challenges. NOTE! NOT from syndicate, not even close, just from normal mobs there in Hills and Mine locations..

So delve contribution to my wealth I made this league is already miserable. Its not even relevant, and Delve drops and currency not even paying for sulphite and mapd rolling\cost running with zana mods and on..

So.. why this maniacal wanting to murder Delve even more? Its already having its last breaths thanks for GGG.

Being one of the best leagues they had introduced so far.
And many will agree with me here.

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