Path of Exile: Legion - What We're Working On

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hwat wrote:
Melee rework you said?
You've nerfed casters to ground zero.
Occultist is dead. Elementalist is dead. Winter orb is dead.
40% is playing Cyclone.
Nice balance team work.


Imagine being so bad that you actually believe this.
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"
hwat wrote:
Melee rework you said?
You've nerfed casters to ground zero.
Occultist is dead. Elementalist is dead. Winter orb is dead.
40% is playing Cyclone.
Nice balance team work.


Imagine being so bad that you actually believe this.


I was always amazed that people were so bad they thought melee was dead to begin with.
Saved
Can you make a way to have some sort of alert when an incubation finishes and drops? Sometimes there's no way of knowing without constantly checking on the progress in your character sheet.
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60x7 wrote:
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"
hwat wrote:
Melee rework you said?
You've nerfed casters to ground zero.
Occultist is dead. Elementalist is dead. Winter orb is dead.
40% is playing Cyclone.
Nice balance team work.


Imagine being so bad that you actually believe this.


I was always amazed that people were so bad they thought melee was dead to begin with.


Yep, just to give an example, Mathil is playing the same build as the last league, and he tackled all content easily with it before the buffs.
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juo wrote:
As a single target melee char AND a minion character, the Legion encounters are a bit frustrating.

My minions don't prioritize rare/elites & the shells' HP could be just slightly less.

Maybe give the shells a vulnerability to melee physical damage?


I started playing vigilant strike (yeah, yeah I know) but even adding melee splash did not help the Legion encounters - so slow. I rerolled to Frost Blades with Shield Charge and clearing Legion mobs is much better.
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We've seen a few players request that we increase the visibility of Legion icons over monsters, generals and chests as well as adding them to the minimap. One of our earlier iterations of the Legion league included symbols for monsters, chests and generals on the minimap. During playtesting, we found that it felt really bad, as people would spend most of their time looking at the minimap rather than focusing on the combat in front of them.

Due to this, we entirely disabled minimap icons for anything that had a Legion reward. This lead to issues where players would release some monsters with rewards and then end up forgetting where they were which resulted in sometimes missing rewards. This also didn't feel great.

Our next iteration involved adding minimap icons but only after Legion enemies had been activated. This is where we're currently at with minimap icons and is the best of the three scenarios we tried.

I think that's the wrong side to approach this problem (although we already are looking at the minimap during play). The problem people request to solve is missing special reward encounters from monolith since there's just a tiny bit of time to explore. You can approach this in a twofold way.

First, you've had Catarina and Vorici "arrow guides" pointing players at the required direction from the master (before Betrayal). Tora, on the other hamd, has had an arrow guide leading from player to the target.
So what's holding you from signaling the player in a similar way a vector to the reward encounters from the monolith, so players will at least know how many rewards are available and make somewhat informed decision to pursue these? Like, when monolith is activated, there can be a brief (1-2 seconds) beams/sparks/tendrils/spikes that point from the monolith to said encounters. Thus, people will be able to decide where to go first (and be more informed in general). If these required final targeting, you've got Tora-way target vectoring.

Second, you can add some time in the activation phase for freing legion monsters and/or freing reward encounters. That'll help slower characters to have more fun with the encounters (let's be honest, most players don't know about clearspeed-meta, and it's not right to penalize them hard just for that).

With these 2 ways combined, Legion encounters will be more fun since players will have their targets and will be able to formulate a strategy, while still being able to make the fight more epic and fun. And fun is the only thing what all of us are here for, aren't we?


PS: And yes, Delve could use some more open travel areas, where players won't be as confined. Would add a new ring to the game's more fun engame activity.
Last edited by Shade_RU_N53 on Jun 10, 2019, 9:58:05 PM
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Bex_GGG wrote:
Our next iteration involved adding minimap icons but only after Legion enemies had been activated. This is where we're currently at with minimap icons and is the best of the three scenarios we tried


This, I like.
~ Adapt, Improvise and Overcome
Fix Rampage stack kills for Dancing Dervish build on legion mechanic. And gladiator on kill effects for legion mechanic. And a bunch of other NON-Overpowered things for on kill for legion mechanics... making it unplayable for some builds.
https://www.youtube.com/@naj7969/videos
Fix flicker strike spending 2 frenzy charges and most interactions with multistrike!!! it is not landing the second repeat and it's making skills lose alot of damage.
Flicker strike causing crashes during legion encounters needs to be fixed.
i can deal with the double consume charge and the multistrike not working proprely but i hate getting DC'd 10 times an hour
IGN: ggnecro

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