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What We're Working On

so.....'NO Fixed Patch till Melbourne?' (Brooklyn) .... where ever :(
so.....about a month then for the playable version?
First time posting for this game, to be fair my playing of this game is pretty new still so i am not sure how much my voice or thoughts matter over those with hours invested into the game.

With seeing the expansion of heists with my boyfriend we were excited to try this out cause we liked the heists from gta5 but hey get to rob things in demon infested worlds guards and other crazy people with a dungeon crawler aspect now who wouldnt like that!!! At first it was fun the thrill of sneaking about timing patrols to go around a corner picking off guards which was weird cause we take out one of the two and the other one was praying that he didnt make eye contact, like a pokemon trainer, cause then they would have to do battle to keep their minimum pay of scrolls of wisdom or chaos orbs. However recently going back through we thought the alert level thing was a bug that we were not getting alerted to guards at all figured we had a modifier on our contracts or something that made it lower but only to learn at the end of our gaming session it got nix'd

As much fun as heists are taking out an alert level just feels wrong in a game about stealing other peoples smoking pipes, or heart coils, or magical urns. mean how does your alert level go up if you kill all the guards and open a chest and it goes up who the heck heard it open!!! is there a tiny void owl watching xD.

I honestly feel the alert level needs to be adjusted in the game and replanted back in other wise people just gonna charge in with Tchaikovsky 1812 Overture playing while shooting lighting from their finger tips and leap slamming over door arcs. Could probably add in watch dogs too or something, that just follow you relentlessly and if they find you just boom automatic full alert or half a bar, cause even as it is just running full getting all the loots you can get your little filthy pleby exile hands on at the end the bars no where near full when your at the vault might be different for grand heists have yet to try those but please add in guards detection levels meter fills it needs it!!!
"
noxiousice wrote:
Hey Gang,

Probably too late in the thread to have anyone from GGG reading but here goes anyway.

Thank you for removing the guard-killing-raises-alert thing. It was not great, but that's really only a half measure to fixing Heist. Fixing this helps kill an unhealthy gameplay loop, but doesn't fix that Heist just isn't all that fun during the actual heist itself.

During a Heist you go in, grab every chest you can fit into the alert bar, hit the big thing at the end, and get out. That's the loop. In that process no decisions you make affect the difficulty of getting out at the end, no decisions affect your risk vs reward, and there is no room to make on the fly decisions about how much more or less risk you want to take on. You will always take the labeled chests over unlabeled ones. The closest thing to managing any level of anything is if you clear out the patrols or not (which you now always will because there is no alert penalty for doing so).

I think that the problem is that we need things happening in the heist that affect the difficulty of the escape portion in a meaningful way. My suggestion would be to have the difficulty of the escape be multiplied by the level of the alert before activating the escape phase. This would mean that each chest we open adds to the end difficulty in a visible way, and gives us an increased reward at an increased risk. Its a decision you can make moment to moment, and gives us a reason to sometimes not try to grab every chest.

The guards still need tweaks by the way. It doesn't really work to not have guards generate any alert level. I think that instead of granting alert level on death, they should grant alert level for every 1-2s you're in combat with them (adding 0 alert if killed before the first alert tick). This both thematically makes sense (the longer you're in combat the more likely someone is to notice), and still gives us a reason to avoid patrols.


Not much to add apart from +1.

Heist is now a boring filler. It needs some risk vs reward mechanic as described above.
Good job. Compared to other games i've played the start up on this one was relatively smooth.
"
Kitty_Aluria wrote:
First time posting for this game, to be fair my playing of this game is pretty new still so i am not sure how much my voice or thoughts matter over those with hours invested into the game.

With seeing the expansion of heists with my boyfriend we were excited to try this out cause we liked the heists from gta5 but hey get to rob things in demon infested worlds guards and other crazy people with a dungeon crawler aspect now who wouldnt like that!!! At first it was fun the thrill of sneaking about timing patrols to go around a corner picking off guards which was weird cause we take out one of the two and the other one was praying that he didnt make eye contact, like a pokemon trainer, cause then they would have to do battle to keep their minimum pay of scrolls of wisdom or chaos orbs. However recently going back through we thought the alert level thing was a bug that we were not getting alerted to guards at all figured we had a modifier on our contracts or something that made it lower but only to learn at the end of our gaming session it got nix'd

As much fun as heists are taking out an alert level just feels wrong in a game about stealing other peoples smoking pipes, or heart coils, or magical urns. mean how does your alert level go up if you kill all the guards and open a chest and it goes up who the heck heard it open!!! is there a tiny void owl watching xD.

I honestly feel the alert level needs to be adjusted in the game and replanted back in other wise people just gonna charge in with Tchaikovsky 1812 Overture playing while shooting lighting from their finger tips and leap slamming over door arcs. Could probably add in watch dogs too or something, that just follow you relentlessly and if they find you just boom automatic full alert or half a bar, cause even as it is just running full getting all the loots you can get your little filthy pleby exile hands on at the end the bars no where near full when your at the vault might be different for grand heists have yet to try those but please add in guards detection levels meter fills it needs it!!!


YES YES YES- we dont need more maps... we dont. Lets get challenging decision driven gaming back in heists
Hex Blast Ignite on Occultist:
I can't do Alva at all on a 5 link since it takes forever to kill white packs. Double curse mind you.
The 4% Crit base is too harsh.
Ailment more multiplier does NOT work.
The only reason Trickster Archmage Ignite works is the former and latter. Has nothing to do with the presumably bugged Ailment modifier on Hex Blast.
Most new skills feel disappointing. But this one is so because of a bug I presume. It has been 5 days and I haven't gotten into maps.
Please let me give this League a shot before I quit in frustration.
The technical issues of this league rival those of betrayal.

- I have ran total of 34 grand heist wings today, I have gotten 4 curioso rewards, the other 30 were lost to either bugged door or a complete crash game crash. (just fyi, the only 4 rewards I got were in layout where the end room has no doors, ALL DOORS IN GRAND HEISTS BUGGED SO 100% REPLICATION RATE)

- Out of 12 ran heists I have completed 7 the rest was lost to a crash at various points.

- I don't understand who's decision it was to not make the harbour instanced for each player separately. Clipping issues (fixed now), heist/GH portal issues, extreme FPS drops because everyone and their mother has some sort of flashy dogshit cosmetics... Dozens of issues could have been prevented if the area worked like previous league areas/ho. It's so infuriating when it takes me minute to load on actual SSD and then I have to spend several minutes navigating through the area because my FPS is being killed & screen filled with your shitty cosmetics. I'd love to bitchslap the person who made that call to be honest, sorry.



I don't know, this just feels like incompetence to me. Majority of the issues are literally 100% replicable. Was there any actual QA test? because the state of the league says otherwise. I'd love to praise the league but I can't even play it. Insane.
Please fix glacial cascade knockback. I lost some blight chest because mobs knocked into wall and stuck. Can not run blight maps with gc because 100% losing a couple of chests.
"Hexblast" and "Impending Doom"

I only made it too Act 7 with it and quit the build because the playstyle felt lacking if I didn't 1 shot the pack.

I tried a variant where I used bane to apply curses for shock and temp chains and then self cast despair for impending doom.

typically in this case If Bane didn't kill the pack before max dooms stacks I used hexblast to blow them up.

I think what "Doom" needs most is a way to visually tell how fast it is stacking rather then just counting seconds in your head. That way you can actually know you set the doom off at max stacks rather then guess.

Also Occultist not getting anything for hexes felt very weird and a missed opportunity
"
Keirby wrote:
Hexblast has great aoe clear but feels really bad single target. Because of the new Doom mechanic and how hexblast interacts with hexes there is 0 reason to invest in additional curses which again, feels bad. In addition, building for hexblast you inevitably also invest in curses and curse duration which is then useless because hexblast is just removing the hex.

My proposed solution to making Hexblast feel good and fun is to have it not remove the Hex. Let hexblast remove the doom that has accumulated but keep the hex in place. This way you benefit from having a long curse duration, because less casts of the curse but still requires the same time investment to get the damage from hexblast. This would also benefit or maybe even encourage investment into multiple curses and self casting each of them. It would also be purely a single target buff since aoe is so good that you never cast more than 1 hexblast anyways.

Now obviously this is a significant change and buff to the spell so i'd imagine some balancing to the numbers might be in order as well.


+1

Also agree with others about Occultist not getting much to synergize with Doom. Maybe reworking Malediction or adding some additional max doom and/or doom gain speed to the class?

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