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otaser wrote:
Word of the Exarch says "Eldrich currency items found in areas influenced by the Eater of Worlds have 10% chance to be duplicated. Probably either a typo or a whole mistake? The mirror node for Eater of Worlds duplicates items in areas influenced by Eater as well, so it's not like you should take both for some kind of syngergy.
Yeah and the curious thing is, the Text in the post says "Eldrich currency items found in areas influenced by the Searing Exarch", which is I guess the correct statement.
I wonder how they could make that mistake. It is correct in the text, so how is it that it's wrong in the tree data?
One can only wonder about the mysteries of Spaghetti-Code.
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Posted byGorden121#2579on Feb 2, 2022, 10:14:32 AM
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Well, probably I'm in minority who's dissapinted by this Atlas Rework.
In 3.16 I could fully specialise into one game mechanic each region (including The Uncharted Realms). Additionaly in the same region I could partially specialise into other game mechanic.
So that was up to 5 full specialisations and 5-10 partial specialisations.
In 3.17 if I'd want fully specialise in some game mechanic, I have to spend like 30-40 mayby even 50 points (depending of the specific game mechanic) mostly for travel throughout Atlas Tree. That's 1/3 or 1/4 of all available points.
So most optimistic scenario would be like a 3 mayby 4 full game mechanic specialisations.
Some of the nodes are great but spending huge amount of available points just for traveling into them feels like a big nerf to players agency.
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Posted byEgon707#7703on Feb 2, 2022, 10:14:42 AM
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This looks great! Can't wait to try it! also, flexing my supporter packs.
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Posted byholy_victory#7131on Feb 2, 2022, 10:26:18 AM
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"
Egon707 wrote:
Well, probably I'm in minority who's dissapinted by this Atlas Rework.
In 3.16 I could fully specialise into one game mechanic each region (including The Uncharted Realms). Additionaly in the same region I could partially specialise into other game mechanic.
So that was up to 5 full specialisations and 5-10 partial specialisations.
In 3.17 if I'd want fully specialise in some game mechanic, I have to spend like 30-40 mayby even 50 points (depending of the specific game mechanic) mostly for travel throughout Atlas Tree. That's 1/3 or 1/4 of all available points.
So most optimistic scenario would be like a 3 mayby 4 full game mechanic specialisations.
Some of the nodes are great but spending huge amount of available points just for traveling into them feels like a big nerf to players agency.
Each individual league or mechanic got buffed if you fully spec into it - for example Shaper/Elder guardian map drop chance is doubled (6% instead of 3%). Synthesis map drop chance buffed by 50% etc.
And you can combine stuff that you couldn't before, like Rituals + Delirium + Beyond.
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Posted byalex_disp#4958on Feb 2, 2022, 10:29:58 AM
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"
And you'll have 15% chance to spawn Blight encounter(with 20% to spawn 1 more), which is pretty high. Also don't forget scarabs, sextants and Kirac's missions. With the ability to extract oils from anointed items and guaranteed anointed item drops you can literally print high-level oils.
Why not 100%, with only 10% of the rewards as an option...? Why can't I control my own game experience? I actually like building those towers and defending the groove and whatnot. You see, when you look at this as an argp instead of a reward casino, you'll see the gameplay expansions are the actual closest thing to fun in this game, they have a lot more differentiation in gameplay mechanics than just pressing a button over and over for 99% of the time. You don't agree, fine, but why can't others have that option?
Sure creating a build with the rewards was fun too (I play SSF only), but with every expansion build diversity decreases, as if it weren't small enough; I think Diablo 3 has more of it now, you can't create a build of your own, you have to just follow what they want you to build this expansion, or you'll be very frustated. So some of the only fun left, and and actual choice for the player instead of the devs, are those gameplay mechanics. And we can't even control that???
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Posted bymrhouston#5669on Feb 2, 2022, 10:47:00 AM
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"
Egon707 wrote:
Well, probably I'm in minority who's dissapinted by this Atlas Rework.
In 3.16 I could fully specialise into one game mechanic each region (including The Uncharted Realms). Additionaly in the same region I could partially specialise into other game mechanic.
So that was up to 5 full specialisations and 5-10 partial specialisations.
In 3.17 if I'd want fully specialise in some game mechanic, I have to spend like 30-40 mayby even 50 points (depending of the specific game mechanic) mostly for travel throughout Atlas Tree. That's 1/3 or 1/4 of all available points.
So most optimistic scenario would be like a 3 mayby 4 full game mechanic specialisations.
Some of the nodes are great but spending huge amount of available points just for traveling into them feels like a big nerf to players agency.
In 3.16 atlas passives were locked behind maven encounters and they only affect the regions they're in.
In 3.17 atlas passives are unlocked upon arriving maps and they affect the entire atlas.
You're probably missing another big thing, you're not wasting points to travel between league mechanics, youre increasing map drops, item quantity, map modifiers...
But thats exactly how passive skill tree works, you cant get every node of your build without spending points travelling :^) and you still arent gonna pick them all because not all of them are valuable for you.
Diablo 2 > Diablo 1 > Diablo 4 > Diablo > Torchlight > Titan Quest > Grim Dawn > Diablo Immortal > Path of Exile 2 > Path of Exile.
Purchased Vessel of Hatred Supporter Pack Last edited by Riverwind77#5126 on Feb 2, 2022, 10:58:13 AM
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Posted byRiverwind77#5126on Feb 2, 2022, 10:56:48 AM
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alex_disp wrote:
"
Egon707 wrote:
Well, probably I'm in minority who's dissapinted by this Atlas Rework.
In 3.16 I could fully specialise into one game mechanic each region (including The Uncharted Realms). Additionaly in the same region I could partially specialise into other game mechanic.
So that was up to 5 full specialisations and 5-10 partial specialisations.
In 3.17 if I'd want fully specialise in some game mechanic, I have to spend like 30-40 mayby even 50 points (depending of the specific game mechanic) mostly for travel throughout Atlas Tree. That's 1/3 or 1/4 of all available points.
So most optimistic scenario would be like a 3 mayby 4 full game mechanic specialisations.
Some of the nodes are great but spending huge amount of available points just for traveling into them feels like a big nerf to players agency.
Each individual league or mechanic got buffed if you fully spec into it - for example Shaper/Elder guardian map drop chance is doubled (6% instead of 3%). Synthesis map drop chance buffed by 50% etc.
And you can combine stuff that you couldn't before, like Rituals + Delirium + Beyond.
In your calculations Shaper/Elder maps drop chance you haven't took into account Awakening Level - each one gave 0.5% additional chance. So in total in 3.16 we could have up to 7.5% chance, instead of 'only' 6% in 3.17.
But I agree that Syntehis maps drop chance got buffed.
Also yeah, in 3.17 it'll be possible to much more combine different game mechanics (limited by atlas tree points).
In 3.16 we had 'invisible' mechanic given to us by map bonus completion (chance to drop maps +1/2 higher tiers) which didn't require any map points. In 3.17 this will require spending points in the Atlas Tree and is limited to only +1 tier.
So finally it looks like at some point 3.16 Atlas Tree was better and at the other point in 3.17 will be better.
Last edited by Egon707#7703 on Feb 2, 2022, 11:02:48 AM
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Posted byEgon707#7703on Feb 2, 2022, 11:01:49 AM
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Great Work!
I have a small suggestion for the Atlas Skill Tree Site. A small statbox with a summary of all the effects would be really great.
Like
10% chance for an additional connected map to drop...
voltaxic sulphite veins and chests in areas contain 9% increased sulphite
etc...
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Posted byslrzo#7137on Feb 2, 2022, 11:07:53 AM
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Riverwind77 wrote:
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Egon707 wrote:
Well, probably I'm in minority who's dissapinted by this Atlas Rework.
In 3.16 I could fully specialise into one game mechanic each region (including The Uncharted Realms). Additionaly in the same region I could partially specialise into other game mechanic.
So that was up to 5 full specialisations and 5-10 partial specialisations.
In 3.17 if I'd want fully specialise in some game mechanic, I have to spend like 30-40 mayby even 50 points (depending of the specific game mechanic) mostly for travel throughout Atlas Tree. That's 1/3 or 1/4 of all available points.
So most optimistic scenario would be like a 3 mayby 4 full game mechanic specialisations.
Some of the nodes are great but spending huge amount of available points just for traveling into them feels like a big nerf to players agency.
In 3.16 atlas passives were locked behind maven encounters and they only affect the regions they're in.
In 3.17 atlas passives are unlocked upon arriving maps and they affect the entire atlas.
You're probably missing another big thing, you're not wasting points to travel between league mechanics, youre increasing map drops, item quantity, map modifiers...
But thats exactly how passive skill tree works, you cant get every node of your build without spending points travelling :^) and you still arent gonna pick them all because not all of them are valuable for you.
True in 3.17 we won't have any regions so any node will affect all maps.
We could pick nearly 40% of all nodes in Atlas Tree in 3.16. In 3.17 we will be able pick slightly more than 20% of all nodes.
I hesitate to call it a 'fair' adjustment for loosing regions and gaining modifiers for all maps.
Last edited by Egon707#7703 on Feb 2, 2022, 11:18:36 AM
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Posted byEgon707#7703on Feb 2, 2022, 11:14:15 AM
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"
mrhouston wrote:
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And you'll have 15% chance to spawn Blight encounter(with 20% to spawn 1 more), which is pretty high. Also don't forget scarabs, sextants and Kirac's missions. With the ability to extract oils from anointed items and guaranteed anointed item drops you can literally print high-level oils.
Why not 100%, with only 10% of the rewards as an option...? Why can't I control my own game experience? I actually like building those towers and defending the groove and whatnot. You see, when you look at this as an argp instead of a reward casino, you'll see the gameplay expansions are the actual closest thing to fun in this game, they have a lot more differentiation in gameplay mechanics than just pressing a button over and over for 99% of the time. You don't agree, fine, but why can't others have that option?
Sure creating a build with the rewards was fun too (I play SSF only), but with every expansion build diversity decreases, as if it weren't small enough; I think Diablo 3 has more of it now, you can't create a build of your own, you have to just follow what they want you to build this expansion, or you'll be very frustated. So some of the only fun left, and and actual choice for the player instead of the devs, are those gameplay mechanics. And we can't even control that???
Use Scarab - 100%. You already have it in game since long ago and you can control your gaming experience.
Most % chance of spawining nodes are for beginning of farm when you don't have enough scarabs, but if you're doing it seriously you must switch to using scarabs at some point.
Last edited by alex_disp#4958 on Feb 2, 2022, 11:21:24 AM
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Posted byalex_disp#4958on Feb 2, 2022, 11:17:39 AM
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