[Action RPG] Path of Exile

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Chiropteran

Diamond Member
Nov 14, 2003
9,811
110
106
For any aspiring MP game designer: Stop forcing unique character names on us in 2013, for crying out loud.

You realize trade is a huge part of these games, and with trading comes abuse and scamming. I don't want anyone else to be able to copy my name, hell no.

And I'm glad they didn't use the stupid idiotic add 4 digit number account code "non-solution" like used in D3 or Guild Wars 2, which makes it so that instead of needing to remember your name you picked, you need to remember your name plus this stupid code.

How is a predefined serial code appended to your name better than just picking a damn unique name yourself, or a non-unique name + numbers you can pick.
 

Majes

Golden Member
Apr 8, 2008
1,164
148
106
any news on this? I haven't played for a few weeks/months or so ? (summer, outside no time) but loved the game..got to login and do some updates a day or two ago, but no playing. was in the 50 on 3 of my hardcore critters.. Any big changes? seen the post on diamond members drops being OP? i know i don't have anything OP at all.. on any critter and I play with a couple friends quite often to get better drops.. I see people with stuff in the 40's that is way better then my stuff in the 50's.. have they done something silly ?

New patch is HUGE... Go over to the website and check it out. Two new leagues start up this weekend. They think that these changes will fix melee for most people, and they hit 3 of the most popular builds with nerfs. They are also adding new uniques and a new orb. Definitely worth checking out.
 

Zeze

Lifer
Mar 4, 2011
11,395
1,180
126
I thoroughly enjoyed this game on a 2-week binge last year.

I'm interested in reading up on the big patch, but I realized I've been so out of loop, I wouldn't even know the impact of the changes.

I hear this game has a 10-year plan? I don't know how that could be sustainable. I got bored of it fast. Diablo 2 lasted over a decade- BUT Diablo 2 was a first of its expanded genre at its time.
 

Snock514

Golden Member
Jul 20, 2009
1,071
2
81
Version 0.11.0 (Open Beta Phase Two)

Notes:
Due to substantial balance changes, every existing character has been granted an optional full passive reset. To use this, click the "Reset all Passives" button on the passive skill screen. Note that you must use this before allocating or refunding any other points otherwise the option will go away.
The new leagues don't start until the weekend of June 8. We're deploying the patch a few days beforehand so that problems can be sorted out before the leagues start.


Leagues and Challenges:
Two new four-month leagues (Anarchy and Onslaught) will start at at 1pm Saturday June 8 (NZ time). This is 6pm Friday PST. They will run until October 8.
The Anarchy league contains hostile Rogue Exiles you will occasionally encounter. They use player skills and drop a lot of items on death (including one for each equippable slot).
The Onslaught league is a hardcore league with 20% increased monster attack, cast and movement speeds. These stack with Map mods, so Onslaught is quite a lot more difficult than regular Hardcore. Characters that die in Onslaught are moved to Standard, not to Anarchy.
At the end of the four months, characters in Anarchy are moved back to the Standard league. Characters in Onslaught are moved back to the Hardcore league.
New base type items have been added that only appear in the new leagues: Moonstone Ring, Amethyst Ring, Diamond Ring, Turquoise Amulet, Agate Amulet and Citrine Amulet.
Six Unique items have been added for the new leagues. Two only drop in Anarchy, two only drop in Onslaught and two can drop in either league.
These items will not drop in the Anarchy or Onslaught leagues: Prismatic Ring, Onyx Amulet, Thief's Torment, Lori's Lantern, Astramentis, Carnage Heart, Eye of Chayula and Kaom's Heart.
The new leagues contain eight difficult challenges. These can be viewed and tracked on the Challenges panel (H). When the leagues end, if all eight challenges are complete, we'll ship you an exclusive t-shirt. Note that you have to play in both Anarchy and Onslaught leagues to complete all the challenges, as one challenge is specific to each league.
The challenge that requires you to obtain a set of 90 Unique items requires that you hold those until the leagues end to keep the challenge. If you complete the challenge and then trade a Unique item away, it will un-complete until you obtain it again.


Other Content:

Added a new currency item - Eternal Orb: Creates an imprint of an item for later restoration. Right click an Eternal Orb then left click on an item to create an imprint. This imprint can later be used to restore this specific item to that imprinted state.
Added three new cosmetic microtransaction effects - Ebony Footprints, Infernal Footprints and Radiant Footprints.
Added a quest item (Thaumetic Emblem) that opens the blocked path in the Way Forward quest.
New vendor recipes have been added.
Weathered Stones that describe elements of Karui history have been added to many Act One areas: the Terraces, Tidal Island, Mud Flats, Ledge, Rocky Climb, Ship Graveyard and Coves.
The Blacksmith (the boss of the Dunes and Spider Forest maps) has been redesigned with new stats, skills and AI.
New vendor recipes have been added, some of which only work in the new leagues.
The vendor recipe for Onyx Amulet does not work in Anarchy or Onslaught leagues.
Onyx Amulets have been removed from quest rewards of all leagues.
The Mortem Morsu and Silverbranch Unique items have been given 3D art.


Features:
A party leader can choose an item allocation mode for the party: Free for All, Short Allocation or Permanent Allocation. This is applied to new areas as they are created and is locked in for that area. If you join a party and find that it has an area open with a different mode than the party is currently set to, then just wait for the next area or find a different party.
In all item allocation modes, normal rarity (white) Maps permanently allocate to the creator of the Map area.
There are now options to display mini life bars on allies and/or enemies.
The Orb of Fusing and Jeweller's Orb now consume all the quality on an item to increase the chances of rolling more sockets/links.
Once you're right clicked on a currency item, you can now shift-left click on an item repeatedly to apply that type of currency item multiple times. If you're applying a currency item that increases quality then shift-left clicking will increase the quality to the point where the next usage would not give you full value.
The Energy Shield display on the life orb is now a lot larger if you have a lot of Energy Shield.
Upcoming race events are now shown on the character selection screen.
The "/remaining" command will now tell you how many monsters remain to kill in the current area. This is useful for some of the new challenges.
Adjusted the height of nameplates on ground items so that they no longer cover the 3D item art.
A consequence of the item allocation changes is that if you're playing alone, the labels of valuable items that drop will appear for a few seconds even if you're not currently showing the item labels.
The friends list is now sorted by account name.
Estimated stats on character sheet now cap out at level 77 monsters.
We've added some experimental code that triggers a local position resync if you are stunned while desynced by more than around 2 metres. The goal of this change is to catch the situations where you are pinned by monsters on the server without being able to see them on the client. This is a low-impact change that should prevent some avoidable character deaths.
Continued to incrementally improve the art, effects and environments.


Audio Updates:
Added an ambient sound volume option to the options panel.
Completely overhauled basic weapon impacts.
Added impact sounds for when a target has Energy Shield.
Added new weapon swinging sounds.
Dual wielding with different weapon types now plays the appropriate sound for both types.
Improved Tempest Shield audio.
Improved Sweep audio.
Changed the way volume fades. You can now hear sounds in a smaller area.
Improved Extra Gore audio.
Fixed a gain multiplier issue with certain dialogue.
Previous audio environments should no longer persist into the character creation screen.
More environment and reverb tweaks.


General Balance:
Monster damage has been reduced in all difficulties to accompany the general reduction of Life and Energy Shield passive skills.
Monster life has been increased in early levels and decreased in later levels.
Endurance Charges now only provide 4% elemental and physical damage reduction per charge.
The attack range of all melee weapons and many monsters has been increased to better match their animations.
Damage reflection mods for monster auras and maps have been reduced from 20% to 18%.
The Alchemist Poison Bomb has been reduced in damage in all difficulties (beyond the general monster rebalance).
Skeleton elemental projectile spells have been reduced in all difficulties (beyond the general monster rebalance).
Puncture used by monsters has been significantly reduced in damage in Normal and Cruel difficulties (beyond the general monster damage rebalance).
Unrighteous Fire has been reduced to reflect the different relationship between Life and Damage in monsters.
Hillock now correctly restores a percentage of his maximum life when he draws his sword. This life restoration increases in higher difficulties.
Cruel bandit quest rewards: changed to 18% Physical Damage for Oak and 8% Attack Speed for Kraityn.
Adjusted the player spawn location in the Crematorium Map boss room.
The safety of the Marketplace waypoint has been improved.


Item Balance:
Granite Flasks have been reduced to providing 3000 armour.
The drop rate of Life, Mana and Hybrid flasks has been reduced due to the addition of flask-upgrade vendor recipes in a previous patch.
The amount of mana recovered by high level flasks has been increased. For mana flasks this includes Giant and above. For hybrid flasks, Sacred and Hallowed.
The Rustic Belt implicit mod has been increased from 3-5% to 12-24%.
The 40% quality Flask vendor recipe now takes precedence over the Flask Fusing vendor recipe.
Increased the physical damage mod on The Magnate unique belt. This item now generates with +25%-40% Physical Damage (up from +25%). Existing belts will be unchanged, but their values can be rerolled within the new range with a Divine Orb.


Skill Balance:

Mana recovery from the Clarity aura has been increased.
The damage progression of Ethereal Knives has been reduced.
The base critical strike chance of Spark has been reduced from 6% to 4%, in line with the critical strike rate of other lightning skills.
Freezing Pulse's damage has been reduced.
Life values for minions and totems has been reduced to reflect new damage values for monsters.
Molten Shell armour and threshold values have been adjusted for new monster damage scaling.
Arctic Armour has had its damage reduction adjusted for new monster damage scaling.
Multistrike damage penalty reduced from 40% to 36%.
Melee Splash damage penalty reduced from -20% to -16%.


Passive Balance:
Notable passives with non-unique names have been renamed to their own names.
Life percentage passives and most Energy Shield percentage passives have been reduced in line with the changes to monster damage.
General and weapon-specific physical damage bonuses have been increased throughout the tree.
Axe physical damage notable passives have been increased further than other weapon physical damage passives.
Weapon and melee specific critical strike chance passives have been significantly improved.
Acrobatics now halves your Energy Shield and Armour, rather than removing them entirely.
Elemental Adaptation has been reduced to 2% maximum resists. More changes to maximum resistances are coming in the future. The intention is that players cannot hit 100%.
Diamond Skin and the renamed Diamond Flesh notable passives have been reduced from 15% to 12% resistances.
Static Blows: the shock duration bonus has been reduced from 45% to 20%.
Inner Force has been reduced from 18% increased buff effect to 12%. The other increased buff effect passives have been reduced from 6% to 3%.
The Savant notable passive in the Witch start area has been changed to Elemental Dominion. This provides +20 Intelligence and +20% Spell Elemental Damage.
The Agility notable passive in the Shadow starting area has been changed to Coordination. This provides +20 Dexterity, 3% Attack Speed and 3% Cast Speed.
The Savant notable passive in the Templar starting area has been changed to Secrets of the Order. This provides +20 Intelligence and +20 Mana.
The Strength bonus on Heart of the Gladiator (in the Marauder start area) has been reduced to +10.
+10 Strength has been added to the following early Marauder notable passives: Armour Mastery, Troll's Blood, Raw Power and Butchery.
The Soul Raker, Essense Raker and Spirit Raker notable passives have been increased to 4% leech each. Spirit Raker now includes 20 flat Energy Shield.
The Flaying notable passive now includes +6% Maximum Life.
Wicked Blade (the notable passive previously called Cruel Blade, directly south of the Duelist) now includes 6% Attack Speed. The other Cruel Blade notable passive has not been changed.
Renamed the Arrow Dodging keystone passive to Ondar's Guile.


Bug Fixes:
Fixed a bug where items would sometimes not drop from monsters killed by Fire Trap.
Fixed a bug where Spell Totems casting Molten Shell would keep recasting the skill.
Fixed a bug where summoned zombies and skeletons could not enter tight spaces that characters could.
Fixed a bug where Spectres and Zombies could explode during zone transition between town and the Eternal Laboratory.
Fixed a bug where the Letters of Exile could repeat the same letter twice in a row.
Fixed a bug with the Midnight Bargain Unique item. You can no longer reserve 100% of life in conjunction with buffs and not die.
Fixed a bug where skill popups showed off-hand stats when there was no off-hand weapon equipped.
Fixed a bug where Rain of Arrows would treat missed targets as though they had entered the area during the delay and hit them anyway.
Fixed a rare crash related to minion instability and area transitions of minions on low life.
Fixed bugs related to projectiles that chained or forked tracking their distance travelled incorrectly.
Fixed a bug with Conversion trap - anything killed by the converted enemy had the kill assigned to the trap rather than the player who placed it.
Fixed a bug where Shield Charge would deal no damage if used very close to a monster.
Fixed a bug where the Energy Shield stun avoidance check would not apply in the case of a shield block.
Fixed a bug where monsters that channel lightning could still hit targets that had moved out of line of sight or distance during the warmup period.
Fixed a bug where your minions were able to damage a monster you had recently used Dominating Blow on if their attack started before the monster was converted.
Fixed a bug related to raising a Spectre of a monster type that normally starts inactive.


Updated Patch Notes added the next day:
The Energy Shield display on the life orb is now a lot larger if you have a lot of Energy Shield.
New vendor recipes have been added.
Monster life has been increased in early levels and decreased in later levels.
Skeleton elemental projectile spells have been reduced in all difficulties (beyond the general monster rebalance).
A consequence of the item allocation changes is that if you're playing alone, the labels of valuable items that drop will appear for a few seconds even if you're not currently showing the item labels.
We've added some experimental code that triggers a local position resync if you are stunned while desynced by more than around 2 metres. The goal of this change is to catch the situations where you are pinned by monsters on the server without being able to see them on the client. This is a low-impact change that should prevent some avoidable character deaths.


We expect to deploy 0.11.0 in the afternoon of Wednesday, Pacific Time. The new leagues will start at 6pm Friday, Pacific Time.

These patch notes are not complete yet. Various tweaks and balance changes are still being made by the hour. I'll update this thread as the changes are confirmed.


Post #2:

We've updated the 0.11.0 patch notes thread with more changes that are stable enough to include. Click "Read More" to see the list of just these changes. We've also narrowed down a deployment window for 0.11.0: the afternoon of Wednesday June 5, Pacific Time.

Please note that the above time is a day later than the Wednesday (NZ Time) that we previously mentioned. While I feel we could deploy at the original time, we're going to allocate an extra day of testing to make sure that everything works properly before we unleash it. I'm sorry about the wait, but we believe the extra day will pay off massively.

We're still easily on time to start the Anarchy and Onslaught leagues at 6pm PST Friday (1pm NZ Time Saturday) as previously mentioned.

Additional 0.11.0 patch notes:
The Energy Shield display on the life orb is now a lot larger if you have a lot of Energy Shield.
New vendor recipes have been added.
Monster life has been increased in early levels and decreased in later levels.
Skeleton elemental projectile spells have been reduced in all difficulties (beyond the general monster rebalance).
A consequence of the item allocation changes is that if you're playing alone, the labels of valuable items that drop will appear for a few seconds even if you're not currently showing the item labels.
We've added some experimental code that triggers a local position resync if you are stunned while desynced by more than around 2 metres. The goal of this change is to catch the situations where you are pinned by monsters on the server without being able to see them on the client. This is a low-impact change that should prevent some avoidable character deaths.
 
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clok1966

Golden Member
Jul 6, 2004
1,395
13
76
Ok I'm not seeing anything game breaking.. yes some nerfs to some well deserved OP abilities.. Feezing pulse being the only one I think is iffy.. it never had much power..

good to see they dont want OP twats running around.. of course I may change my mind once i play and hate it all
 

Snock514

Golden Member
Jul 20, 2009
1,071
2
81
No act 4 yet?

act 3 isn't done yet

Ok I'm not seeing anything game breaking.. yes some nerfs to some well deserved OP abilities.. Feezing pulse being the only one I think is iffy.. it never had much power..

good to see they dont want OP twats running around.. of course I may change my mind once i play and hate it all
FP is/was the strongest and most popular abilities for hardcore (top 4 gaurenteed), a 20% quality one would go for exalt or higher. Although, according to some people who have alpha, the nerf is only <10% damage.
 
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Chaotic42

Lifer
Jun 15, 2001
33,932
1,113
126
Did they ever let you zoom out farther? That was a big issue for me.
 
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JEDI

Lifer
Sep 25, 2001
29,391
2,736
126
Did they ever let you izoom out farther? That was a big issue for me.

nope.. horizontal is locked.

sucked since i have a 2500x1400 monitor in portrait mode. looked rediculous.
had to use 1900x1080 in regular landscape mode.
 

Snock514

Golden Member
Jul 20, 2009
1,071
2
81
So you lose items? And they sell an orb for money you can use to get them back? Bleh.

It's not a real money item, it's a currency item just like an orb of alchemy is in-game. It copies the properties of an item to a placeholder then you can use the placeholder on the changed item to get its properties back. I can explain more of what it does if people still don't understand.
 

JamesV

Platinum Member
Jul 9, 2011
2,002
2
76
It's not a real money item, it's a currency item just like an orb of alchemy is in-game. It copies the properties of an item to a placeholder then you can use the placeholder on the changed item to get its properties back. I can explain more of what it does if people still don't understand.

I bet they will be highly sought after by high level crafters. The most obvious use I can think of, is saving a 5L armor chest while you are trying to roll a 6L... if you blow through hundreds of orbs, you can always revert to your 5L.
 

Snock514

Golden Member
Jul 20, 2009
1,071
2
81
I bet they will be highly sought after by high level crafters. The most obvious use I can think of, is saving a 5L armor chest while you are trying to roll a 6L... if you blow through hundreds of orbs, you can always revert to your 5L.

Yup I believe the price is going to be fairly similar to a divine if not more, depending upon the drop rate of course.
 

masterxfob

Diamond Member
May 20, 2001
7,366
3
81
argh, i just lost my lvl 53 templar in hc. my es was down and i took a crit from a blue charger (barracks) for 1.4k hp. oh well, new patch is coming and the onslaught league will be where it's at anyhow

p.s. was going for a power charge build, defense > offense...
 

clok1966

Golden Member
Jul 6, 2004
1,395
13
76
act 3 isn't done yet


FP is/was the strongest and most popular abilities for hardcore (top 4 gaurenteed), a 20% quality one would go for exalt or higher. Although, according to some people who have alpha, the nerf is only <10% damage.

I believe you but I never thought it was worth a crap. I liked the idea and have leveled it (hardcore) a few times but in the 40-50's of hardcore it just feels crap to me.. As I say I do believe you that it might be quite useful and used by others (actually yes, several people I play with do use it)... Just didn't fit my play style, but i tend to find out later i do stuff the hard way when there is a much easier way due to my stubborn stupidity I do like most of the ICE stuff.

didnt see anything on poison arrow.. (OP) but i guess it does trail off in the higher Hardcore levels.. so maybe its ok.
 

Majes

Golden Member
Apr 8, 2008
1,164
148
106
So you lose items? And they sell an orb for money you can use to get them back? Bleh.

No, you never lose an item in the game. When you decide to craft an item you can often change the item so that it is not as good as it was before. The orb acts as a placeholder that will save a version of an item when you start crafting. If you get finished with your materials and don't have something better you just use the orb to roll it back to the original item. Nothing is lost or destroyed.
 

Snock514

Golden Member
Jul 20, 2009
1,071
2
81
I believe you but I never thought it was worth a crap. I liked the idea and have leveled it (hardcore) a few times but in the 40-50's of hardcore it just feels crap to me.. As I say I do believe you that it might be quite useful and used by others (actually yes, several people I play with do use it)... Just didn't fit my play style, but i tend to find out later i do stuff the hard way when there is a much easier way due to my stubborn stupidity I do like most of the ICE stuff.

didnt see anything on poison arrow.. (OP) but i guess it does trail off in the higher Hardcore levels.. so maybe its ok.

One thing that makes it OP was using LMP/GMP I believe the critical strike chance is rolled for on cast so if you crit, it would make each of the pulses crit as well. Plus chill/freeze is a great CC on mobs. Poison arrow has been dominate early game for almost ever, and even after a few set of nerfs earlier on, but as you were saying it does fall off later.
 
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futurefields

Diamond Member
Jun 2, 2012
6,470
32
91
No, you never lose an item in the game. When you decide to craft an item you can often change the item so that it is not as good as it was before. The orb acts as a placeholder that will save a version of an item when you start crafting. If you get finished with your materials and don't have something better you just use the orb to roll it back to the original item. Nothing is lost or destroyed.

Really glad they added this.

PoE is an excellent ARPG.
 

Snock514

Golden Member
Jul 20, 2009
1,071
2
81
What should I know as a new player?

Start on hardcore, cap resists in higher difficulties, grouping with randoms usually sux, be careful around any lightning damage as it causes a stacking debuff that causes you to take more damage per stack, don't get overwhelmed by the passive tree, AND HAVE FUN! Feel free to ask any q's here, I've been playing since prior to this thread.
 

Chiropteran

Diamond Member
Nov 14, 2003
9,811
110
106
What should I know as a new player?

No matter what you do, no matter how much you research it and plan things out, you will re-roll, so don't get too attached to your first character.

Don't try to pick up all the loot, and don't try to identify every magic item. You need to manage your resources, and inventory space is a premium resource. Keep the valuable stuff and ignore the trash.
 

Craig234

Lifer
May 1, 2006
38,548
350
126
OK, why start on hardcore? That's not usually how I like to play. Thanks for tips so far, hate to hear about 'your first char will not last'.
 

smackababy

Lifer
Oct 30, 2008
27,024
79
86
Well, I got an email about some of the things in this patch and actually thought it addressed some of my former complaints (no health bars, for real dawg?). I might try this out again, considering I never uninstalled it.

I did get an email awhile back about my account being locked or something. Might have to start over. So long stuns'n'roses and Ranger Will Robinson =(
 

Snock514

Golden Member
Jul 20, 2009
1,071
2
81
OK, why start on hardcore? That's not usually how I like to play. Thanks for tips so far, hate to hear about 'your first char will not last'.

if you die in hardcore you go to default so theres no reason not to at least start there and try it, although your stash is separated from hc/default

also; don't use any orbs rarer than alchemys until you're higher level

currencies cheap -> expensive:

scraps/whetstones/scrolls/baubles/chance -> transmute/aug/chromatic -> alteration -> jewllers/fusing (save these) -> alchemy/blessed -> chaos/regret -> gem cutter prism -> divine/eternal/mirrors/chisels

and this game starts off really slow, its aimed at the advanced level players and gets really exiting later on as most RPGs tend to.
 
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