Path of Exile 2

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Caliane

Avatar of War Slayer
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It'll be a minute before POB2 is ready wont it?
likely ha.
the backend is probably ready to go. But, it won't be populated until GGG makes the data available. and that won't even be the client download. the important stuff is kept on GGG's servers. GGG will likely start teasing more and more info like they do for Leagues as we get closer. we might get a pob2 early release from that.
 

mkopec

<Gold Donor>
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On one hand its cool they are keeping everything under wraps for this pre-release so its all new and a suprise. On the other hand it kinda sucks for those that like to plan all their shit like autists before hand, its like 1/2 the game for them. Oh well, they will get their shit soon enough I guess.
 

Fogel

Mr. Poopybutthole
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More multipliers should be extremely rare and/or have a major downside. PoE 1 became a game of how many more multipliers you can stack which meant only support gems that were +more damage were viable in most cases.
 

Penance

Silver Baronet of the Realm
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It'll be nice if defense and utility are actually a thing that are worth it. Meaning do they get you loot faster/ safer. In poe defense is just enough to survive farts in the wind unless you play hardcore. And utility is pretty much nonexistent outside movement because disables and zone control aren't really a thing.
 
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Khane

Got something right about marriage
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I think he is saying everything should be a "more" multiplier.
To what he's saying, you'd have to get rid of additive damage, and make every node independent and a "more".
which would mean all the 10% increased damage nodes would have to get nerfed down to like .5 or 1% "more" nodes.

Which frankly would be very boring. yes, balancing out all the different kinds of stacking is what makes the game deep.

No, I'm saying to get rid of the more and less multipliers. They are silly. You shouldn't have items like indigon that give boatloads of increased and then be able to add More multipliers on top which are end of calculation multipliers which is why damage gets so crazy.
 

Gravel

Mr. Poopybutthole
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Wait, I thought that's what people liked about the game? Finding crazy interactions that break the game and make you blow shit up?
 

Khane

Got something right about marriage
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Wait, I thought that's what people liked about the game? Finding crazy interactions that break the game and make you blow shit up?

That isn't a found interaction though. GGG just decided that if something says "more" or "less" those modifiers are applied at the very end of the calculation after all other modifiers are applied.

Its not particularly interesting. It just means you hunt for as many More multipliers as you can find as has been noted earlier.

It wouldn't surprise me if most people in here discussing this don't fully understand those multipliers or how they are applied either, because in actual real world language More and Increased are synonyms which is pretty confusing
 

Deathwing

<Bronze Donator>
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That is what people like about this game, so much so that some people accidentally misinterpreted Khane's intent to the exact opposite.

Figuring out an Indigon build with its annoying ramp time and resource management should reward silly damage numbers.
 

Deathwing

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That isn't a found interaction though. GGG just decided that if something says "more" or "less" those modifiers are applied at the very end of the calculation after all other modifiers are applied.

Its not particularly interesting. It just means you hunt for as many More multipliers as you can find as has been noted earlier.

It wouldn't surprise me if most people in here discussing this don't fully understand those multipliers or how they are applied either, because in actual real world language More and Increased are synonyms which is pretty confusing
Necessary evil I would say. Mana builds and arcane surge were shit for so long because GGG couldn't figure out how to balance all the disparate sources of flat and increased mana regen/recovery. More multipliers makes that easier.

And to be fair, arcane surge outside of Hierophant is still shit. And mana builds outside of Archmage are still shit. Perhaps not an easy situation to handwave away.

Or maybe it's easy and this is the result of lack of resources thanks to the progenitor of this thread.
 

Khane

Got something right about marriage
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And the last page and a half is the perfect example of why people copy build guides instead of trying to navigate the vast array of mechanics on their own
 
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Khane

Got something right about marriage
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PoE2 was an opportunity to remove that but to be fair they did simplify some other very confusing poe1 mechanics like ailments

It will be much easier to at least attempt your own builds and experiment
 

Deathwing

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Kinetic Blast of Clustering is completely distinct from Archmage! Gotta admit it's all a tight grouping though.
That's a high budget build, not my specialty, so it slipped my mind. I was mainly thinking of Agnostic and Cloak of Defiance type of builds.
 
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Daidraco

Avatar of War Slayer
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PoE2 was an opportunity to remove that but to be fair they did simplify some other very confusing poe1 mechanics like ailments

It will be much easier to at least attempt your own builds and experiment
The main thing Im looking forward to is building a build that works off my duo partner's build. The fire to my poison or w/e. I think that shit is so fucking cool.
 

Arbitrary

Tranny Chaser
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That's a high budget build, not my specialty, so it slipped my mind. I was mainly thinking of Agnostic and Cloak of Defiance type of builds.

I lost interest in the league before getting past 90 on this but



There's some mojo with mana stacker totem builds.
 

Pyros

<Silver Donator>
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PoE2 was an opportunity to remove that but to be fair they did simplify some other very confusing poe1 mechanics like ailments

It will be much easier to at least attempt your own builds and experiment
They can't simplify everything otherwise you end up with diablo slop where you have like 3 stats and everyone builds the same and stuff. Having several layers of stats interacting is how you end up with people finding new ways to play the exact same skill but scale them in an entirely different way, and sometimes a better way. And if that's too complicated then yeah you just follow a build. If they're interested in simplifying it, what they need to do is make the results of what you do clearer by having tooltips that reflect damage properly, and having an ingame guide with keywords highlights so you can read about how the stuff works, like Last Epoch did.

One thing that did suck and not sure they fixed was skill tags not reflecting the actual effects properly. Like summons would have a Spell tag cause technically they're a spell that summons something, but spell damage % doesn't work on them cause the minion is the one that does damage, but ingame nothing actually shows you that's how it works. However something like Added Fire does work because the support works on the minnions summoned by the spell. Or well, that's assuming the minions does physical, because if they do another type of damage(which often you can't fucking tell), then it wouldn't do anything. It's just not obvious enough if a support actually worked properly sometimes, especially with anything minions related but even other stuff(projectile damage working off projectiles from melee attacks which does make sense but is not reflected in the tooltip). All of this wouldn't even be that bad if you could just test things, but no dmg numbers/dummies so you can't realistically do it.
 
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