Oh lol, i didn't even notice. Derp.That vid was from back in 2019.
Oh lol, i didn't even notice. Derp.That vid was from back in 2019.
It all reminds me of the dickfuck DMs who won't bend a fucking INCH outside of "their vision" - similar to cockfags like Brad McQuaid.Yeah thats the problem with ideas like that healing NPC. They may sound great from a developer perspective "cost associated" blah blah but as a player having to do this over and over 1000 times, well, it gets old pretty quick. This is why they do need to stick to their "vision" for sure, but at the same time listen to player feedback as well on tedious shit like this.
Yeah thats the problem with ideas like that healing NPC. They may sound great from a developer perspective "cost associated" blah blah but as a player having to do this over and over 1000 times, well, it gets old pretty quick. This is why they do need to stick to their "vision" for sure, but at the same time listen to player feedback as well on tedious shit like this.
Not to mention when you go to town pissed off, get distracted, forget to click on their stupid fucking RP mini game, go back to the dungeon, and realize you.. FUCKING FORGOT. It won't take many of those types of scenarios before people just say fuck it and go back to PoE 1.It's going to be fine until you're in a situation where you're getting shit on and salt is building. It's then going to be annoying as fuck ramping up to rage-inducing to have to walk of shame across the town and back to talk to a dude to do something that was done automatically in PoE1. Being able to quickly portal in and portal out without breaking the flow of play is nice even if not often necessary. If I'm getting rocked I'm going to hate having to run to the well to refill my flasks to go talk to the healer guy to then run back to my portal and then do it again because I suck. It'll be like a little time tax that only hits you if you're getting shat on and thus whenever it's a relevant feature it will suck the root.
If they make potions 10x more powerful, that could be a tradeoff. For 5 seconds of potions you do 50x damage but can only refill in town sorta thing instead of the current flavor of always-on but tedius to spam functionalityIDK but adding souls dodge rolling doesn't sound that fun. Having bosses that take 10 minutes to down is lame. It will just become apparent much earlier on that you bricked your character because every single one of their fucking 100 bosses takes you 5 mins or more to kill.
Going to town to refill is just dumb. Like, why?
Gay"any word on a death recap". not a high priority. "hopefully in poe2 it will be more clear what killed you" "the visual clarity will be alot betteR"
100% agree. This all seems like a huge step backwards.It's an interesting problem to try and solve. If they are doing away with the idea of just always rolling 4 utility flasks and instead turning them in to a much more 'oh shit' kind of button then the return to town thing doesn't really bother me as much.
From the looks of all the gameplay so far the health flasks looked to be the primary/only source of recovery, especially during bosses. They even specifically called out during dev panels that regen won't be anywhere near what you can achieve in current PoE, so it really seems like they are banking on flasks as your primary recovery source. That gets tricky though because during the campaign or outside of maps with a 6 portal limit why do flasks even have charge then? If returning to town is a free refill on your primary healing/mana source, it gets really muddy on what the limitations should be because without some kind of limit or friction on the refill flasks are essentially infinite, meaning your recovery is infinite.
4 hour mark. starting Q and A section. with Jonathan, mark, rory, and Hrishikesh(the item designer)
gold is the first question. ha. figured.
they don't think gold will be a trading currency. its too easy to obtain. like scrolls of wisdom.
they don't expect you to use all 9 skills all the time. the idea is to have a few as back up in the rare need. or, can be setup to use in cast on X, or sequancer support, etc.
they are designing the game with intent to make more situational use. aka, monsters with 75% lit resist, or 75% lit vulnerbility, etc.
no major change in "trade" philosophy. maybe some quality of life improvement.
projectiles have gravity now. projectiles fired off screen may fall off, and not reach you.
no scion as noted. "we made it so its easier to path around the tree. less nodes to travel"
new boss stat buffs are per character.
plan is to still make you play through the campaign every time. weak answer. "I like the campaign". no real discussion on it. (coming from someone, who also enjoys the campaigns more then mapping.. but even I have to admit it gets tedious, and needs to be discussed.)
no crafting bench. vendor is taking over the roll. they want the vendor to be more impactful.
trying to tone down leech and regen. but also its constantly influx. possible with build focus, but not as easy to attain.
"whats the design philsophy behind the wells" "it feels nice.... after you've done it a few times it feels right"
"any word on a death recap". not a high priority. "hopefully in poe2 it will be more clear what killed you" "the visual clarity will be alot betteR"
removed boss currency penalty.
light radius expands minimap vision.
talent tree note. no masteries? I think thats what he said. far fewer weapon specific nodes. which feeds into the weapon swap.
no flask piano. more reactive. instead of immune to fire, flask will extinguish burning.
charges no longer give passive effects. they are purely for currency to expend on skills.
flicker strike no longer has a cooldown.
LMAO so not only do I have to rerun the campaign 9000 times, now I have to kill all 100 bosses on each character...new boss stat buffs are per character.