Path of Exile

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Pyros

<Silver Donator>
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Expac is in a few months, after this next league. League starts in december but they said expansion is Q1, so I guess the league is only 2months or something? Maybe 3months and the expansion is march release. But there's a league with a major patch inbetween, the stuff that's on this page like new skills and shit.
 

Tenks

Bronze Knight of the Realm
14,163
607
I wish they'd add something almost like MH where if you already have some high level characters in a league you can level characters faster. I understand they believe twinking is the answer to that but it would be nice if you get like an XP% bonus based upon your highest level league character.
 

Pyros

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Problem is this affects the economy, faster levels means higher maps sooner means more xp in gems means more lvl 20 gems and so on. It's a small effect but it's still noticeable. I guess they could cap it at like lvl 60 or so, but I don't feel it's a huge necessity. You can accelerate your leveling a ton if you work on it, shit only takes a few hours to do merciless up to act4.

I know they changed some shit in MH since last time I played but when I played, even with xp pots and a bunch of synergies including Cyclops, it still took several hours to hit cap, which isn't that much different. I guess it was easier though, like D3 leveling, as in, anyone could do it fast. PoE fast leveling requires a fairly stupid amount of optimization, knowing zone patterns and using specific skills and builds and shit. It's also risky in hardcore.
 

Korrupt

Blackwing Lair Raider
4,832
1,228
Even though I understand leveling it still feels clunky to me, when they increased the mob hps it really didn't make any sense to me. Hopefully they take a look and do another pass on the new jewels for starting skills to not make the first 40 levels feel so clunky.
 

Pyros

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Well not this patch but the expansion will probably change some leveling shit by necessity, since they're adding some new content shit. So they'll probably rework a bunch of stuff at that point, including leveling speed possibly.
 

Tenks

Bronze Knight of the Realm
14,163
607
Leveling just felt so anti-fun to me. You basically have to use skills you're not even really leveling so you never get that feeling of advancement. You're just trying to use shit that is base-line good until you can use your actual build skills later when you've unlocked enough of the tree to make them viable. Like I enjoyed leveling up my actual "I'm going to be fire totem" character because I could feel that advancement. But leveling up another build which just uses fire totem because it is a good leveling tool it felt so incredibly tedious.
 

Korrupt

Blackwing Lair Raider
4,832
1,228
I am at least glad they are increasing mana per level you gain which in turn will mean more innate mana regen. Hopefully they tweak down mana costs on skills also which combined with those new leveling skill jewels might make the low end leveling curve better. They did good changes last expac by reducing A2/A3 overall, they just need to tweak it some more now on the skill front / mana cost side.

The new raid guy should be fun if its like Atziris release also, maybe the first 50 worldwide to kill will get that wolf pet instead of the Atziri head helm thing we got last time.
 

Sinzar

Trakanon Raider
3,149
269
Removing or super trivializing the leveling process would be a bad change imo. The best part of these kinds of games are the feeling of character progression, like finally hitting level 42 and unlocking a major build defining skill node, or maybe getting to a big story point like cruel dominus ahead of the curve and being unable to win without working on gear or catching up in levels. Basically that very real feeling of your character becoming stronger in an obvious way.

Once you hit "endgame" where gear upgrades are rare, and levels come maybe once a week or less, that's when these kinds of game lose their charm, and it's time for me to move on. I understand that there's a small hardcore population who loves to grind out for that 0.001% item that pushes them to the next tier, but for many players, removing the meat of the game (leveling) and fast forwarding directly to the endgame item grind would alienate a big part of the population.
 

Tenks

Bronze Knight of the Realm
14,163
607
Yeah I doubt they'd make the change. GGG knows the hardcore players are the ones that are funding the game and "casualizing" the game isn't a very good route for them.
 

Caliane

Avatar of War Slayer
15,327
11,619
Removing or super trivializing the leveling process would be a bad change imo. The best part of these kinds of games are the feeling of character progression, like finally hitting level 42 and unlocking a major build defining skill node, or maybe getting to a big story point like cruel dominus ahead of the curve and being unable to win without working on gear or catching up in levels. Basically that very real feeling of your character becoming stronger in an obvious way.

Once you hit "endgame" where gear upgrades are rare, and levels come maybe once a week or less, that's when these kinds of game lose their charm, and it's time for me to move on. I understand that there's a small hardcore population who loves to grind out for that 0.001% item that pushes them to the next tier, but for many players, removing the meat of the game (leveling) and fast forwarding directly to the endgame item grind would alienate a big part of the population.
yeah, agreed. MAPPING is the most boring/repetitive aspect imho. THAT needs to be addressed. Things like masters, storms, etc have been attempts at making maps more interesting, and less "afk clear everything". but more could be done.

Like, I've certainly mentioned, I kindof want Descent all the time.
 

Zaphid

Trakanon Raider
5,862
294
They could improve mapping significantly by making unique maps a lot more common. I think I got like 5-6 of them to drop in all my PoE career, which admittedly isn't all that extensive, but the rest are essentially the same. Second I would kill the variance within the mods, nobody gives a fuck whether it's +25 or +23% pack increase. There are essentially four kind of mods - "Nobody cares", "Sweet, more loot", "I have specific gear for that" and "Nope." Second and third need to be expanded. Time trials ? Monsters ressurect after 10 seconds ? No loot except for the boss and every mob you kill before the boss increases your MF ? Maybe work on the reward structure, right now the map kind of ends because you don't have stuff to kill and if you want the best XP/hour, you shouldn't even pick up any loot, which is stupid in my opinion. They improved it with the map boss dropping more loot, but then kept in maps like Desert or Library, where the bosses are so overtuned nobody bothers.
 

Pyros

<Silver Donator>
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New expansion stuff:Path of Exile

So basically, they're adding a Labyrinth that's randomly generated but only once a day for everyone, so you can like explore it and tell other people the secrets you find and shit. You can only clear it once a day and if you die, you get kicked out and apparently you can't TP out either so no flask shenanigans. There's also a bunch of new traps, with hidden switches, secret passages, pressure plates and all that shit. There's also a 3phase boss fight that happens at certain points in the Labyrinth, and each phase builds on the previous phases depending on the state of things when you cleared it. For example if you leave some mobs alive or don't deactivate buffs on the boss before the end of the phase, the boss will have those things in the next 2phases.

Rewards are new unique "enchants" you can put on your gloves, boots and helm, chosen randomly within a specific pool of mods based on the difficulty. Stuff is like new effects on hit/kill on gloves(like cast on hit type of shit), conditional buffs on boots(like when affected by status ailment, take reduced damage or whatever) and specific skill effects on helm(example they gave was 20% for Discharge to not consume charges).

Other reward is 2skill point per difficulty to assign in new Ascendency subclasses. Each classes has 3 subclasses, other than Scion which only has 1. You get 6points to assign in those and they're basically a minor passive node into a keystone, with some path having 2points and some having 4 in a row(so you can do 2 2 2 or 4 2). All subclasses have themes, so it kinda limits class builds variety if you liked doing really weird stuff like caster duellist, but there might still be a general tree you can use. They revealed a bunch of subclasses, some are kinda expected(Necromancer for Witch for example which focuses on pets).

Only class they showed the 3 examples of subclasses for is Duellist, with one focusing on 2H stuff with strong stun nodes or passive melee splash on everything, one focusing on dual wielding with bleeding procs making enemies explode on death(yes like explosive blow, rip shitty skill) or block stuff like increasing block when you get hit and increasing dmg when you block(stacking everytime you block) and one focusing on general stuff with perma fortify, taunt stuff(including a damage taken debuff on taunted stuff) and a damage/movespeed permanent aura. In this design, you can see that 2 of the subclasses are very specific and only work for a melee duellist basically, but the last one can be used for other builds, though you're restricted. Still, perma fortify is pretty cool for any build.

Then the usual, bunch of new skills but they haven't shown any yet, bunch of new uniques making use of their new tech like conditional stuff with some synergy with the Ascendancy classes effects(like one of the ranger things make you Phased after you kill a mob, and one of the unique gives you movespeed while Phased).
 

Zaphid

Trakanon Raider
5,862
294
It could turn out to be amazing, it could be an absolute stomp. At worst it's mandatory +2 skill points per difficulty, at best it's a daily quest everybody wants to try and keeps people logging well past the typical quit zone. I was hoping for some QoL changes, but I guess those don't make that eyecatching headlines during a big PR push.
 

Pyros

<Silver Donator>
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It could turn out to be amazing, it could be an absolute stomp. At worst it's mandatory +2 skill points per difficulty, at best it's a daily quest everybody wants to try and keeps people logging well past the typical quit zone. I was hoping for some QoL changes, but I guess those don't make that eyecatching headlines during a big PR push.
Yeah it's not detailed stuff either since there's still a new league inbetween, and I'm sure they'll keep revealing more stuff anyway like skills, uniques, div cards, skill tree remake and all that.

And while it's kinda +2skillpoints, it's very powerful skill points unlike other stuff since every 2points there's a keystone, and they're more powerful than most keystones on the actual tree(onslaught on kill, perma fortify, your elemental crits ignore all resist etc). And then I could see the helm buffs be top tier for your build but you need to roll the right one, assuming there's like one per skill, that's a lot of days farming it. I wonder how's xp gonna be and stuff in there, what level it's gonna be, but at the very least it looks like something you'd do everyday for the buffs which is nice enough.

With the power creep from subclass, I wonder if they'll buff shit, or just leave it like currently to make the game easier instead.
 

Korrupt

Blackwing Lair Raider
4,832
1,228
Those 19 new classes are going to be fun as hell to theorycraft. From the little bit they showed of the shadow base it looks like a total redesign.

Im still trying to take all of this information in, holy shit though Im so excited
 

Alasliasolonik

Toilet of the Mod Elect
<Banned>
4,908
9,890
It will be fun thinking up some new ideas with all this shit. This is going to be a fuck ton of power creep with all the op nodes and skills coming out, I really hope they change about all of them before release.

They just doubled everyones damage pretty much and the same to defense.
 

kitsune

Golden Knight of the Realm
624
35
New summoner advanced class + the new staff they announced today has me so fucking hyped. I can't wait to make a 6 link raise zombie build with vaal skellies and shit. It's going to be amazing
 

Pyros

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I found the new staff kinda meh. It's good for skeleton build(which is super niche), it's pretty bad for any SRS build since it doesn't have +1fire and the SRS bonus looks pretty fucking garbage and I don't think skeletons would even out versus using a +3SRS staff with another vaal haste instead of vaal skeletons, and I'm not too sure about spectres, maybe it'd be worth it for spectres but I don't think so, +2 scales poorly on spectres unlike the other minions since it only slightly tweaks the spectre stats iirc.

Zombie build could be interesting, it was pretty much a dead playstyle, but I guess support spectres with the new spectre keystone so they don't die and 6L zombies could be interesting, especially something like Bloodlust support and spectres that do bleeds(I think some do right). Skeleton totem and/or vaal skeletons for the attackspeed, could be nice.

Kinda wish the staff had some stuff for animated weapon, guardian and golem too. I guess there's a limit to the amount of affixes an item can have even if it's unique? Like it'd be nice if each golem had a specific effect on the other pets.