Path of Exile

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Byr

Ahn'Qiraj Raider
3,802
5,420
If youre playing prophecy its because prices go all over the place at the end of a league.

Also news post, 5 days before launch they are still not sure how the map system will work.

TL;DR:
Old Atlas Bonus: 1% cumulative bonus to map drop rate per map completed (up to 123~125%). Overall map drops reduced by 33% to compensate at lower levels.

New Atlas Bonus: 1% chance for a map drop to upgrade by a tier per map completed (up to 123~125%). Higher than 100% means it can go up a second tier. Capped at maximum level that could drop from that monster (same as before). There is no reduction to map drop rates.

Explanation:
In Atlas of Worlds, one of the mechanics designed to encourage lateral exploration of the Atlas is the cumulative bonus that you receive for completing bonus objectives on maps. This works really well to encourage players to play a diverse set of map types and to try rolling them to be harder than they normally would.

So far during development, the bonus has been set to a cumulative 1% increase to map drop rates that stacks multiplicatively with other things that increase map drop rates. We picked this because it means that if you aren't finding enough high-tier maps, you can complete more low maps to increase your chances.

Our data shows that players currently find a surplus of low-tier maps, reaching map starvation only in the higher tiers. Because you could now unlock a bonus of up to 123% more maps, we tried lowering the base drop rate of maps by around a third to offset this. Under the new system, you would start off finding fewer maps but would be able to quickly unlock enough to offset this and surpass it. We added more map drops during Merciless difficulty to help ensure that players would have built up a large enough map base before they started mapping.

Our internal testers and alpha testers found that this new system had various problems. The new lower drop rates meant that low-tier map starvation was a real possibility. While the players would have tools to combat this, we do want players of various skill levels to experience the Atlas of Worlds content, so we don't want the drop rates to be functionally that different than they are in the previous version of Path of Exile.

We are now testing with the 1% cumulative bonus per map not being a map drop rate bonus, but a bonus chance to upgrade a map drop to the next tier. For example, a 60% bonus means that there's a 60% chance that a map drop is a tier higher than it otherwise would be. If the bonus exceeds 100% then the remainder represents an additional chance of it upgrading two tiers. (You would not be able to find a map that is unable to drop in the area you're currently playing.)

This system allows us to remove the penalty introduced with the previous one, and means that players who complete more types of maps do find significantly better map drops and can sustain higher-tier content more easily. We feel it works a lot better than the other system and are likely to use this bonus in the released version of Atlas of Worlds.
 

zombiewizardhawk

Potato del Grande
9,882
12,816
There has been some crazy inflation in this game over the last 2 years. Could get reasonably good items for like 1-5C before, I tried to trade for a pair of admittedly pretty good boots today and the guy was asking for 60C. This was for a level 50 pair of boots too, not end game at all. I have 16 lol, can't imagine how long it will take to get 60

You can get "good" items for less than 10c easy still. You can't get good items for that price tho, and haven't been able to for years. It only takes a little bit of a difference (especially on boots) to go from 5c to 55c. Level req has almost no meaningful impact on whether or not an item is "end game" or not once you get above level 40ish since most of the affixes don't have huge level requirements to use them, only ilvl reqs to roll the high tiers.

PS: Massively easier chaos recipe farming than in the past is what I blame for the inflation in things like chaos::exalt ratio but that's the only thing i've noticed any drastic change on in the past couple years.
 

The Dauntless One

Lord Nagafen Raider
1,159
137
There has been some crazy inflation in this game over the last 2 years. Could get reasonably good items for like 1-5C before, I tried to trade for a pair of admittedly pretty good boots today and the guy was asking for 60C. This was for a level 50 pair of boots too, not end game at all. I have 16 lol, can't imagine how long it will take to get 60
Maybe currency drop more than before? I played for a few days and probably got over 20C worth of currency.
 

Pyros

<Silver Donator>
11,221
2,367
I don't think it drops more but I do think we clear way faster than we used to, which increases currency per time played. But it was probably either good boots or some guy thinking they were good boots, you can find decent boots(80life, 1good resist, movespeed and possibly a 2nd not so good resist or a slot for resist craft) for like 2-3chaos. If you're looking at triple resist movespeed life boots, then yeah it's expensive.
 

Zaphid

Trakanon Raider
5,862
294
Clear rate went up, exalts are being used more, to run high lvl maps you spent a lot of chaos rerolling, you have labyrinth, but most of all, you can actually trade easily and compare prices.

For the first month or so, everything is really cheap since a lot of people want to unload all the stuff they get ASAP, so they can buy the achievements, at the end you only have the hardcore and really expensive things.
 

Pyros

<Silver Donator>
11,221
2,367
Also of note in the many comments GGG left in the forums/reddit, Chris mentionned the hp of mobs is getting boosted in 2.4. Not sure to what extent, but it should be a bit more challenging again. I mean usually hp doesn't mean challenge, but when you get to the point where everything on your screen, and sometimes even off your screen, dies instantly, you reduce the risk of dying to almost everything dangerous to 0. You're only left with strongboxes fuckery and bearers almost.
 

Caliane

Avatar of War Slayer
15,335
11,637
View Profile - Path of Exile - Casia
"casiadiasa" the only raider.

made some changes to the flicker.
been using warchief. it doesn't protect nearly as much, but it does do a ton of "ranged" dps. kindof silly, considering how its not even linked with anything.

Swapped out the 4l belly of the beast.
put in a shitty 5l armor chest. (not god awful.. 1k armor. just nothing else...) master mod +62 life. decent.

the 5l lets me put fortify in with flicker itself. small offense upgrade. But, the defensive bonus of fortify up all the time, and not needing to try and whirling blades apply it is pretty high.
Other change, is checking the master mods on all my other pieces. big one stood out. had +24 life on my belt. which, was a pretty decent triple resist belt.
Which must have been buffed at some point? lowest you can put on a belt NOW, is +35-44 life. so, I remove, and reapplied that for +64 life.
both life rolls ended up putting me nearly right back at belly of the beast hp anyway.
want a varunastra. Scion life next, then fatalblade/or some other of the shadow crit/1h nodes.
 

Ryanz

<Banned>
18,901
52,944
Essence league challenges and rewards.

EssenceChallenges1.png

The mtx rewards are terrible.
 

Pyros

<Silver Donator>
11,221
2,367
I like the footsteps and the portal, the back attachment thing looks terrible unless you want to cosplay an ice elemental.

Some of the challenges look more annoying than usual. The 2nd encounters is pretty fucking awful, it has like ALL the rare shit. Trove, Tormented Embezzler, Inner Treasure, Diviner Strongbox and whatever a rogue templar is. Trove I usually find at least once, Inner Treasure I don't but I don't play that much every league, I don't even know what a Diviner Strongbox is and Tormented Embezzler sounds like a major pain in the ass since it's like RNG on top of RNG, you need to find a rare ghost and then it needs to actually possess something. Some of the other stuff looks dumb too but that one felt way out of place considering what they usually do with these.

Also one good change is clearing objectives in maps only means killing the boss, not fully clearing anymore. Means you don't have to look for that dickhead crab shit under the ground.
 

Byr

Ahn'Qiraj Raider
3,802
5,420


So its confirmed, Chris wants PoE to be something your able to play while watching TV. How times have changed.
 

Caliane

Avatar of War Slayer
15,335
11,637
Yeah, this time, if you play a bit, 36 seems rather easy and painless
yeah, I didnt really even look at how possible I find each becuase..
The mtx rewards are terrible.

I have YET to get a portal effect. I kindof wish they would mix things up a bit more/better.
have like 6 footprints, 5 weapon effects, no portals. 4 boots.. 4 ugly as hell helms.
 

khalid

Unelected Mod
14,071
6,775
Also news post, 5 days before launch they are still not sure how the map system will work.

There have been arguments about it in this thread, but I think GGG's obsession recently with cockblocking highend players at the cost of more casual players is hurting the game. Slowing down the exceptionally few players that get to 100 by making map drops rarer and increasing xp penalty just makes more "casual" players frustrated when they hit streaks of bad maps or stop leveling when it becomes ridiculously tedious post-90.

I don't think it should be a struggle to be running higher-tier maps. I gathered statistics on 1000s of map runs in previous leagues, at one point running hundreds of maps quad-chiselled and then corrupted. Even then the drop rates weren't sustainable past tier 11ish or so. I hope these changes make it better than that. The fact that their initial idea was to nerf map drops 30% across the board and then add a bonus later makes me worried. Will see how it shakes out.
 

Byr

Ahn'Qiraj Raider
3,802
5,420
The problem they have is that they dont reward challenging mods on maps. Pack size is the end all be all of stats on maps and most of the things its rewarded by can be outright ignored by players, only current mod it belongs on is lower max resists. They need to reward the dangerous mods like crit rate/crit multi, added elemental damage, etc. Risk vs reward is broken in PoE and has been for a while now, GGG seem to not care either.
 
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Eidal

Molten Core Raider
2,001
213
Risk vs reward is broken in PoE and has been for a while now, GGG seem to not care either.

I think that's what burns me out every time I play. As a generally solo player who doesn't min-max to the extreme, I've always generated far more profit just mindlessly wiping out easy content as opposed to actually challenging myself (and slowing the clear rate). I'm not sure what the high-end profit generating scene looks like, though.
 

Zaphid

Trakanon Raider
5,862
294
That's what the endgame lab is for though ? It is definitely much more punishing than maps.

Every hack n slash has that problem, Diablo 3's optimal farming speed is when you wipe elite packs in about a second or two. The game has few design issues for more difficult content - you get very little feedback on how and why you died, no combat log, nothing. Second is that it's better for the players to quit of boredom, those people can be lured back by any new content to fuck around for a few weeks, maybe they buy some stuff before they quit again and so the cycle continues. These games tend to have really hardcore community, unless they also spend a lot of money, you can easily chase away the profitable playerbase. This however also works again the breadth of playstyles present in the community (I like to call it the "Hammerdin effect") where if you don't run meta shit into the ground, you are not playing the game right. IIRC they mentioned some obscure Ice spear build that like one guy figured out and was almost broken, but since he didn't write a guide, nobody knew. They also need you to upgrade the shit out of your maps, since the players are getting really good at generating currency, so I think I'll reserve my opinion until I see how all the new map stuff plays out.
 

Obsidian

<Bronze Donator>
755
1,187
Since they ended prophecy league and all stashes are linked now etc I'm just curious how the system works. Right now all the gear I had in my prophecy league character's stash has been moved into "Remove Only" tabs; do those tabs ever go away or is it safe enough to leave stuff I have no pressing need for in them?
 

Caliane

Avatar of War Slayer
15,335
11,637
nope. stay until you move the stuff out yourself.

you can move the tabs themselves around. you can rename, and recolor if premium.
But you can't organize the items within. trying to, picks the item up, thus removes from the remove only, and can't be put back in.


your hideout and masters were merged as well.
the highest master exp is kept. lower ones lost. hideout with the most decorations places is kept. Others are removed, and all deco placed into a "remove only' tab.
 
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Obsidian

<Bronze Donator>
755
1,187
nope. stay until you move the stuff out yourself.

you can move the tabs themselves around. you can rename, and recolor if premium.
But you can't organize the items within. trying to, picks the item up, thus removes from the remove only, and can't be put back in.


your hideout and masters were merged as well.
the highest master exp is kept. lower ones lost. hideout with the most decorations places is kept. Others are removed, and all deco placed into a "remove only' tab.

Thanks for this answer. Another question regarding the hideout though...no longer have the option to visit a hideout from waypoints. I used the /hideout command and it said "This player has no hideout in this league." The masters that I had invited to my hideout are no where to be found (Haku, for instance, is not sitting in Lioneye's Watch). So how do I get these masters back? Also none of the masters that are still sitting in various towns give me the option to create a hideout