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Path of Exile - Page 1027

Forum Index > General Games
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Guild invites: Message any of EvoSenseOfPride, ScionViableORly, neophyteWham, TheTouchOfGOLD in game
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post your character name in the thread and ask for an invite
Private league ladder (finished): https://www.pathofexile.com/private-leagues/league/TeamLiquid and friends
HolydaKing
Profile Joined February 2010
21254 Posts
February 11 2016 20:57 GMT
#20521
On February 12 2016 05:55 Sn0_Man wrote:
GGG already said that the curse system was going to see substantial changes in ascendancy when there was that hue and cry about the blasphemy nerf after (ghudda?) posted the 100% slow temp chains video.

There's actually so many things about ascendancy that we don't know... I wanna plan builds xd

Yeah too many things we don't know, I especially wanna know the changes to crit. There have to be substantial ones, because else the 0.5 base crit from power charges of that shadow subclass is way too strong.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
February 11 2016 21:04 GMT
#20522
Interestingly, adding base crit is much less OP for things like wanders and much more OP for things like 5-6 base crit spellcasters (bladefall = omgwtfbbq). Also marylene's fallacy can finally be used to it's full potential (not that it's good even then but it's finally possible to use).
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
Last Edited: 2016-02-11 21:11:58
February 11 2016 21:10 GMT
#20523
On February 12 2016 05:49 HolydaKing wrote:
Show nested quote +
On February 12 2016 05:35 travis wrote:
So, assuming they get rid of curse immunity on monsters, the occultist class looks sweet as hell.

I dunno, I played a 5 curse supporter with Blasphemy for instant whole screen cursing on Talisman until lvl 93 and don't like it that much. I suppose it's not for supporters though and quite decent for self support, since the curse buffs on kill only affect yourself. Except for a single 10% increased dmg.

And I don't think they remove curse immunity, in fact I'd be surprised if they don't nerf curses even more, they are strong as hell. My supporter basically makes (non boss) enemies do 1/4 dmg, get more than twice as much pewpew from elemental damage as well as enhance the parties crits a lot, give power charges / endurance charges, make every spell/attack perma stun and make leech a non issue.


honestly they have to remove curse immunity or no one is going to want to go for an ascendency class that focuses on curses making you do more damage. maybe some dedicated curse supporters I guess..

and I think you may be underestimating what occultist would do. if you gain 4% damage for each killed enemy PER CURSE for 4 seconds you could easily have like ... seriously you could have like 100-200% extra damage as chaos easily. thats wacko

and then from the same path you have them taking 10% more damage, and you have them exploding to deal 10% of their life as chaos

that's a lot of damage.


also wicked ward looks extremely good for a 2 point investment to me. assuming you are ES based
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2016-02-11 21:19:20
February 11 2016 21:14 GMT
#20524
Wonder if Radiant Faith benefits from aura effect
Also Unwavering faith.

Actually I bet Unwavering does but Radiant doesn't. Still kinda INSANE.

(talking about new support/auras templar class
http://i.imgur.com/VlSTTDb.jpg for those who don't wanna go to reddit)
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
HolydaKing
Profile Joined February 2010
21254 Posts
Last Edited: 2016-02-11 21:23:15
February 11 2016 21:22 GMT
#20525
On February 12 2016 06:10 travis wrote:
Show nested quote +
On February 12 2016 05:49 HolydaKing wrote:
On February 12 2016 05:35 travis wrote:
So, assuming they get rid of curse immunity on monsters, the occultist class looks sweet as hell.

I dunno, I played a 5 curse supporter with Blasphemy for instant whole screen cursing on Talisman until lvl 93 and don't like it that much. I suppose it's not for supporters though and quite decent for self support, since the curse buffs on kill only affect yourself. Except for a single 10% increased dmg.

And I don't think they remove curse immunity, in fact I'd be surprised if they don't nerf curses even more, they are strong as hell. My supporter basically makes (non boss) enemies do 1/4 dmg, get more than twice as much pewpew from elemental damage as well as enhance the parties crits a lot, give power charges / endurance charges, make every spell/attack perma stun and make leech a non issue.


honestly they have to remove curse immunity or no one is going to want to go for an ascendency class that focuses on curses making you do more damage. maybe some dedicated curse supporters I guess..

and I think you may be underestimating what occultist would do. if you gain 4% damage for each killed enemy PER CURSE for 4 seconds you could easily have like ... seriously you could have like 100-200% extra damage as chaos easily. thats wacko

and then from the same path you have them taking 10% more damage, and you have them exploding to deal 10% of their life as chaos

that's a lot of damage.


also wicked ward looks extremely good for a 2 point investment to me. assuming you are ES based

I just said it doesn't sound good for supporters that don't kill anything, since the buffs mostly don't work if others kill stuff.

It does sound sick for ES based crit casters with 2-3 curses.
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
February 11 2016 21:28 GMT
#20526
I honestly don't see how it's possible to make a crit caster build that isn't assassin now. It's roughly 50-70% MORE CRITS lol.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
HolydaKing
Profile Joined February 2010
21254 Posts
Last Edited: 2016-02-11 21:33:30
February 11 2016 21:32 GMT
#20527
On February 12 2016 06:28 Sn0_Man wrote:
I honestly don't see how it's possible to make a crit caster build that isn't assassin now. It's roughly 50-70% MORE CRITS lol.

Exactly, that's why I wanna see what will change. No fucking way nothing changes about crit.

Another possibility of course would be they change the assasisn node to like 0.2 per power charge.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
February 11 2016 21:44 GMT
#20528
On February 12 2016 06:14 Sn0_Man wrote:
Wonder if Radiant Faith benefits from aura effect
Also Unwavering faith.

Actually I bet Unwavering does but Radiant doesn't. Still kinda INSANE.

(talking about new support/auras templar class
http://i.imgur.com/VlSTTDb.jpg for those who don't wanna go to reddit)


oh wow, guardian is cool


is anyone else worried that parties are going to be mandatory for high end content in ascendancy ?
HolydaKing
Profile Joined February 2010
21254 Posts
February 11 2016 21:51 GMT
#20529
On February 12 2016 06:44 travis wrote:
Show nested quote +
On February 12 2016 06:14 Sn0_Man wrote:
Wonder if Radiant Faith benefits from aura effect
Also Unwavering faith.

Actually I bet Unwavering does but Radiant doesn't. Still kinda INSANE.

(talking about new support/auras templar class
http://i.imgur.com/VlSTTDb.jpg for those who don't wanna go to reddit)


oh wow, guardian is cool


is anyone else worried that parties are going to be mandatory for high end content in ascendancy ?

Not at all. They of course will still make the game easier, but good players will do fine.
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
February 11 2016 22:01 GMT
#20530
On February 12 2016 06:44 travis wrote:
Show nested quote +
On February 12 2016 06:14 Sn0_Man wrote:
Wonder if Radiant Faith benefits from aura effect
Also Unwavering faith.

Actually I bet Unwavering does but Radiant doesn't. Still kinda INSANE.

(talking about new support/auras templar class
http://i.imgur.com/VlSTTDb.jpg for those who don't wanna go to reddit)


oh wow, guardian is cool


is anyone else worried that parties are going to be mandatory for high end content in ascendancy ?


Parties will always be "mandatory" for high end content unless there is a complete overhaul of how maps work.
I'll always be your shadow and veil your eyes from states of ain soph aur.
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
February 11 2016 22:04 GMT
#20531
unless ggg increases risk of parties (apart from lol oops random pk and too much crap on screen) the risk-reward is always gonna favor parties
(╯°□°)╯︵ ┻━┻
Sn0_Man
Profile Blog Joined October 2012
Tebellong44238 Posts
Last Edited: 2016-02-11 22:06:37
February 11 2016 22:04 GMT
#20532
I think the key thing about parties is that it's financially viable to sustain red-tier mapping in parties whereas there's no way it is for solo players (assuming your RNG is close enough to average to require double-packsize + domination rolls to sustain red-tier maps consistently).

It's true that parties do constrain your map mods pool (assuming some amount of build diversity) and there are other annoying things like herald procs, waiting for AFKs, etc that makes party play less rewarding in many ways but there's no way those outweigh the benefits XP and safety-wise for players dedicated to hitting 100.

I've never felt the need to go to 100 yet and many aspects of party play are downright annoying so I just play solo most of the time but w/e.

I got the "kill these unique bosses" challenge (which goes up to 15) utterly solo outside of buying one tier 13 because I kept dropping the OTHER tier 13s, so it's definitely possible to do, but I ran a huge loss that was only made possible by having chanced skyforths and therefore being unreasonably flush with currency.
LiquidDota StaffSCIENTISTS BAFFLED | 3275929302
Frankenberry
Profile Joined February 2012
Denmark302 Posts
February 14 2016 23:18 GMT
#20533
Is it just me or are these 3 month leagues way to long ?

I wish they would just split the 3 months into a 2 month + a 1 month league. Maybe with a few changes to achievements or whatever. Interested to hear if I am the only one who thinks 3 months is to long
imallinson
Profile Blog Joined May 2011
United Kingdom3482 Posts
February 18 2016 20:11 GMT
#20534
I think however long the league ends the last 1/3ish is always going to seem a little dead. It happened when they were doing four month leagues and doing three month leagues didn't really change that. Even the one month leagues have been dead in the last week. I'm not sure there is a way for ggg to work around it.
Liquipedia
HolydaKing
Profile Joined February 2010
21254 Posts
Last Edited: 2016-02-18 20:43:37
February 18 2016 20:43 GMT
#20535
Yeah, no matter how long it goes, the last weeks will make people stop playing. I think in a one month league it's less of a problem, but even there it will happen in the last week or in the last few days. The longer the league, the longer the period of people stopping playing basically.

There are probably things GGG could do to make the last month more interesting, but they won't do that. Like, remember the flashback leagues where some weeks had all mods except one? They could make the months differ in terms of gameplay.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
February 18 2016 21:36 GMT
#20536
They released the info on the last marauder. Meh to me, not the kind of stuff im in to. Probably like the most OP ever for RF totems though.
HolydaKing
Profile Joined February 2010
21254 Posts
February 18 2016 21:44 GMT
#20537
On February 19 2016 06:36 travis wrote:
They released the info on the last marauder. Meh to me, not the kind of stuff im in to. Probably like the most OP ever for RF totems though.

It is decent for RF totem & RF, though for everything else it doesn't look that amazing. There are more OP specializations for other casters and for melee.
ticklishmusic
Profile Blog Joined August 2011
United States15977 Posts
February 19 2016 02:37 GMT
#20538
On February 19 2016 05:43 HolydaKing wrote:
Yeah, no matter how long it goes, the last weeks will make people stop playing. I think in a one month league it's less of a problem, but even there it will happen in the last week or in the last few days. The longer the league, the longer the period of people stopping playing basically.

There are probably things GGG could do to make the last month more interesting, but they won't do that. Like, remember the flashback leagues where some weeks had all mods except one? They could make the months differ in terms of gameplay.


just call it "the corruption is spreading and weird shit is happening" then start throwing in random league mods in the last month
(╯°□°)╯︵ ┻━┻
Frankenberry
Profile Joined February 2012
Denmark302 Posts
February 21 2016 19:01 GMT
#20539
On February 19 2016 05:11 imallinson wrote:
I think however long the league ends the last 1/3ish is always going to seem a little dead. It happened when they were doing four month leagues and doing three month leagues didn't really change that. Even the one month leagues have been dead in the last week. I'm not sure there is a way for ggg to work around it.


I don't think this argument holds true. GGG have only reduced the league duration once and yes what you describe is true in that one instance.

However I think that players quit the leagues earlier than they used to for different reasons. More people have figured out the game. Have a clear strategy for each league. I know I achieve my goals much faster now than 1 year ago. We have simply become better at the game and thus we reach the "finish line" faster.
Deleted User 3420
Profile Blog Joined May 2003
24492 Posts
February 24 2016 16:23 GMT
#20540
So I guess that between now and march 4th I will be theorycrafting about what I want to play. I feel like a good way to do it would be to just first figure out 1 or 2 skills I actually want to play with? And then theorycraft from there?

Also did you guys look at the enchantments? I feel like characters are going to be way way way stronger in ascendancy. Wonder how absurdly hard they are going to make maps then, lol
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