This game is everything an arpg should be, and once the kinks get worked out this thing will be a masterpiece. Hoooray for path of exile!
Path of Exile - Page 119
Forum Index > General Games |
Guild invites: Message any of EvoSenseOfPride, ScionViableORly, neophyteWham, TheTouchOfGOLD in game OR 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 | ||
Ryan307 :)
United States1289 Posts
This game is everything an arpg should be, and once the kinks get worked out this thing will be a masterpiece. Hoooray for path of exile! | ||
beef42
Denmark1037 Posts
What they didn't realise was that the complex mechanics ARE the game in these games. The actual gameplay itself is incredibly simple; click monsters until they die, then repeat. What keeps people going in them is endless possibility for tweaking, tinkering and customizing characters even in tiniest detail, not to mention the item game, a completely different beast in its own right. When Blizzard tried to simplify D3, they accidently removed the core parts of the game that the fans of this genre want. | ||
Vaporized
United States1471 Posts
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Pwere
Canada1556 Posts
Or knows of a way to get one besides selling D3 stuff on the RMAH and sending that money Grinding Gears' way. | ||
GodZo
Italy224 Posts
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Broodwurst
Germany1586 Posts
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pallad
Poland1958 Posts
Version 0.9.11 Notes: Due to substantial changes to the passive skill tree, we've wiped all the passive skills again. Please take care reallocating your passives so that you can use your equipment and gems. We've added a Singaporean gateway to the Beta realm! Please try it out if you're in Australia. New Zealanders should still use the American gateway for now. Features/Content: Substantially revamped the Passive Skill tree. Details are in the Passive Skill Tree Balance section below. Added the Act Two boss and associated world darkness event. You can now swap between two weapon sets by pressing X or clicking the tabs above the slots on the inventory screen. Gems in the swapped-out set continue to gain experience as normal, but their skills cannot be used unless swapped back in. Added two new new Unique items designed by our Diamond supporters. Removed the Maelstrom of Chaos. It has been replaced by our Maps end-game. For more information about Maps, please read the development diary entry on our site. Added 45 Map areas, each with its own boss. Added a new currency item - Cartographer's Chisel: Upgrades the quality of a map. Added three new tilesets from Act Three, which are currently only featured in Map areas. Added a new Dexterity support gem - Blind: Associated skills have a chance to blind their targets for 4 seconds. Blinded monsters have 75% less chance to hit (multiplicatively). Added new combat sounds for the Templar. Renamed Alira's Camp to the Western Forest. You can now use the arrow keys to move between stash tabs. Whisper messages now have an arrow to indicate whether they were sent or received. Added some new Totem types for end-game Map areas. Changed the behaviour of the shift key so that if you press it while running, you will stop and force-attack. Continued to incrementally improve the art, effects, environments and sound. General Balance: Quest rewards have been rebalanced and now include some rare item rewards in higher difficulties. These rare items cannot get mods higher than the level of your character. The attack speed bonus for dual wielding is now multiplicative rather than additive with other speed bonuses. Small chests now drop fewer items and large chests now drop more. Increased item quantity prefixes have been removed from the game. Items that already have them are unaffected. Made it slightly easier for players and monsters to be stunned. Confirmed that the increased item rarity bonus for Large Chests was working correctly. Then we doubled it. Monster Balance: The Ship Graveyard Cave is now level 14 in Normal difficulty. Experience yield for several monsters has been adjusted to reflect their challenge. Reduced the damage of Rhoas slightly. Increased level progression towards end of Merciless Act 2. Difficulty of monsters at level 60 areas has been reduced, with progression now extended to level 70 (in Map areas). Monster resistances have been increased in all difficulties. Reduced the experience that necromancers yield when killed. Increased the experience that Brutus yields when killed. Vaal Fallen are now stronger. Reduced Oak's life and improved his skills in higher difficulties. Active Skill Balance: Lightning Strike: The damage penalty on its projectiles is now 30% rather than 20%. Stun Support Gem: Mana cost reduced. Flicker strike: Now has a cooldown which can be bypassed by spending a Frenzy Charge. Corrected some mistakes in its damage progression. Cold Snap: Increased its damage. Now has a cooldown which can by bypassed by spending a Power Charge. Enduring Cry: Now has a cooldown. Molten Shell: Reduced the damage required to set it off in the first four levels. Passive Skill Tree Balance: Weapon Elemental damage passives reduced. Water Dancing notable changed to include Dexterity. Values of Block recovery nodes improved and consolidated. Shield Armour passive changed to be general defences. Increased physical weapon damage nodes. Redesigned the tree with the following features: Fewer choices at the very beginning of class start areas. Class identities strengthened with increased opportunity costs to building heavily off-class Most builds requiring a few specialised notables and Keystones should be easier Builds requiring many cross-tree notables and keystones made more costly Defensive nodes around the tree made more even Item Balance: Improved life gain and leech implicit mods on all Claw weapons. Slightly increased the implicit fire damage and physical damage on quivers. Decreased the magnitudes of elemental damage mods on items and physical damage mods on non-weapon items. Prevented high level elemental and non-weapon physical damage mods from appearing on some item types. Reduced how often elemental damage mods appear on non-weapons. Glinting mods changed to have the same values, regardless of what type of item they appear on. Improved implicit block rate on staves. Bug Fixes: If a character has no valid skill on its left mouse button, it is no longer unable to move. Items shown to you as results of sell-vendor recipes do not display sockets any more. This is to prevent players essentially getting free rerolls of sockets by trying different combinations of items. Reduced the vertical selectable height of Portals so that it's harder to miss-click and accidentally consume a portal you just created. You no longer gain experience while dead. Fire trap can now be supported by area of effect support gems. Fixed some rare item names that could not spawn before. Fixed Unique monsters so that they now have a +2 bonus to item level in the same way that Rare monsters do. Fixed a bug that would cause a resource to be loaded from the hard drive each time an arrow was fired. Fixed a bug where monsters that were meant to not repeat actions consecutively would in fact repeat them. Fixed a bug where the wrong environment could be picked when entering a multi-level area area via a portal. Fog no longer interacts with the shimmer post-processing effect incorrectly. Skill icons on the character screen now have their backgrounds back. Fixed a bug that would cause small monsters to drop too many items in multiplayer instances and large monsters too few. Fixed a bug where Conversion Trap could permanently convert a monster. Totems with Blood Magic (from either a Support Gem or the player's passives) now do not spend their own life to cast spells. Clicking on the noticeboard in town will now change to the public party tab if the social panel is visible. Fixed a bad interaction between on-drink flask effects and the Puncture skill. Fixed a bug that could allow you to detonate mine when you had none out. The damage prediction of armour values on the character screen is now more accurate for players over level 30. Fixed level-up sounds so that you hear them in stereo and other players hear them placed in the 3d world correctly. The Dripping Dead in the Mud Flats are now the correct level. Vendor offer prices have been fixed on increased item rarity prefixes. Global notifications during special leagues now appear even when Hide Global Chat is on. Settings are no longer saved if you're disconnected while changing them. The Righteous Fire skill gem can now drop from monsters and chests. | ||
Meta
United States6225 Posts
On July 05 2012 00:16 Ryan307 ![]() These guys have completely rekindled the gaming spark for me. I was worried after d3 that the reason I was bored and uninterested (and did i mention bored) was because I'm 10 years older than I was when I played d2. Apparently that's not the case as path of exile is SO MUCH FUN. I snagged the bronze supporter pack and I plan on using my rmah funds to upgrade to gold in the future. This game is everything an arpg should be, and once the kinks get worked out this thing will be a masterpiece. Hoooray for path of exile! Dude we HAVE to play this together. I just made a new character, and I have 9 days of vacation starting at 7 AM Friday morning your time. Let's do this shit. | ||
NukeD
Croatia1612 Posts
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pallad
Poland1958 Posts
On July 23 2012 21:51 NukeD wrote: Eh i got into closed beta, tried it out and I didnt like it one bit. Its a very inferior game compared to Diablo 2 IMO. You can tell its an indi game ( in a bad way) just by playing it, but unfortunatelly it doesnt have Minecraft's level of inovation/freedom or Amnesia's ambient/story to make up for it. I cant see this game becoming big. This game is already big lol. This game got no freedom ? aha.. then you got at 10 lv max. You arew right in one thing.. this gamehas no story line because its a BETA , developers didnt even add story line for now | ||
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BLinD-RawR
ALLEYCAT BLUES49497 Posts
On July 23 2012 21:40 Meta wrote: Dude we HAVE to play this together. I just made a new character, and I have 9 days of vacation starting at 7 AM Friday morning your time. Let's do this shit. waaah, I want to play with someone... | ||
radiatoren
Denmark1907 Posts
On July 23 2012 21:51 NukeD wrote: Eh i got into closed beta, tried it out and I didnt like it one bit. Its a very inferior game compared to Diablo 2 IMO. You can tell its an indi game ( in a bad way) just by playing it, but unfortunatelly it doesnt have Minecraft's level of inovation/freedom or Amnesia's ambient/story to make up for it. I cant see this game becoming big. It would be more constructive to tell which specific parts of the game you do not like. The sounds will change a lot for release, story will get implemented (did you think that part was even close to finished? :-)), a third act is incoming and voice-acting is on the way. When it comes to the graphics, you are seing something that is close to the finished product and critique on that is completely fair game. There are a few technicalities missing in the gameplay, but all in all, it is not ruining the game. Innovation/freedom can always be a valid point, though it would get more valueable if you could provide examples of what you feel is needed and/or is not working well. What is a big game anyway. By viral and free marketing it has reached far above 200.000 accounts and more than 7500 people have been online at the same time for stress-testing. Now they are starting to spend money on advertisement. As big as Diablo 3 will definately take time and effort, but being a F2P I would not put it past Path of Exile to reach higher online numbers down the line. Also: Be aware that it will have a lot of small side-coompetitions, making for a more versatile experience than most games in the genre. | ||
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BLinD-RawR
ALLEYCAT BLUES49497 Posts
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Manit0u
Poland17194 Posts
On July 05 2012 00:16 Ryan307 ![]() These guys have completely rekindled the gaming spark for me. I was worried after d3 that the reason I was bored and uninterested (and did i mention bored) was because I'm 10 years older than I was when I played d2. Apparently that's not the case as path of exile is SO MUCH FUN. I snagged the bronze supporter pack and I plan on using my rmah funds to upgrade to gold in the future. This game is everything an arpg should be, and once the kinks get worked out this thing will be a masterpiece. Hoooray for path of exile! You might also want to check out this | ||
pallad
Poland1958 Posts
On July 24 2012 18:08 BLinD-RawR wrote: I call upon the powers of my fellow TLers to play with...also regal orbs... yyy you gonna give me some regal orbs ? here i come -_- | ||
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BLinD-RawR
ALLEYCAT BLUES49497 Posts
On July 24 2012 21:39 pallad wrote: yyy you gonna give me some regal orbs ? here i come -_- no I need regal orbs...lol | ||
Razith
Canada431 Posts
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Pudge_172
United States1378 Posts
Just get an account on the website and download the client. Going to check it out for myself, because I've figured out I don't always like what the masses do and vice versa. Couldn't stand GW2, but a LOT of people like it. Grim Dawn looks interesting too, but it seems like it is next summer at best while POE is very soon... | ||
MoonfireSpam
United Kingdom1153 Posts
The main problems I had with this game are the skills were just not fun and did feel good or enjoyable to use so as cool as the Sphere Grid was, that really undid so many good things about POE. I do appreciate that many animations and sounds were unfinished / in beta. | ||
Pudge_172
United States1378 Posts
Why not give it a try this weekend. It is free to play during this Public Weekend.... | ||
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