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Path of Exile - Page 1517

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Private league ladder (finished): https://www.pathofexile.com/private-leagues/league/TeamLiquid and friends
Duvon
Profile Joined October 2011
Sweden2360 Posts
March 10 2019 13:01 GMT
#30321
You can get back to the nexus and sell stuff to Cava between each memory island. Press the nexus on the map to open a portal.

Like it so far, but it might have too much depth in it.
Nothing is impossible, only some things for some people.
incinerate_
Profile Joined October 2010
172 Posts
March 10 2019 13:24 GMT
#30322
In case any one else was wondering: The memories seem to have the same divination card drop table as the corresponding area (I got a Humility from a memory in blood aqueducts just now).
Velr
Profile Blog Joined July 2008
Switzerland10880 Posts
Last Edited: 2019-03-10 13:50:49
March 10 2019 13:49 GMT
#30323
I fixed my Resis and HP now and tried the league some more in early maps.


Its incursion, just (even) worse? I can easily clear the places whiteout issues never standing still and finding the memory is still just like throwing dice. I'm not zoomzooming around, but should you really have to? This feels horrible.
In Incursions you allways knew where to go, I actually taught it was fun but the big temple got very boring pretty quick... This now? Pure Bull if you ask me...
clusen
Profile Joined May 2010
Germany8702 Posts
March 10 2019 15:17 GMT
#30324
On March 10 2019 22:01 Duvon wrote:
You can get back to the nexus and sell stuff to Cava between each memory island. Press the nexus on the map to open a portal.

Like it so far, but it might have too much depth in it.

Realized you have a one way-ticket back to the memory instance, which makes traversing the whole thing easily doable.

Now I just need to find modifiers which read "more monsters who then drop more shit" and not just "monsters drop more shit" because the latter isn't fun.
Duka08
Profile Blog Joined July 2010
3391 Posts
Last Edited: 2019-03-10 20:15:48
March 10 2019 15:26 GMT
#30325
I don't mind the league mechanic at all so far, really surprised to hear this much criticism. There are definitely little QoL things they could improve but at worst it's like Incursion without temples, just extra mobs and loot in every map. Max of 10 memories (for now) just means don't be afraid to delete some. I still complete the 2 way memories when I find them just for the extra density, even if they end up being tough to use and often deleted at the actual nexus. I haven't made any crazy long chains or anything yet but from the little bit of footage I've seen from streams and stuff, the right chain of memories and special modifier nodes could make some ridiculously beefy zones. I guess the only major complaint so far would be if you don't have Flame Dash or Leap Slam for mobility then you're going to have trouble traversing some of the areas based on how the decaying blue space of doom chooses to align. I'm using Flame Dash anyway, but I can definitely sympathize with people who are probably Shield Charging around out of preference. Being able to not only jump over decaying blue ground but also up and down ledges and stuff has helped a lot, don't really have issues finding all the stabilizers most of the time. I agree that some sort of Tora-style arrow to help a bit would be nice though.
Warri
Profile Joined May 2010
Germany3208 Posts
March 10 2019 17:23 GMT
#30326
On March 11 2019 00:26 Duka08 wrote:
I don't mind the league mechanic at all so far, really surprised to hear this much criticism. There are definitely little QoL things they could improve but at worst it's like Incursion without temples, just extra mobs and loot in every map. Max of 10 memories (for now) just means don't be afraid to delete some. I still complete the 2 way memories when I find them just for the extra density, even if they end up being tough to use and often deleted at the actual nexus. I haven't made any crazy long chains or anything yet but from the little bit of footage I've seen from streams and stuff, the right chain of memories and special modifier nodes could make some ridiculously beefy zones. I guess the only major complaint so far would be if you don't have Flame Dash or Leap Slam for mobility then you're going to have trouble traversing some of the areas based on how the decaying blue space of doom chooses to align. I'm using Flame Dash anyway, but I can definitely sympathize with people who are probably Shield Charging around out of preference. Being able to not only jump over decaying blue ground but also up and down ledges and stuff has helped a lot, don't really have issues finding all the stabilizers most of the time. I agree that some sort of quest or Tora-style arrow to help a bit would be nice though.

https://gfycat.com/jampackedsmoothibex
Duka08
Profile Blog Joined July 2010
3391 Posts
March 10 2019 19:40 GMT
#30327
I mean, yes, they should fix shit like that lmao. Don't think it's a good enough reason to trash the whole league. Compared to Betrayal I'm enjoying it much more. Almost everything folks have suggested as improvements WOULD be great. But I also don't think the current state is as miserable as the last page or so made it sound. I'm just surprised that's all. Betrayal drove me fucking nuts and I don't remember this much bitching (other than HC players getting one shot and such, rip)
Gorsameth
Profile Joined April 2010
Netherlands22307 Posts
Last Edited: 2019-03-10 20:01:15
March 10 2019 20:00 GMT
#30328
running the wrong way on 3 way node just wastes the whole map unless your able to super zoom.

You can sorta see which way to go once you get going, it feels like the side without a stabiliser collapses faster but its easy to get far enough before you see it that you will never make the final stabiliser.

Its dumb.

Instant mob aggro and pain even more so then Incursion, since you could see where you were while having invul from transition, while enemies spawn and shoot you instantly in memories.

Feels bad.

As for Bane vs Soul Rend.
Havn't had a lot of time to play so in act 9 but Soul Rend feels bad.
It does less damage then Bane on a 4 link and while its range is awesome it runs into walls a lot. Longer casting animation then Bane and need to cast it more then Bane which just deletes a quarter of the screen instantly.
(and yes this is with GMP)
It ignores such insignificant forces as time, entropy, and death
Duka08
Profile Blog Joined July 2010
3391 Posts
March 10 2019 22:01 GMT
#30329
Soulrend looked pretty solid with Unleash support at "mapping" pace, but Bane just seems to be outclassing everything right now. That aoe is so good. Seems to be the most popular of the new stuff right now. Probably would have switched to it (already Trickster) if I wasn't already too deep in my tree. Can't afford any regrets yet ;-;
PoulsenB
Profile Joined June 2011
Poland7735 Posts
Last Edited: 2019-03-10 22:14:09
March 10 2019 22:13 GMT
#30330
In my experience Bane is better on a 4 or 5 link, with spell cascade it has great coverage, however once you get a 6link and decent cast speed Soulrend with GMP is better because projectiles have a homing capability, and can kill things almost two screens away (both on a map and in Delves). That being said, I am only at tier4 maps so we'll see how it holds up in higher tiers. My current 6link for Soulrend is: Soulrend - GMP - Controlled Destruction - Efficacy - Void Manipulation - Arcane Surge. Arcane surge was buffed to give more damage to supported skills so I chose it over something like faster casting or spell echo.
IdrA fan forever <3 || the clueless one || Marci must be protected at all costs
TheYango
Profile Joined September 2008
United States47024 Posts
March 10 2019 22:56 GMT
#30331
On March 11 2019 05:00 Gorsameth wrote:
running the wrong way on 3 way node just wastes the whole map unless your able to super zoom.

You can sorta see which way to go once you get going, it feels like the side without a stabiliser collapses faster but its easy to get far enough before you see it that you will never make the final stabiliser.

Its dumb.

The thing is it doesn't really matter all that much. You want more 4-way nodes anyway when building out paths in the Memory Map since they're inherently more flexible, and 2-way nodes are only really useful when you're specifically trying to path around a decaying node that you can't reach the front side of yet. So even if you're failing some of the 2- and 3-way nodes, you still end up with around the distribution of nodes you want in the Memory Map anyway.

If you don't fail any of the memories, all that accomplishes is that you end up with way more 2-way nodes than you actually want, and you end up junking half of them anyway.

Failing Incursions felt bad because it made your Temple worse. Failing memories doesn't really feel that bad to me because the memories you're most likely to fail (2- and 3-way nodes) are the intrinsically less useful ones anyway.
Moderator
Duka08
Profile Blog Joined July 2010
3391 Posts
March 10 2019 23:49 GMT
#30332
On March 11 2019 07:56 TheYango wrote:
Failing Incursions felt bad because it made your Temple worse. Failing memories doesn't really feel that bad to me because the memories you're most likely to fail (2- and 3-way nodes) are the intrinsically less useful ones anyway.

Maybe this is why it doesn't bother me and I just hadn't thought that hard about it. I don't mind failing the memories at all, unlike incursions. And like Yango says, the ones that you want more (4-way) probably won't have as many awkward moments where one side caves in really fast or general weirdness like the 2s and 3s. Maybe we'll get more invested in finishing specific memories when you have a better idea of what you're trying to achieve on your nexus or if there's a particularly juicy special node you're having trouble reaching, but for now I'm just collecting my 10 tiles and slamming them down whichever way seems fine. Idk it doesn't feel much different than incursion to me; more monsters, more loot pinwheels, small minigame with your tiles (/temple rooms) to get some rewards but if it's not perfect oh well.

Also shoutouts to this classic https://archive.org/details/win3_PipeDr3x
Haasts
Profile Joined October 2011
New Zealand4445 Posts
Last Edited: 2019-03-11 05:31:54
March 11 2019 05:24 GMT
#30333
Glad I picked up ~52 Silver Coins from a Prophecy memory reward node thing before the patch, ha - will put me in decent stead in SSF for a while. Only at ~T7s; just had a Tabula drop but getting a lot of resists from my 4L chest. I'd hoped to farm up Emperor of Purity in Fungal Hollow but I'd forgotten how annoying it is to get particular T1s early on if you didn't farm Blood Aqueducts for a while to build a pool up. Really enjoyed the special scene/memory after

+ Show Spoiler +

you go into a memory after you get the first Shaper memory fragment, though I'm still getting excited for a split-second thinking I'm getting a Zana master mission every time I see her on the minimap in a map, lol.


Not finding Betrayal encounters as rippy as others seem to, though I'm playing a fairly tanky build - actually had more problems in Incursions with firing squads (need more chaos res / spellblock). Feeling the catch-22 of trying to get a T3 Corruption Chamber to get the reduced DoT taken crafting recipe, but every time I fail to upgrade and they're left at T1/T2, it makes the temple that much more annoying to run as RF with the -max res, zzzz (last time I ran RF was ... Essence?). ~43 vaal gems found from side areas / temple gem rooms / running sac frags, and no Vaal RF yet.
PaniaoftheReef in Path of Exile TotA SSF SC // Lovelin fanclub // GreenTea #1
Velr
Profile Blog Joined July 2008
Switzerland10880 Posts
March 11 2019 08:03 GMT
#30334
On March 11 2019 08:49 Duka08 wrote:
Show nested quote +
On March 11 2019 07:56 TheYango wrote:
Failing Incursions felt bad because it made your Temple worse. Failing memories doesn't really feel that bad to me because the memories you're most likely to fail (2- and 3-way nodes) are the intrinsically less useful ones anyway.

Maybe this is why it doesn't bother me and I just hadn't thought that hard about it. I don't mind failing the memories at all, unlike incursions. And like Yango says, the ones that you want more (4-way) probably won't have as many awkward moments where one side caves in really fast or general weirdness like the 2s and 3s. Maybe we'll get more invested in finishing specific memories when you have a better idea of what you're trying to achieve on your nexus or if there's a particularly juicy special node you're having trouble reaching, but for now I'm just collecting my 10 tiles and slamming them down whichever way seems fine. Idk it doesn't feel much different than incursion to me; more monsters, more loot pinwheels, small minigame with your tiles (/temple rooms) to get some rewards but if it's not perfect oh well.

Also shoutouts to this classic https://archive.org/details/win3_PipeDr3x


I ran some more maps/memories and it feels a bit better now... Probably i just got very unlucky when doing my first few of which 2 were pretty much impossible due to maplayout.

Then i went to the memory Vault. Why do pieces that should logically fit not fit?
xM(Z
Profile Joined November 2006
Romania5299 Posts
March 11 2019 09:15 GMT
#30335
they don't turn around; are also limited by the available pathing on current memories. you can't create paths where there aren't any.
And my fury stands ready. I bring all your plans to nought. My bleak heart beats steady. 'Tis you whom I have sought.
Gorsameth
Profile Joined April 2010
Netherlands22307 Posts
Last Edited: 2019-03-11 10:37:52
March 11 2019 10:37 GMT
#30336
On March 11 2019 17:03 Velr wrote:
Show nested quote +
On March 11 2019 08:49 Duka08 wrote:
On March 11 2019 07:56 TheYango wrote:
Failing Incursions felt bad because it made your Temple worse. Failing memories doesn't really feel that bad to me because the memories you're most likely to fail (2- and 3-way nodes) are the intrinsically less useful ones anyway.

Maybe this is why it doesn't bother me and I just hadn't thought that hard about it. I don't mind failing the memories at all, unlike incursions. And like Yango says, the ones that you want more (4-way) probably won't have as many awkward moments where one side caves in really fast or general weirdness like the 2s and 3s. Maybe we'll get more invested in finishing specific memories when you have a better idea of what you're trying to achieve on your nexus or if there's a particularly juicy special node you're having trouble reaching, but for now I'm just collecting my 10 tiles and slamming them down whichever way seems fine. Idk it doesn't feel much different than incursion to me; more monsters, more loot pinwheels, small minigame with your tiles (/temple rooms) to get some rewards but if it's not perfect oh well.

Also shoutouts to this classic https://archive.org/details/win3_PipeDr3x


I ran some more maps/memories and it feels a bit better now... Probably i just got very unlucky when doing my first few of which 2 were pretty much impossible due to maplayout.

Then i went to the memory Vault. Why do pieces that should logically fit not fit?
You can't block off open connection.

Say you have a - piece somewhere and below it your trying to put a X (from a different connection) it won't let you, even tho a valid path would be made because the - would block the top X connection.

Hope that made some sense ><
It ignores such insignificant forces as time, entropy, and death
Warri
Profile Joined May 2010
Germany3208 Posts
Last Edited: 2019-03-11 12:12:36
March 11 2019 12:11 GMT
#30337
Yea, if the neighbor node has a connection then the tile you place needs to have a connection to it too. Vice versa if the neighbor node does NOT have a connection then the tile you want to place is not allowed to have one either. That makes 4 way nodes not the be all end all. You will need just about every possible combination of nodes at one point or another to get the routes, which makes farming all the more annoying cause you can only have 10 at the same time and if you lack a crucial piece you kinda have to waste the ones you already have.

+ Show Spoiler +
[image loading]

Im starting to get the hang of it. Went all the way left to the memory node, which buffed every connected tile, then all the nodes on the left have 1 charge left but are buffed (including the weapon node). Then i started back at the nexus and went 1 right then up to the memory node, but unfortunately the connecting node only had 1 charge and although it does stay on the screen after you run it and says "decayed", once i clicked on the buff from the memory node the decayed note disappeared and the buffs didnt propagate at all...so that was wasted. Need to make sure the paths always have 2 charges before you run to a memory node. Gonna run the weapon node now i guess and then next try to stack buffs on a better node.
ThaddeusK
Profile Joined July 2008
United States233 Posts
March 11 2019 12:49 GMT
#30338
You can replace tiles behind you if you are going to a memory node. Once you leave the 1 charge island, open the next and then use the device again to place a node behind you.
Warri
Profile Joined May 2010
Germany3208 Posts
Last Edited: 2019-03-11 13:45:06
March 11 2019 13:37 GMT
#30339
You can but they will be only "planned" which does not propagate the buffs either. You need to actually have the nodes locked in first which requires running them.
Edit: did they nerf map drops? Im startign to think my character is bugged or something. Getting absolutely dicked. Am now up to t6 and had to buy every single map from t3 to t5 so far. Getting almost no drops at all, not even lower tiers. This is so annoying, i could probably run up to t10 now but it would be a waste without atlas completion and just the time it takes to trade for every single map is making me want to quit rn.
ThaddeusK
Profile Joined July 2008
United States233 Posts
Last Edited: 2019-03-11 13:47:42
March 11 2019 13:46 GMT
#30340
no, you can actually place them since you are adjacent to them. Running them (opening the wall/reducing the counter) and placing them (creating the bridge) are seperate actions.
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