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Path of Exile - Page 1628

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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
Haasts
Profile Joined October 2011
New Zealand4445 Posts
January 09 2021 00:39 GMT
#32541
Excited about the new Atlas endgame - differentiating regions / customization seems great for SSF, and Ritual league's shopping window might be a bit smoother for SSF as well (in that you don't need to consult prices or w/e). Happy with Harvest and Heist integration - didn't have too much of a problem with the latter's gameplay/doors as others, but I don't tend to play in a zoom-zoom fashion. Dipped out of Heist after ~28 challenges as it's summer here but with a hideout as a 36-challenge reward, think I'll spend a bit longer with this upcoming league.
PaniaoftheReef in Path of Exile TotA SSF SC // Lovelin fanclub // GreenTea #1
Sapaio
Profile Joined October 2017
Denmark2037 Posts
January 09 2021 06:55 GMT
#32542
For me, there are two types of league mechanism. Encounter like abyss, breech, legion and so on. Then there are the more complex ones that has there own rules and maps like betrayal, Delve and Temple.

Harvest new design feel like just another encounter, that lets u get some extra craft. Think most people will be doing this. And will be core part of SSF.

The Heist seems like one more complex mechanism to the game. Think GGG always wanted this to go core.

It isn't so much the encounter that makes this complex but more that there keeps getting more and more new types of items added that affect the passive tree, or the skill gems. I am split between loving all the possibilities it offers and getting annoyed over the amount of stuff you have to consider.
GO OG
r.Evo
Profile Joined August 2006
Germany14080 Posts
January 09 2021 09:47 GMT
#32543
I actually think Delve is by far the only "complicated" mechanic that's well done, because it's a) completely isolated and b) can be completely ignored in favor of currency if desired.

Something like Betrayal/Heist or even things like Incursion, Blight or Metamorph force you to interact with systems where you kind of really want to check a wiki or quick guide even early on when being confronted with the mechanic and/or choices regarding it.

Something like Breach/Abyss/Legion/Harbinger or even Bestiary/Essence/Synthesis on the other hand is first and foremost "cool random shit" in a map and the moment when you would want to look things up is way, way later and tied pretty much directly to big encounters and boss fights.

To me there's this clear divide between more or less "big and complex"-type league mechanics like the former group and "simple, just kill shit for now, pick up some new crap and worry about more later"-type league mechanics like the latter group.

The former make for cool and really interesting league mechanics but, at least for me, end up feeling really draining once I have to deal with more and more of them in core since they all feel like they want to be the star of the show. The latter have maybe 3-4 things each maximum I need to keep in mind during encounters and hence end up being actual nice side content to break up maps.
"We don't make mistakes here, we call it happy little accidents." ~Bob Ross
EchelonTee
Profile Joined February 2011
United States5256 Posts
Last Edited: 2021-01-09 11:01:56
January 09 2021 10:59 GMT
#32544
I like it when league mechanics end up like Bestiary. Though I rather enjoyed the league and the pokeball capturing was kinda funny, ultimately it was clunky and the crafting system behind it was confusing, but super abusable if you knew how. They intensely streamlined it, so encountering beasts just feels like a nice bonus, while maintaining some of the OP crafting options. But since there's only a few of them, it's not hard to remember them (splitting, exalt+annul beast, etc)

When they just wholesale add something like they are doing with Heist, it just feels like too much. Granted, they put so much work into the Rogues, their voice acting, the whole system behind it, that I get they don't want it to go to waste. Like Betrayal, I do think it's pretty fun listening to their banter and what not.

I think you're a bit harsh though, Evo. Blight and Metamorph are pretty straight forward tbh. Blight is just a bit tedious after a while. Incursion is generally liked for the pack size, even if one ignores the temple. I think if they just cleaned up Betrayal and Heist, things would be better. (also I miss synthesis ;-; )

The more I think about it, the more I realize that the upcoming atlas passive trees are kind of like the "MTG-style rotation" that some of us mentioned, but instead of certain elements being actually rotated out and making their fans mad, we have to choose it ourselves. The relative power of the atlas passives, and their location in the atlas regions will likely change league to league. I think it's a neat idea, but it's behind another layer of optimization and micromanagement.

One side note related to so many complicated leagues in a row - there are tons of unique item types / gems / enchantments / orbs / ??? that it's hard to keep up with how to optimize a character. Granted, I haven't played much the last two leagues, but I still put in a decent number of hours and watch streams and what not. I also feel kinda pushed into focusing on 1, maybe 2 builds, since there are so many things you want to do to optimize everything. That might be a me problem though.
aka "neophyte". learn lots. dont judge. laugh for no reason. be nice. seek happiness. -D[9]
haitike
Profile Joined June 2009
Spain2722 Posts
Last Edited: 2021-01-09 11:42:19
January 09 2021 11:41 GMT
#32545
It was becoming very cumbersome to manage items, currency, fragments, etc in Delirium, Harvest, beginning of Heist. They were too much. but after tab affinity patch the game became a lot more fun again. One of the best things they added to the game.
Alur
Profile Blog Joined March 2008
Denmark3900 Posts
Last Edited: 2021-01-09 11:55:27
January 09 2021 11:50 GMT
#32546
On January 09 2021 19:59 EchelonTee wrote:
One side note related to so many complicated leagues in a row - there are tons of unique item types / gems / enchantments / orbs / ??? that it's hard to keep up with how to optimize a character. Granted, I haven't played much the last two leagues, but I still put in a decent number of hours and watch streams and what not. I also feel kinda pushed into focusing on 1, maybe 2 builds, since there are so many things you want to do to optimize everything. That might be a me problem though.

Echelon is a stupid casual who has to consult the wiki to find out which quality type is optimal for each of his 24 gems.
AKA No can Dazzle | https://www.youtube.com/watch?v=PlTpX7z3Pok
TL+ Member
Soltanol
Profile Joined October 2011
Germany55 Posts
January 09 2021 12:20 GMT
#32547
Expansion & League look great so far.
Especially the way they implement harvest, i was ready to skip anything harvest related because setting up the perfekt garden was such a hazzle. If only there had been an "import garden setup" function for lazy people like me
Miragee
Profile Joined December 2009
8627 Posts
January 10 2021 09:11 GMT
#32548
On January 08 2021 06:20 HolydaKing wrote:
After all the Heist patches, Heist doors were ok. With some items that increased speed it wasn't much of a bother anymore. But early on they deserved all the hate they got, since the AI of the Heist members was just dogshit, often they would not open the doors until you were close enough to the door, sometimes they'd bug out completely etc. So I bet a lot of people just play too much Heist early on and then gave up on it. I think the league was way too OP in terms of loot, so the small waits were justified after all the fixed went through.

Heist would be perfect if there were no doors until espace, the loot would need to be a little bit worse as well (which it will be now for sure considering it won't be the main league anymore).


That's fair. I was fortunate enough to start about 1 month late into the league, so I didn't encounter massive amounts of bugs. One rogue bugged out a single time, that's it. I also agree with no doors until escape. Or at least no doors on the main pathway until escape and just doors to loot rooms.
A bit unrelated but I found to be a bit annoying as a more casual was the amount of crates that spawned in maps - or rather the lack of them. I couldn't even finish my story heists because later on I wouldn't see any crates whatsoever. I ran a whole weekend of T14-16 maps (mind you, I'm not super fast but it's still a ton of maps) to get the last 2 green contracts and I didn't find a single crate. Not one. I ended up just Heisting and buying a couple things to get to 24 challenges instead.


On January 08 2021 06:23 Blitzkrieg0 wrote:
Show nested quote +
On January 08 2021 05:27 Miragee wrote:
I like the reveals. The new league sounds cool and the perfect balance between engaging and not too much. The endgame stuff sounds cool but it's something I will probably not get to.

What I really liked were some of the fundamental answers of Chris during the Q&A. Like, giving players more options and let them chose to play what they like and then trade the stuff they need from areas of the game they don't like. Also the different ways of play the game. That purely trading or only support or crafting are styles that are perfectly fine. There were more, but those in particular stood out to me. His philosophies seem quite in line with mine when it comes to ARPGs.

On January 08 2021 04:36 Blitzkrieg0 wrote:
Harvest and Heist going core. The harvest integration looked decent. Heist integration still had doors and leveling rogues so probably won't be doing that.


Honest question because I don't quite get the level of frustration everyone seems to have with doors. I can't open a video on Heist without the creator and chat/comments complain about it. Why is that? I played a fair amount of Heist and think they are ok. The waiting times could have been made better by adding more pressure during waiting times, similarly to when you are on your way out.


I'd say leveling rogues is more my disdain for the league personally than doors. If I get a good heist I want to run then I don't want to go back and grind a bunch of crappy heists to level up and equip. In general, stopping or back tracking is the antithesis of good game play. I understand that you're supposed to be defending them from attack and it forces you to clear, but the timing on it is irritating. If they're a desired gate then I think they should have more density and be much less frequent. One big fight per Heist versus having to stop and wait several times would improve the flow considerably.

Will add that I have not played Heist recently. Tolerating the content after having to grind items/level on your rogues seems unlikely to improve my stance though.


Yeah, I can get behind that part. Levelin rogues could have been made easier (I mean, it's a fairly abitrary time gate) and the amount of contracts you need to run a Heist could have been reduced.

On January 09 2021 09:11 Alur wrote:
I also feel like it's becoming a bit much. A lot of systems to learn, some of which I still don't 100% understand (hello betrayal). I think part of it is also saving players from themselves, many players probably lack the discipline to neglect systems that are inefficient or even the ones they don't really enjoy.


Players lack the discipline to neglect systems that are inefficient? If anything players lack the ability to just play for fun instead of only going for efficiency these days. Even single player games. They treat it like a second job or something. At least the vocal majority online.


On January 09 2021 18:47 r.Evo wrote:
I actually think Delve is by far the only "complicated" mechanic that's well done, because it's a) completely isolated and b) can be completely ignored in favor of currency if desired.

Something like Betrayal/Heist or even things like Incursion, Blight or Metamorph force you to interact with systems where you kind of really want to check a wiki or quick guide even early on when being confronted with the mechanic and/or choices regarding it.

Something like Breach/Abyss/Legion/Harbinger or even Bestiary/Essence/Synthesis on the other hand is first and foremost "cool random shit" in a map and the moment when you would want to look things up is way, way later and tied pretty much directly to big encounters and boss fights.

To me there's this clear divide between more or less "big and complex"-type league mechanics like the former group and "simple, just kill shit for now, pick up some new crap and worry about more later"-type league mechanics like the latter group.

The former make for cool and really interesting league mechanics but, at least for me, end up feeling really draining once I have to deal with more and more of them in core since they all feel like they want to be the star of the show. The latter have maybe 3-4 things each maximum I need to keep in mind during encounters and hence end up being actual nice side content to break up maps.


I think that's a question of design philosophy. At some point, if you create a complex game, you are bound to look up a wiki or guides to see what players collectively have found out. It's a bit like research in science. There is too much and it's so complext that you have to read papers in order to move forward with your own research. The question is, do you want a complex game or not, or rather what level of complexity. In the end, the skill system in PoE alone is complex enough that you need to open up a wiki to really find out what works and how to combine stuff. You can make a build without without the wiki/guides, just like doing a Heist etc. but you will most likely not be able to connect all the dots. You can see that as a negative, others see it as a positive. Spending a whole day on the wiki to figure stuff out is fun to me and that's what matters. I understand it's not fun to everyone though.
Sapaio
Profile Joined October 2017
Denmark2037 Posts
January 11 2021 03:35 GMT
#32549
I like the idea of new passive tree to atlas. Noticed that al most all types encounters to node. Except Zana (understandable) and heist. I find it bit strange that they want heist as core part of game but for some reason there isn't atlas node that allows u to focus on it.
GO OG
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
January 11 2021 04:13 GMT
#32550
On January 11 2021 12:35 Sapaio wrote:
I like the idea of new passive tree to atlas. Noticed that al most all types encounters to node. Except Zana (understandable) and heist. I find it bit strange that they want heist as core part of game but for some reason there isn't atlas node that allows u to focus on it.


Lira Arthain tree has Heist passives
I'll always be your shadow and veil your eyes from states of ain soph aur.
Sapaio
Profile Joined October 2017
Denmark2037 Posts
January 11 2021 05:27 GMT
#32551
Thanks did look twice but still missed it somehow. The passive in that area look really good. Also giving blight maps.
GO OG
EchelonTee
Profile Joined February 2011
United States5256 Posts
January 11 2021 10:09 GMT
#32552
My brain's kind of melting trying to figure out this atlas passive stuff. I think I'll just pick the ones I like and not min max, at least the first go around

5% chance for whole map to be Einhar beasts, in Tirn's End, sounds like it'll be hilarious, for example
aka "neophyte". learn lots. dont judge. laugh for no reason. be nice. seek happiness. -D[9]
Miragee
Profile Joined December 2009
8627 Posts
January 11 2021 15:50 GMT
#32553
On January 11 2021 19:09 EchelonTee wrote:
My brain's kind of melting trying to figure out this atlas passive stuff. I think I'll just pick the ones I like and not min max, at least the first go around

5% chance for whole map to be Einhar beasts, in Tirn's End, sounds like it'll be hilarious, for example


Same. And that node sounds pretty insane to be honest. Especially paired with the 30 % chance to replace a yellow with a red beast, lol. Turns a T1 map into a T16 map in terms of difficulty. Unless I'm missunderstanding something.
Sapaio
Profile Joined October 2017
Denmark2037 Posts
January 11 2021 16:26 GMT
#32554
Some of the nodes saying increase in basic currency, so is that all non league and encounter specific currency. Even Mirror or is it just the bad currency? Tried to goggle it, but can not find definition on it.

Feeling that many of the nodes jump up the difficulty of the maps and very few make them easier. So u got to be careful.

Another question can u get all the nodes in one area or is the a max of like for main nodes per area? Also is the any example of the small nodes?
GO OG
haitike
Profile Joined June 2009
Spain2722 Posts
January 11 2021 17:13 GMT
#32555
On January 12 2021 01:26 Sapaio wrote:
Some of the nodes saying increase in basic currency, so is that all non league and encounter specific currency. Even Mirror or is it just the bad currency? Tried to goggle it, but can not find definition on it.


Someone asked on Reddit and Bex answered that it includes mirror, yes. It includes non-league currency (so no splinters, oils, etc.)
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
January 11 2021 18:27 GMT
#32556
On January 12 2021 01:26 Sapaio wrote:
Some of the nodes saying increase in basic currency, so is that all non league and encounter specific currency. Even Mirror or is it just the bad currency? Tried to goggle it, but can not find definition on it.

Feeling that many of the nodes jump up the difficulty of the maps and very few make them easier. So u got to be careful.

Another question can u get all the nodes in one area or is the a max of like for main nodes per area? Also is the any example of the small nodes?


It's 10 points per region so you can't get everything, but there is a new regret orb for it.
I'll always be your shadow and veil your eyes from states of ain soph aur.
nukem1
Profile Joined October 2010
345 Posts
January 11 2021 19:26 GMT
#32557
Several small nodes were shown in the reveal video (from around min 7:45)
https://tudorpc.wordpress.com/
Sapaio
Profile Joined October 2017
Denmark2037 Posts
January 11 2021 20:15 GMT
#32558
Thanks guys. Really appreciate you answering my questions.
GO OG
clusen
Profile Joined May 2010
Germany8702 Posts
Last Edited: 2021-01-11 23:12:30
January 11 2021 23:11 GMT
#32559
So many nerfs wtf :D

Champion, Assassin, Necro, Trickster got hit HARD. Champion less so, but still.
Pwere
Profile Joined April 2010
Canada1557 Posts
January 11 2021 23:30 GMT
#32560
Glad, mine Sabot and Deadeye are mostly nerfs too, imo. Slayer and Zerker looking juicy tho!
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