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Incline Path of Exile 2 - now available on Early Access

Israfael

Arcane
Joined
Sep 21, 2012
Messages
3,908
You take it slow and steady throughout the campaign,
Only if you play certain classes / lack gear / don't yet have skills that actually do damage. After I've got the sunder and the hammer, I've cruised through A4-6 in like 5 hours or so with three or four times less deaths than in A1-A3 (and half of those were in Utzaal because of effing chaos damage and drowning orbs), while literally 1-2 shotting bosses with poison proc from hammer and one or two sunders that get aftershocks. So no, it was never whatever you believed it to be, it's just tedious because balance of early game is out of whack and GGG removed all stuff (life nodes, more plain stats on small nodes, crafting bench) that helped to smoothen the curve (in case of bad luck, suboptimal skill gems etc) in POE1. Also, it's extremely funny how after doing dozens of maps I still have 3 link, not a single jew orb dropped ("we've removed the hassle with sockets and links" lel)
 

deama

Prophet
Joined
May 13, 2013
Messages
5,297
Location
UK
Also, it's extremely funny how after doing dozens of maps I still have 3 link, not a single jew orb dropped ("we've removed the hassle with sockets and links" lel)
There's a "trick" if you have vaal orbs and lesser jew orbs to spend.
Basically pick a skill you want 4 links in, low level would be cheapest. Then use a lesser jew orb on it to get a 3L out of it. Then vaal it and there's a decent % chance to get it (I got 2 skills to 4L out of 6 attempts I done). You actually can still level up the skill even after it's been corrupted (at least for now), but you can't increase the quality of it.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,421
The design is schizophrenic atm. You take it slow and steady throughout the campaign, but endgame maps are still zoom zoom AoE fests. GGG need to figure out during EA what they want this game to be. If it turns out a retread of PoE1, I just won't play it.

Can't wait to get to maps.

Something tells me a lot of people are playing POE1 still in their mind and they think glass cannons is way to go with movement speed. But because there is no movement speed bonuses they just die because they WILL get hit unlike POE1.

I was guilty of it myself and invested too much into DPS in act 2 and early act 3.
Mid act 3 i reorganized. Dropped few dps nodes picked up armor and block chance, revised my gear to get more res, especially chaos res. Spent some time on my skills with how support work, etc.
Since then i am breezing through. Now i am act 3 cruel and cruel for me is complete breeze where i can facetank almost anything even most of red non blockable shots. I still die occasionally but those are mostly because some rare combinations of fuckups not that it was fault of the game.

Also GET FUCKING CHAOS RESISTS people. Chaos isn't like POE1 where you can get to red maps with negative chaos resist. There are ton of mobs that do chaos damage and even more so dots, roots, pools, crystals etc that do chaos damage that can easily kill you.

Chaos damage in POE2 is just like any other damage now.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,421
Imho from what i see also there is another difference between POE1 and POE2. In POE1 most of white mobs did TON of damage. In POE2 aside from few harder enemies like brutes etc they do LESS damage. But there are a lot of them so those chips eventually kill you.

Which means now defense is more important than it used to be in POE1 because you can't outrun mobs and there are more attacks with less damage. So if you don't invest in base stats you get fucked.

No tabula rasa running for you.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,794
You take it slow and steady throughout the campaign,
Only if you play certain classes / lack gear / don't yet have skills that actually do damage. After I've got the sunder and the hammer, I've cruised through A4-6 in like 5 hours or so with three or four times less deaths than in A1-A3 (and half of those were in Utzaal because of effing chaos damage and drowning orbs), while literally 1-2 shotting bosses with poison proc from hammer and one or two sunders that get aftershocks. So no, it was never whatever you believed it to be, it's just tedious because balance of early game is out of whack and GGG removed all stuff (life nodes, more plain stats on small nodes, crafting bench) that helped to smoothen the curve (in case of bad luck, suboptimal skill gems etc) in POE1. Also, it's extremely funny how after doing dozens of maps I still have 3 link, not a single jew orb dropped ("we've removed the hassle with sockets and links" lel)
3 link or 4 link (3 link is skill + 2 supports)?
There is guaranteed lesser jew orb drops very early in Act 3 (and one from Cruel Act 3) from a little camp with two rares.
Also I just traded yesterday 1 ex for 6 lesser jew orbs.
 

Israfael

Arcane
Joined
Sep 21, 2012
Messages
3,908
Also I just traded yesterday 1 ex for 6 lesser jew orbs.
I play SSF and was talking about normal jew orb, already have like a dozen smaller ones.

. In POE1 most of white mobs did TON of damage.
Literally what? Unless you are zhp deadeye or something, white mobs can't do anything in poe1 for any decently geared character (well, if it's not those exploding chicken mobs (aka porcupines))
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,828
So they all but stripped magic find (instead of redesign), and enforce late endgame meta with cartography scarab stuff for quantity and 8 mod corrupt maps that warrants unkillable builds normal builds can't even get into. And T17 aids. But they will do some down to earth
nu-male melee stuff next and it will be good. Yeah right.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,794
Builds that currently murder endgame are Rangers with AoE bow attacks, Merc with gas grenade crossbow skill and Sorcerers that have adjusted to trigger nerfs. From melee we got Monks with ice or lightning quarterstaff skills abusing Herald skills and their teleporting attacks. Only good witch build is fire throwing skeleton Infernalist with SRS support and somewhat poison cloud skeleton archer but that one is slower than these others.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,794
Also I just traded yesterday 1 ex for 6 lesser jew orbs.
I play SSF and was talking about normal jew orb, already have like a dozen smaller ones.

. In POE1 most of white mobs did TON of damage.
Literally what? Unless you are zhp deadeye or something, white mobs can't do anything in poe1 for any decently geared character (well, if it's not those exploding chicken mobs (aka porcupines))
Normal ones are like 18 ex on trade so you will not get one soon or easily.
people in top tier maps do not even have 6 links, and they have only few 5l (and they probably got them through trade).
 
Joined
Jun 13, 2019
Messages
822
ayymd users:
bro disable your cores, turn off your computer for 30 minutes every 10 minutes of gameplay, wipe all drivers and reinstall, pray to allah

nvintel chads:
8 HOUR SESSIONS GLASS CANNON STACKING RESIST IS FOR FAGGOTS
 

Israfael

Arcane
Joined
Sep 21, 2012
Messages
3,908
ayymd users:
bro disable your cores, turn off your computer for 30 minutes every 10 minutes of gameplay, wipe all drivers and reinstall, pray to allah
I have AMD gpu (6900xt) and cpu (7950x3d), literally zero problems. As I said, it's probably bad CPU cooling / unstable RAM / dust clogs or whatever. Same issues people have with shader compilation in the modern goyslop UE5 titles.
 

Lacrymas

Arcane
Joined
Sep 23, 2015
Messages
19,000
Pathfinder: Wrath
I've used AMD GPUs for the past 10ish years or more and I've never had a problem. I've only ever had problems when I was with an Nvidia GPU.
 
Joined
Jun 13, 2019
Messages
822
ayymd users:
bro disable your cores, turn off your computer for 30 minutes every 10 minutes of gameplay, wipe all drivers and reinstall, pray to allah
I have AMD gpu (6900xt) and cpu (7950x3d), literally zero problems. As I said, it's probably bad CPU cooling / unstable RAM / dust clogs or whatever. Same issues people have with shader compilation in the modern goyslop UE5 titles.
everyone posting their cpu in the official forums thread were using amd on the first page, no need to flip to page 2 :positive:
 

Israfael

Arcane
Joined
Sep 21, 2012
Messages
3,908
everyone posting their cpu in the official forums thread were using amd on the first page, no need to flip to page 2
That's because first and second gen x3d CPUs are very thermally dense and can easily reach peak TJmax temperatures (which is 85 or 89C depending on the model) if cooling is not adequate and the load is simultaneously not particularly heavy (aka the current is low) while load on some parts of the ALUs or FPUs is high (shader compilation and some other gaming related stuff). There some other games like this, Far Cry 5 for example, in which temperature on the highest loaded core is almost constantly at 80+ C for me (and I have custom loop with liquid metal), which is 20C higher than in other games and higher than in most multithreaded stress tests and software. Of course there can be something architecture / software related, but I've got zero crashes, bsods in 40+ hours of gameplay.
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,828
people in top tier maps do not even have 6 links, and they have only few 5l (and they probably got them through trade).
So as usual they try to delay power creep instead of radical redesign like items break. All a while Anime Guardian can break and it even has relevant rare item mod noone uses. Then they do this power creep crap butofcourse.
They changed NOTHING.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,421
Literally what? Unless you are zhp deadeye or something, white mobs can't do anything in poe1 for any decently geared character (well, if it's not those exploding chicken mobs (aka porcupines))

I'm talking about the ratio. In both games white mobs hit pretty hard. But in POE1 they hit a lot harder. The reason for this is that in POE1 due to speed GGG tuned every monster to hit uber hard so that in one time when you fail to avoid monster you get punished. IF damage wasn't high and only chip damage like in other games then with enough speed you would be immortal. For POE2 they lowered damage but upped health of monsters. This way you can get into confrontation and watch you life go much slower than in POE1 where it almost instantly vanishes.

Obviously with POE1 you can get jugg and get 90% phys res +max reses and trivialize campaign but this is not the experience of most builds and classes.

Most of people don't see it because in POE1 especially during campain you just megadps everything into nothingness before they touch you due to how broken difficulty of it is nowdays.

POE1 didn't start this way. It was more like POE2 where white mobs had way more life and less damage but gradually GGG balanced out monster life and upped damage as speed started to creep up.
 

Israfael

Arcane
Joined
Sep 21, 2012
Messages
3,908
. The reason for this is that in POE1 due to speed GGG tuned every monster to hit uber hard so that in one time when you fail to avoid monster you get punished.
If you get punished by getting hit by white mobs in POE1, whatever are you doing is very wrong.
Obviously with POE1 you can get jugg and get 90% phys res +max reses and trivialize campaign but this is not the experience of most builds and classes.
I have a MoM / Svalinn hierophant in the current SSF league that can facetank all Uber Sirus abilities (* with not many stacks of rotating beam debuff) and very tanky ailment immune Aegis aurora Necro, now I'm working on CI VLS trickster which will have true infinite ehp in pob, so definitely not most builds.
For POE2 they lowered damage but upped health of monsters.
Yeah, that's why white Vaal chaos mobs remove like half of my HP bar with Titan and there are one hit mechanics like drowning orbs that kill you regardless of your stats. Also, most rares die in one hammer drop or one-two slams, so HP isn't buffed (not to mention that Kripp said that even in T15 maps it's not that different from T1).
 
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ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,794
Literally what? Unless you are zhp deadeye or something, white mobs can't do anything in poe1 for any decently geared character (well, if it's not those exploding chicken mobs (aka porcupines))

I'm talking about the ratio. In both games white mobs hit pretty hard. But in POE1 they hit a lot harder. The reason for this is that in POE1 due to speed GGG tuned every monster to hit uber hard so that in one time when you fail to avoid monster you get punished. IF damage wasn't high and only chip damage like in other games then with enough speed you would be immortal. For POE2 they lowered damage but upped health of monsters. This way you can get into confrontation and watch you life go much slower than in POE1 where it almost instantly vanishes.

Obviously with POE1 you can get jugg and get 90% phys res +max reses and trivialize campaign but this is not the experience of most builds and classes.

Most of people don't see it because in POE1 especially during campain you just megadps everything into nothingness before they touch you due to how broken difficulty of it is nowdays.

POE1 didn't start this way. It was more like POE2 where white mobs had way more life and less damage but gradually GGG balanced out monster life and upped damage as speed started to creep up.
That is not true. People in endgame said enemy HP is not that much more from early maps but their damage is a lot more. PoE2 does not have as many ways to scale damage for players as in PoE1. There is not even 5 damage supports for any skill in the game, this is why 6l is not even really needed.
 
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lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
13,328
i have no idea what ill be doing and its making me uneasy. Especially since nothing seem to be working in long run and I keep switching, or at least change focus a bit. I think im nearing act2 end

im infernalist with fire doggy. Initially I wanted to do dark pact. Kind of spread between minion life nodes, chaos and ES.
Then I've learnt that dark pact isnt implemented. I saw that infernal legion is in, so wanted to do that... except I still didnt receive tier 2 supports. So im doing ed+contagion with meatshields. It sucked until Ive learnt that i must swap order. From poe1 im used to firing contagion first, except now its single target skill that auto targets enemy with ED.
Then I've received doggy and learnt that it got built in infernal legion... except it sucks.

ED+contagion starts to get dangerous, likely because I just dont focus on chaos. Im not commited.
Started playing with corpse explosion, love it. Apparently late game i will be able to target my skeletons with it! Problem is that I just dont see supports in the tree for it. Its split fire/physical spell. Physical appears to be crit focused.
Im itching to go kako demona form to scale both explosion and meat shields hp for its base dmg but Im not sure if it will make sense at all? Have flaming skulls but they dont appear to be doing much dmg, just like my minions. Again, I do not have minion dmg nodes

Btw contagion persisting on corpses to spread on explosion is quite cool!
 

TedNugent

Arcane
Joined
Dec 16, 2013
Messages
6,799
Honestly my warrior is mostly running into DPS check issues in act 3 normal.

I can already face tank shit except for the one shot mechanics like the orbs which are annoying as FUCK for melee.

I can literally stand in the lava for 3 seconds and keep bonking the forgemaster but it doesn't matter because I can only get him to 50℅ before the lava pushes me off the platform. Its literally a hard DPS check timer. His fire skills do nothing to me. This shit is annoying AF.

Oh well, time to grab 8 DPS nodes and come back. God damn it. So much for being a brick shithouse. Gotta spec into hard DPS no matter what with ranged abilities even on warrior.
 

ADL

Prophet
Joined
Oct 23, 2017
Messages
4,219
Location
Nantucket
Path of Exile 2: Upcoming Changes and Improvements

Path of Exile 2 has been live for just over a week! We’ve addressed some feedback already and are working on more fixes for key pain points in an upcoming patch. The full patch notes are coming soon, but check out some of the more significant changes below.

Gameplay Features​

Like we mentioned last week, we’ll be adding the capacity to fast-travel between Checkpoints within an area, as well as adding many more checkpoints to areas, generally at all entrances and exits to areas, meaning if you find these first you’ll be able to instantly travel to them to continue exploring.

We’ll also be making Passive Point respeccing cheaper especially at higher levels. It had a relatively aggressive curve getting more expensive with character level, we have flattened that curve so it doesn’t exponentially grow as much. This should generally result in approximately 40-50% less gold cost for respeccing between the start and middle of endgame progression.

Trial of the Sekhemas​

Players were finding Trial of the Sekhemas particularly frustrating in close range so we’ve reworked how Honour Damage scales when in close range, as well as fixing an important bug that was causing players to take far too much Honour Damage from Damage over Time.

  • Honour Damage now scales down based on distance to enemies, when in close range you’ll take 35% less Honour Damage, tapering off as you are further away from Monsters.Fixed a bug where Damage over Time was dealing thrice as much damage to Honour as intended, and fixed a bug where Honour Resistance was only applying to two-thirds of that damage. (This was confusing for us too)Skitter Golems no longer use basic attacks and instead now just explode.Serpent Clans burrow and ambush attack now has improved visual telegraphing and cannot be used from as far away.Volcanoes created by Rattlecage’s Fissure Slam now last half the duration.

Endgame and Monster Balance​

Generally the balance in Endgame Maps was more punishing than intended, so we’ve toned down the damage in a number of ways and disabled a certain on-death effect where the telegraphing was not as clear as it should have been.

  • Maps no longer have additional elemental resistance penalties inherently applied at Tier 6 and Tier 11 or higher Maps. It is now consistent across all of the Endgame.Chaos Damage now also scales less aggressively over the Endgame.Critical Strikes from monsters now deal 40% less bonus Damage.Lowered the baseline monster density of Breach Encounters, primarily by reducing the frequency of the “Elite” monsters appearing.Disabled the Volatile Crystals Modifier, we’ll revisit this in the future pending telegraphing improvements.Purple Explosives created by the Volatile Plants Modifier on Rare Monsters now deal significantly less Damage.The Siphons Flask Charges Modifier on Monsters now drains ten-times less Flask Charges per second. (This was unintentionally draining way too many charges)

These changes should generally result in an endgame that is much more survivable than before and we will continue to address problematic cases as they arise.


Character and Item Balance​

  • We’ve made Charm Modifiers on Belts substantially more common and now appear at much lower levels. The "of Symbolism" Modifier now appears from level 23 onwards, and the "of Inscription" Modifier now appears from level 64 onwards.Electrocute is now 25% harder to buildup. (But the Damage Penalty has been removed from the Support Gem).Added a new Lightning Damage and Electrocute Cluster to the passive tree in between the Ranger and Monk sections.It is now more difficult to chain-freeze enemies by reducing the amount of Freeze Buildup applied after a Freeze has been applied.The Hunter's Talisman Notable now grants +1 Charm Slot. The small passive skills leading up to it now grant the stat it formerly gave. The Charm helper text has been updated to indicate that you cannot have more than three Charm Slots unlocked, so that we can add more sources of it in the future.

Skill and Support Gem Balance​

Since launch we’ve unfortunately had to nerf a few skills that were far too overpowered. How do we define overpowered? Basically it's a situation in which a certain skill is so powerful that players feel no other method of playing the game is viable.

Generally speaking we are trying to do this in a way that doesn't make a build bad (but we can make mistakes!). Ideally any truly meta shifting changes will only happen at the same time as a content patch with a new league to play in.

But that doesn't mean we haven't been looking at underpowered skills and support gems. We’ve got a number of changes planned which should improve some of these skills. The full list of changes will be in the patch notes but here is a sample of what you can expect.

  • Improvements to Rolling Slam and all Shield Skills in the Mace section.Improvements to various Bow Skills, especially the skills used to generate Frenzy Charges.Improvements to Bone Spells and Chaos Damage over Time Spells in the Occult section.Improvements to various Crossbow Skills, especially those at higher Tiers.Improvements to some of the underachieving Quarterstaff abilities.

Alongside all of these Skill Gem improvements we’ve also done a pass over the Support Gems. We’ve added two new Supports and removed or lessened the penalties on many others, notably the Fire, Lightning and Cold Exposure Supports.

  • Added the Tremors Support Gem. Which can be used to give up to multiple more Aftershocks to Skills, with a damage penalty.Added the Bidding Support Gem. Which can be used to give more damage to the Command Skills of Supported Minions.The Fire Exposure, Lightning Exposure and Cold Exposure Support Gems no longer penalize Damage of Supported Skills. They now have a Mana Cost Multiplier of 120%.

There are also some notable nerfs to a few of the remaining overachieving skills:

  • Skeletal Arsonists Spirit costs now match the other two Skeleton Mages, this should result in a slight decrease in the number of Arsonists at a higher level.A nerf to the damage over time component on very high levels of Tornado and Vine Arrow. These were never intended to be dealing damage themselves, but more so act as a way for other skills to propagate damage.Magnetic Salvo can now only use your stuck Lightning Arrows as opposed to those created by your Party Members.

As we wind down for the holiday season we wanted to thank you all for our most successful launch so far, we could not have done it without all of your support. A lot of our team will begin to take some much needed rest over the next few weeks but we look forward to getting back in the new year refreshed and ready for an exciting year of development in 2025. Happy Holidays, Exiles!
 
Joined
Jun 13, 2019
Messages
822
Honestly my warrior is mostly running into DPS check issues in act 3 normal.

I can already face tank shit except for the one shot mechanics like the orbs which are annoying as FUCK for melee.

I can literally stand in the lava for 3 seconds and keep bonking the forgemaster but it doesn't matter because I can only get him to 50℅ before the lava pushes me off the platform. Its literally a hard DPS check timer. His fire skills do nothing to me. This shit is annoying AF.

Oh well, time to grab 8 DPS nodes and come back. God damn it. So much for being a brick shithouse. Gotta spec into hard DPS no matter what with ranged abilities even on warrior.
are you ssf? if not, just buy a weapon on trade - i got an amazing one for 10 ex (i had like 20 by then) and it's carried me from act 3 cruel into maps
 

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