How Divination Cards Work

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Saltygames wrote:
obviously you get a unique item by defeating the monster indicated on the card. By playing the card, it gets removed and spawns the monster.

You can also play monster cards in town. Imagine the fun that's happening in Lioneye's watch at the moment, in the beta.

that would be awesome
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PitzerMike wrote:
I would be fine with this.
But it will probably all hinge on a "Shav's Card of Midnight" that will undermine the whole idea.


That WOULD defeat the purpose, which is why it obviously won't work like that.


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Maverickroll wrote:
My guess, they will work similar to "Charms" in Diablo 2. Persistent stat / ability buffs, as long as the item is held in your inventory. Trading carrying space for more survivability.


I've heard GGG's said they don't want Charm-like items, though I don't have a direct link.
[img]http://image.prntscr.com/image/2e57fcaba2ea48cc9832fecc55c6d0d6.png[/img]
I think they will just be like another version of vaal fragments. except they will be cards of course, and you will be able to put them into the map device with other maps (like sacrifice fragments) only you will be able to roll them with % increased item rarity or various other loot based modifiers, the rarest being "Area boss drops one additional unique item". These would drop at a lower rate than maps and only be able to roll 4 properties, such as jewels.
People of the gutters, steel your bellies, for the slaughter is at hand!




I just think this will be a new "non invasive" mechanic like boxes and ghosts that you may trade.
Last edited by galuf on Apr 27, 2015, 2:24:59 PM
Well no this is a reasonable idea.

The one shown says 9/12 or something. For that item printed on the card you need all 12 of that item card type to trade in for that card.

In this case even if all 12 cards to buy are more expensive than the item itself it lends the possibility of getting say 10 of them from your own farming of a boss and then buying the two you need or trading duplicates for ones you dont have.

Lets say each of the 12 is of equal drop probability and you need 12 to trade to the vendor for a shavs.

lets say that each of the cards trades for 2 ex while a shavs is approximately 20ex.

If you farm and get 7 unique cards and 3 duplicates over a few day period.

You trade your 3 duplicates to get ones you need with someone who needs your duplicates.

You buy the remaining two for 4ex.

This is a lot more doable than saving up the 20 ex required to buy the item outright.

This is a good solution.
if monsters start dropping cards, immersion is dead
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comm_il_vec wrote:
if monsters start dropping cards, immersion is dead


This is a dream, exile... or haven't you figured that out yet?
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Maverickroll wrote:
My guess, they will work similar to "Charms" in Diablo 2. Persistent stat / ability buffs, as long as the item is held in your inventory. Trading carrying space for more survivability.

Dear gods, fuck no no no no no no no no please. Fuck no.
I AM MAD
ZAP!ZAP!ZAP! ME SOOO WIZZARD!
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comm_il_vec wrote:
if monsters start dropping cards, immersion is dead


because monkeys, snakes, and crabs can obviously drop piles of 2H weapons, armors, jewels, gems, and currency.. but cards? well there goes the immersion. FUCK!
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comm_il_vec wrote:
if monsters start dropping cards, immersion is dead


because monkeys, snakes, and crabs can obviously drop piles of 2H weapons, armors, jewels, gems, and currency.. but cards? well there goes the immersion. FUCK!


Upvoted.
(1.2)Puncture/Ice Shot duelist - http://www.pathofexile.com/forum/view-thread/1078942
(2.0)The Party Crasher - Hardcore viable Ice Crash Duelist - https://www.pathofexile.com/forum/view-thread/1335704

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