Predict 3.0, win a Mirror of Kalandra

I think GGG's goal is to promote player interactions. In my opinion, ARPG's problem is the limited amount of social interactions. To address this issue, I believe GGG is going to release the following content:

open world raid type bosses yielding t1 rewards
trading hub instances or bigger town player capacity.
guild hall hideout / guild vs guild pvp

and their QOL reveal:

automatic item appraisal (new vendor algorithm) with instant currency offer from npcs.
we will get a mtg like game for our divination cards.
<3

edit: this could be a great currency sink and some kind off social stuff.
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Last edited by kobrakhan on Feb 7, 2017, 6:17:51 PM
I don't know what the mechanic is but I have a few predictions on Act 5 itself.
Scion is getting 2 new Ascendancy classes and the start of Act one is modified. Act 5 has a theme of possesion, the fall of Oriath and takes us to very interesting places in a similar vain to the endgame Shaper's Realm or the dreams in Act 4.
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A new properties generation mechanic, that creates unique like random generated items.
Essentially makes rares and magic items have very rare properties that transforms them into a new tier of rarity, making them able to have amazing mods that we used to only see on uniques. But they can have drawbacks also, as in bad mods that randomly accompany the amazing mods. Essentially making random generated uniques a reality.

So we could have mods that convert phys damage taken to cold, but removes capabilty of item to roll sockets. Or have helms that increase spell damage but reduced movement speed, etc.
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Last edited by ropumar on Feb 7, 2017, 6:47:57 PM
I think what ARPG commonly struggle is making the leveling/early progression of a new character after months/years.
Having the same experience for the first few characters you made is quite hard to reproduce when you have created over hundreds.

As a result most people has the same ritual everytime they level their new character : Speedrunning through the acts to get to their core build.

This also applies to endgame content, what happened when you beat the strongest challenge of the game, you feel like your character has no meaning except perhars being richer?

I have no idea what would fix that, if so I would be a game designer or the idea would have been found already, BUT, we have already something that is near that in the game, pregenerated map. Not enough it seems to me.

With the prophecy league and then the atlas being released i can see very well something about the map of wraeclast being customize or different through your journey of your leveling (sockets, map mods, quest/challenge, events (Piety block the way to the next zone you need to find an other way)

I dunno throwing my ideas to the dev and maybe winning the lotery hitting 2 birds with one stone (did I say it right ?:D).
Last edited by Golden_Ant on Feb 7, 2017, 6:52:49 PM
Well all of the low-hanging fruit is taken, so here's a stab in the dark:

3.0 will allow the players to construct objects within zones, much like placing items in your hideout but with a smoother, action-focused UI. The constructions will probably cost currency, and could be defensive, offensive, or utility. This may well be in conjunction with zones where the enemies actively seek out the player and would play more like a giant Elreon mission potentially. And possibly Dungeon Keeper like scenarios where other players would come up against another player's fortifications.

This will facilitate a number of improvements: allowing players to outsmart their enemies; mixing up the flow of the game; reducing the advantage of being fast moving and giving slower, tankier characters an effective means to advance in the game.

The "Cruel" difficulty twist: With the ability to purchase constructions, players can attempt higher xp content earlier by expending currency. So we can have a more compact levelling process, but at the cost of currency. 3.0 may just be 5 hard acts (or sharply progressing from 1 easy act).

Extra-gameplay reasoning:
* Non-POE player excited about it. Probably building or some social interaction thing.
* Additional currency sink.
* High potential for MTX.
* Already have the toolkit and engine capabilities for it as demonstrated by hideout.
Since it seems related to cruel stuff (which gets removed) and a huge problem of ARPGs is the leveling where you replay the content multiple times, it would be nice if every character plays through a variation of the story line so that you never experience the same story twice. But that would mean a lot of work for the content creators to get a reasonable amount of combinations, so I doubt this will happen. It sure would be nice, though. Maybe at least merciless gets changed so that it's not the same story like in normal.
This is a Multi-Tiered fix.

1) Removal of multiple elemental types of "Resistances" (no Fire/Cold/Lightning)

2) Replaced with more generic "Resistance" which covers all elemental damage types, behaves in a similar fashion to Armor, but for elemental damage.

3) Armor/Resistance +% flat increases removed from all prefix/suffix. Maximum Affix for rares dropped to 4.

4) New currency orb/crafting station to add these values onto gear as implicits (corruptions removes them)

5) Difficulty drops only the maximum total for damage prevention, 90% normal, 75% cruel. No more "hidden" -60 resist all.



2nd "New Mechanic"

Addition of a new currency orb that will reroll colors/req stats of skill gems.

as in, an Earthquake gem that is blue and requires INT to use, but everything else stays the same.
Last edited by Nimerra on Feb 7, 2017, 7:14:47 PM
Haven't read the thread, anyway here is some suggestions on what the future changes may be:

1. AN end to the tedious repetetive grinding to level up - a system adding more real purpose to every part of the game

2. Offline mode - able to play locally single player if u lack connection

3. A more advanced targeting/combat system that adds more depth and tactics than the current auto-targeting clickfest

4. A simple damage / defense visual system that tells you the true offensive/defensive effect in using an item/items with a skill - something Grandma would understand just by looking at it - no more hidden double dipping Path of Excel wizardry needed to understand what is the best combinations of gear, skills and passive points. (aka TTT - TrustTheTooltip) PoE is perhaps on of the worlds most in-accessible video-games atm - if u gonna go Xbox mainstream this probably needs to be changed to widen the userbase.

5. Endless scaling - no more level caps! A system of endless scaling where the levels of items, characters and monsters never stop, grind for the rest of your life if you like, always growing more powerful, along with tougher monsters to conquer and even more powerful items to discover.

6. Facebook and Google like information gathering on all items for sale in-game that automatically suggests items that will be an upgrade for the build you are currently playing - no more poe.trade
debugging, let the items come to the player, not vice versa. All wanted item parameters can be set
in an in-game filter and matches being put out for sale will be messaged to you with a price or bidding option - accompanied with a mobile app that lets you confirm sales and buys wherever you are - the PoE of Things ( https://en.wikipedia.org/wiki/Internet_of_things )This way the player can do Path of Trading wherever and whenever he is, taking the game to a whole new level.

7. Optional coop-challenges that requires player interaction and cooperation in order to make it trough. Can be very hard boss fights, labyrinth puzzles, a God that requires 6 players with completely mirror worthy gear to even have a small chance to beat.

8. An in-game casino coupled with the mobile app that lets you gamble your currency against other players - double or nothing Mirrors of Kalandra ftw, I mean PoE is all just a big gamble anyway so why not take it to the ultimate level?

9. In-game map designer - From decorate you hideout to design your own map layouts - get all the objects and tile-sets available to custom make your own maps, that if it is approved will be added to a ever-increasing pool of custom made maps that will ensure a diversity you never will get tired of.

Guess creative mode kicked in I must say...
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Last edited by Dkodr on Feb 7, 2017, 8:13:11 PM

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