Atlas Passive Skills Statistics

It is really great being able to give each area its own identity!

My biggest issue (and in context of a whole league and the massive changes is it is really not big :). Is that Zana missions are not witnessed by the maven.

Personally I am now 'is she offering harvest?' no ok skip. Otherwise I will not get through the 1250 map challenge as maps are taking longer with more to do :).

A result of this would also be the lack of points for SSF
"This is echoed by the scarcity of SSF players, who have far fewer points allocated in this tree than the trade league players."

Because Zana is the best and almost only source of synthesis maps. These maps are too rare, especially when getting them in a zana mission doesn't count.

I actually had the synthesis atlas points allocated and took them off again because the opportunity cost, points are better spent almost anywhere else.


Last edited by WildWombat on Mar 2, 2021, 8:12:10 PM
Zana and Harbinger nerf incoming...
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Everybody be talking about my boy Harbi in Valdo's Rest but what about the ridiculous numbers of Harvest nodes.

Buff the other nodes. Who the hell cares about Essences being one tier higher (Amplified Node)? Nobody to be precise and it shows in the numbers.
"
TheFilipo wrote:
Everybody be talking about my boy Harbi in Valdo's Rest but what about the ridiculous numbers of Harvest nodes.

Buff the other nodes. Who the hell cares about Essences being one tier higher (Amplified Node)? Nobody to be precise and it shows in the numbers.


I would happily take the essence nodes if they were elsewhere but they dont compete against harvest or betrayal
Last edited by WildWombat on Mar 2, 2021, 9:37:21 PM
Change harbinger node to 50% chance to be accompanied by reinforcements per harbinger so that you can always get it with a scarab or Zana mod. The people with potato computers can avoid the mechanic entirely without crashing and other people can still enjoy the node. That brings the cost/benefit in line with other "brainless" farming methods. It doesn't need to be removed. It's fun. Why can't we have fun?

Essence nodes would be pretty good with Zana essence mod but with no way to force essences it's pretty useless. Same with Abyss. Why go through all the trouble for not that much currency in return?
Considering how hard it is to get orbs of unmaking these statistics are what people THOUGHT would be good. I have tons of points i took which turned out to be total trash. Like heist one in Lira. I have ran over 100 maps i got 2 blueprints from caches 0 fully revealed. Even if it was 100% chance to be revealed that is still a whopping 30k markers over course of the league.. lol
I would hope we would get the nodes nobody picks reworked or replaced with something good.

For example nodes that spell instant death and nobody sane in HC picks them, like "metamorphs do increased damage" or "synthesized maps have double map mod effectiveness", these nodes aren't even that rewarding for the risk they present!

I don't know why harvest, blight, abyss, breach or beyond gets double regions but heist, strongboxes, essences, rogue exiles, harbingers, tormented spirits get so few nodes in comparison?

I can understand legion or delirium get a lot of nodes because they're fan favourites. But what about the people who like something else. Why is Zana only on uncharted realms? Why Jun and Alva boosts are so underwhelming in comparison to Einhar?

Also can we get the harbinger node to be reworked to have them spread around (like from scarab) instead of 1 clump? It creates fps freezes on lower-end pcs. I have problem utilizing common strats like harbinger, beyond or delirium mostly because of crashes and fps drops. Or you could fix performance issues in this game but who am I kidding, never gonna happen.
Last edited by Viktranka on Mar 3, 2021, 12:07:38 AM
"
Deathfairy wrote:
Considering how hard it is to get orbs of unmaking these statistics are what people THOUGHT would be good. I have tons of points i took which turned out to be total trash. Like heist one in Lira. I have ran over 100 maps i got 2 blueprints from caches 0 fully revealed. Even if it was 100% chance to be revealed that is still a whopping 30k markers over course of the league.. lol


This is a good point. GGG should leave the passives alone for the next league and see if/how the stats change, and then proceed with tweaks.
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So people are already talking about nerfs, buffs, and tweaks. I think it would be more fun to completely shuffle and rework the nodes, kind of like the how map device is shuffled. Let's not see Great Migration, Diplomatic Escort, or Bumper Crop for another league or two. Work in some (or all) new notables like, just riffing here, "Stampede: Areas contain 2 packs of 5 Red Beasts of the same variety" (which would be a hard fought and interesting battle!) or "Natural Selection: The Sacred Grove contains only a single plot which always has at least one Tier 4 seed." (Sacrifice increased chance of finding the grove and multiple plots for 1 guaranteed powerful craft)

This will keep Atlas metas from becoming stale within 1-2 leagues. I don't see the usual small tweaks having meta-shifting impacts based on the numbers we see here. This kind of tweaking works for builds because of the already hundreds of passives, skill gems, and unique items. Atlas passive trees just aren't that complex yet, and as the numbers show, the player base has already settled into Atlas metas. This league's same meta will just chase existing nodes around the Atlas if they are simply moved around or tweaked. If next league is all about Diplomatic Escort and The Grove's Call again, I'd see that as a missed opportunity to hold players' attention by allowing (aka forcing) them to create new Atlas strategies. I think it would be cool to see these notables rotate, so maybe in 3.15 I'd be super pumped to see Diplomatic Escort again.

Player agency over their end game has been a massive success for PoE and I hope to see what is next in store!
Last edited by notaspook on Mar 3, 2021, 1:27:35 AM
Well there are a lot of good things to be found here, so I won't spend too much time on them. The fact that I'm still playing and still need to complete a lot of areas in terms of maven challenges in an ssf-ish environment is probably a good sign for player retention.

What I don't like is the difference between guaranteed effects/rewards of nodes and the opaque ''increase effect/spawn rate'' while not knowing the base stats. As an example; harby and legion nodes are good because they spawn stuff for certain or increase the rewards from spawns. But the blueprint node on Lira Arthain is nice as a concept but not in reality. Chance for blueprint increased? Still only a 10% chance on cache and then a ?% chance increase of blueprint in them AND THEN a 10% chance to have a full reveal of said blueprints. I have farmed that area a lot for the hideout and in tens, if not hundreds of maps i have neither had a blueprint, let alone reveal spawn. In comparison to harvest that always gives at least a few crafts it sucks because even if you get a blueprint it can still be a bad one (bad reward rooms, bad type (armaments; which should just give tailoring orbs instead of random uninfluenced low lvl crap bases with random enchants), or just unlucky drops) and be a massive time sink.

Concluding; I hope the hardly picked nodes just get buffs instaed of only nerfs of the op nodes. For heist nodes in Lira Arthain I could imagine something like the first node giving a guaranteed cache since a random contract is a reward, but isn't that rewarding on its own and you still need to run it, compared to harby in valdo for instance. Then for the second node, there could be an increased blueprint drop chance, but opening caches could also grant a free reveal or something like that, since collecting markers always sucks and running blueprints drains them disproportionately.

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