Hall of Grandmasters Development Update 6

For previous news articles about the Hall of Grandmasters, check out development updates One, Two, Three, Four and Five.

The Hall of the Grandmasters map is currently a level 69 unique map with a similar rarity to the Coward's Trial. The entrance of the map is a safe zone and is laid out as one long hallway with many doors. These doors lead to the halls that contain the Grandmasters. Each hall contains fifty Grandmasters and nine force field barriers.

You'll fight the Grandmasters in waves of five at a time. As you clear a wave and move forward, the force field between you and the next wave will dissolve and release the next wave of five Grandmasters. When you clear the tenth and final wave, you'll be granted access to the Grandmaster's Cache, which is a random Unique Strongbox created for this map. From here you will enter a portal back to the entrance of the map, where you can enter the next hallway. The waves become more difficult as you progress through a hall.

The submitted characters vary in difficulty from those that die almost instantly to those that are powerful and hard-hitting. It's proving to be a very challenging map to complete. There are no other areas in the game where you will encounter such a diverse range of damage types in one area. If your character is to survive you will need to be well prepared.

The Grandmasters are designed to behave as a player would. PvP damage scaling will be applied to both the players running the map and to the Grandmasters. Both will do less damage than in a typical PvE battle, but party-buffs will still apply.

Grandmasters using Vaal Skills will gain one Vaal Soul per skill every five seconds. It's currently possible to encounter Tormented Spirits in the map. You will not encounter Strongboxes (other than those at the end of each hall) or Rogue Exiles.

As new Grandmasters are completed, we will continue to add them into the map, in groups of fifty at a time. If you haven't submitted your character yet, there’s still time! We will announce the deadlines for these submissions in advance.

The process for creating this map was slightly different to creating a regular map. A typical map is laid out with monsters that already exist in the game, that have a comparatively simple AI. We then create one unique boss to add to the end of the map which may has been modified slightly, but retains similarity to other monsters in the game.

By comparison, the Hall of the Grandmasters map contains no monsters that are found elsewhere in Path of Exile. Instead of having several packs with the same or similar monster types, and one unique boss, the map contains packs that are made up of what are essentially many unique bosses.

The idea was first conceived during a team discussion about ways to add new community content to the game. It was initially thought that perhaps players could start to create Rogue Exiles for the general game. A concern arose that Rogue Exiles might saturate the game if they were submitted in vast numbers. Creating a map that contained them all in one place was the logical next step. Thus, the Hall of the Grandmasters concept was born. The next step was to work out the logistics of how to make it happen.

It was agreed that players should export their own characters. This would give players full control over what gear and skill tree they would have and how they would look. Players would then export a snapshot of their characters as they are for us to begin work on. The skill tree and gear values from the export are loaded directly into the game.

After importing, we first test, and then develop an AI for the submitted character. This means determining the general play style of the character. For example, what distance it would stay from attackers, how frequently it would use skills and in what order, as well as the speed and style of movement. In most cases the intention of the character was very clear and it was easy to configure the AI.

Once the individual Grandmasters were completed, it was a matter of deciding how all Grandmasters would be used together; how many waves, how many Grandmasters per wave, which characters should be grouped together and their rewards. The Grandmasters are grouped randomly in each wave so that their synergies provide interesting gameplay.

It's going to be really interesting to watch how the community tackles this new type of challenge. The map difficulty is more severe than most other maps. However, it is achievable! There are so many elements of the map to factor into your gameplay. It's a great way to test out how strong and diverse your build really is, or isn’t, as the case may be.

We can't wait to see the builds that you guys create to try to tackle the Grandmasters. Some of you will fight your own characters. If you die to yourself are you still the victor?

Have fun and good luck!

If you'd like to immortalise yourself in the map, you can buy a Grandmaster pack here.
Last bumped on Dec 20, 2017, 12:48:18 PM
"
Rowanbladex wrote:
FIRST!

-Also, so excited for this :) It makes me sad though that we'll have to wait another week for 1.3.1. I thought it would be tomorrow or so.


I was hoping it'd be tomorrow also, but if our quality assurance department asks for a few extra workdays, we give it to them happily.
Lead Developer. Follow us on: Twitter | YouTube | Facebook | Contact Support if you need help!
"
Hodari wrote:
Sounds good, but how will you handle it when future patches could potentially make the existing grandmaster builds obsolete or less effective?

The Grandmaster build will become legacy. However, if we make changes to a skill this will change the skill being used by the Grandmaster. Items and passives are legacy. Skills are not.

"
dlrr wrote:

- Since Grandmasters can repeatedly cast vaal skills, will players be given the same ability to cast them? There aren't many ways to gain vaal souls in the map for players.

- Will Grandmaster names be able to have spaces in them? Is it possible to make it such that _ in Grandmaster names get automatically changed to spaces?


Players will gain Vaal Souls 1:1 for each Grandmaster killed. Character names will appear in the map as they were submitted.

"
Tao_Jones wrote:
Can Zana open this map as a quest?

No.

"
Trinity2012 wrote:
Strong boxes and rogue exiles can't pop up in the map, but can shrines?

No.

"
DoctorDanmaku wrote:
Will the Grandmaster's Cache(s) strongboxes at the end of the halls be guarded by more Grandmasters (i.e. 3 packs of monsters), or will they just open when you click them?

The Grandmaster's Cache won't spawn monsters.
Last edited by Bex_GGG on Jan 27, 2015, 11:21:53 PM
"
dlrr wrote:

Names as submitted, ie: the character in-game names? Guess no spaces then.


That's correct. Thank you for your support! :)
"
Frajmando wrote:

I wonder what vaal skill you are talking about.. Each door in the hallway will have FIFTY grandmasters, and it is multiple doors


The map is one instance as well. That means it's up to 150 Vaal Souls available and there will be more as we add halls.
"
Achilion wrote:
Spoiler


It's done and it's part of the original 150 if I recall correctly.

"
Achilion wrote:
edit :

so i just want to understand

Did our builds get nerfed ?

Nope, your grandmasters are exported as unmodified, unnerfed snapshots.

Statswise 100% of the original build is left at the end of the process. In terms of AI we've also tried to make them use skills as intelligently as possible, and as similar to how we think the build is supposed to be played as we can. In cases where grandmasters have needed to do things our existing AI conditions couldn't handle that's meant new AI conditions, not dumber grandmasters.

"
Achilion wrote:
"PvP damage scaling will be applied to both the players running the map and to the Grandmasters."


Did our builds get nerfed again via change to cast/attack speed ?

How much of the original builds was left in the process at the end ?

If you're not already familiar with how PvP damage scaling works, Nick wrote a really thorough development manifesto entry on it here.

Basically, it just means that when people fight your grandmaster, they're getting as close to the experience of fighting you as possible.
Gameplay & Level Design
Need help? Contact support@grindinggear.com
"
Time to finish my setup for the GM export =)

@Dan_GGG: if i get it MTX's and ready to export will it be release in the first version?


The first 150 are locked in, so unfortunately it won't be in the first release.

Thanks so much for your support though, and I hope to see what you've come up with soon!
Gameplay & Level Design
Need help? Contact support@grindinggear.com

Report Forum Post

Report Account:

Report Type

Additional Info