Recent Community Questions Answered!

As someone who plays this game and learns on his own, I appreciate the feedback easily available by the developers on this official forum.



I decided to try the new poison mechanics this league and am having fun, but have had to reference this post often. :)
You really have to ask yourself about the design of this game if it takes a whole page to explain only a smaller part of the content and interactions in the game.

I feel sorry for the new players.
„I don't give a fuck if it was his tenth anniversary with his goddamn neckbeard...“
„If they think I'm going to let them sweep this pizza guy thing under the rug...“
No mod action. Business as usual.
Wow this blows a lot of the wiki information out of the water. So many things are wrong there now.

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Bex_GGG wrote:
If I link Increased duration to a poison delivering spell/attack does that affect the poison's duration, and if so, are there any exceptions? (this appears to have been answered but i'd like it to be clear if it's only for things like viper strike or any skill that delivers poison)

Currently, it will work for any skill that can be affected by Increased Duration. We'll be reviewing how this works for other skills to see if we can let you use the Duration support on any skill that can apply poison, but that has a number of negative consequences we'll need to find solutions for first.

This is really odd, so tell me if I have this right.

Assume I'm using The Consuming Dark to convert Fire->Chaos and Poison enemies.
Also assume I have +50% skill effect duration from the passive tree.

If I cast Fire Storm, the Posion will last 3 seconds?
If I cast Fireball, the Posion will only last 2 seconds?


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Bex_GGG wrote:
In contrast, "projectile damage" doesn't refer to a strict category of damage, but anything that deals damage and results from a projectile hitting something (or some special cases that are explicitly flagged, like Rain of Arrows). "projectile damage" is shorthand for "projectile spell, attack, secondary or over time damage". It applies to all the categories, but has a restriction on the specific circumstances that caused the damage. Since it applies to all four, we use the shorthand.

By that logic, can we assume Trap, Mine, Minion, and Totem damage modifiers also affect the Poison DoT as well? Are there any other types that apply to both that I'm missing? So far I have: Chaos, Physical, Projectile, Trap, Mine, Minion, and Totem damage that "apply twice".
Last edited by Meridin#6350 on Dec 22, 2015, 4:00:43 AM
HI, i do have bad lag since patch came out, is this related to a bug? cos my internet connection is ok. ty
i want to subscribe
You guys kinda botched the contagion item rarity question. We need to know if essence drain is spread to a new enemy by contagion which dot is time-stamped first.
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Odoakar wrote:
You really have to ask yourself about the design of this game if it takes a whole page to explain only a smaller part of the content and interactions in the game.

I feel sorry for the new players.


I don't think new players care to know everything about this one little mechanic fro the beginning.
"Teamwork is OP"
-The one and only one Dark_Reaper115 at your service.
Thanks for clarification GGG but the more I read about Poison and Chaos the more



Mad
I AM MAD
ZAP!ZAP!ZAP! ME SOOO WIZZARD!
So, Contagion damage is not increased by area damage, even tho it has an AoE tag?

All this Q&A shows a clear "difficulty through obscurity" design, where it's not enough to read the in-game descriptions, but the player must know a plethora of counter-intuitive exceptions an under the hood quirks, that only a handful of developers truly understand -_-
When night falls
She cloaks the world
In impenetrable darkness
"
Therier wrote:
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Sylverstarr wrote:
Not quite related to poison or talisman but can we get a gifting function for MTX? I wanted to gift my bro some winter boxes for christmas, but the only way to do so now is to log onto his account and buy them there. (That´ doesn´t really work for surprises....)


This! t would be fun to be able to buy something little for your PoE friends since xmas is coming.


GGG has made it clear in the past that they'll never do this. The reason is simple - it opens the game up to exploitation. People can charge others for "gifted" MTX. They can use said MTX to gain either real world money (the cost for others of buying the MTX 'fresh' imposes a cap on this and so prevents profiting per se, but it does allow you to offset the money you've paid to buy it) or, worse, in-game wealth (which will dramatically affect the economy - it basically means you'll be able to buy in-game wealth with real world money, which is something NO ONE in this game wants to see).

And there's no real way for them to prevent it. Sure, they could prevent stuff from being exchanged in the trade window when MTX's are 'gifted', but you could just get around that by 'gifting' them some currency/items back right after/before the MTX trade. Or dropping it on the ground. And when it comes to real world money, there's nothing they can do to prevent transactions since they'll happen outside of the game and/or website. It just creates a whole slew of issues, which is why they (and not just them, but many other games too) don't do it. The only games that allow such a thing are ones that have explicitly stated that they're open to players buying in-game stuff with real world money. And PoE is not among that group.
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morbo wrote:
So, Contagion damage is not increased by area damage, even tho it has an AoE tag?

All this Q&A shows a clear "difficulty through obscurity" design, where it's not enough to read the in-game descriptions, but the player must know a plethora of counter-intuitive exceptions an under the hood quirks, that only a handful of developers truly understand -_-


Ball Lightning is not increased by AoE damage either, even though it has an AoE tag - in this case, for the purposes of calculating the area covered by the balls' zaps.

It's actually quite simple - is the skill hitting all the mobs in the area for the same damage once or is it hitting each of those mobs with their own damage amounts, possibly applied at different times and/or possibly from multiple hits? In the former case, it's AoE damage and will get affected by AoE damage. In the latter, it won't. Which actually makes perfect sense.

Anyway, I think the reason why so many people are upset about the way Contagion damage works is because they're desperately trying to make pure Contagion builds work. Well, sorry to break it to you, but it won't. It's not MEANT to. People tried this before when Desecrate was released and were similarly disappointed. These skills aren't meant to be good on their own. That's been made clear right from the outset by the nature of their design.

Desecrates' main purpose is to produce corpses for various uses. The damage is not the point.

Contagions' main purpose is to spread Essence Drain. That's WHY the skills are linked together and why one of them so far outpaces the other in damage.

I rather think GGG should just remove the damage entirely from both of these skills, but for some reason, they haven't. But anyway, just accept it - they are not meant to be end-game viable skills on their own. These are and are meant to be support skills.

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