Monster Density in Maps

This is really cool! Thank you :)
So Volcano and Abyss will actually have mobs now ? Super !
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Last edited by 1Tokimeki2003 on Nov 13, 2017, 7:26:34 PM
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we are now trying to normalise the total experience per hour of running that map. In order to do this, we have improved our designer tools significantly so that they have more control over the player experience in maps of different sizes. We have rebalanced every map in Path of Exile and performed extensive experience-per-hour testing.


How? You make it sound as if this is possible through the instance generation alone. The problem lies in the massive gulf in player kill speed and movement speed. Most of the bad changes in 3.0.0 (like Strand) were a result of nerfs targeted at extreme movement speed builds that can kill entire screens as they move. Those builds benefit disproportionately from linear maps because they spend practically no time actually DPSing monsters. Those were the ones getting outlier XP/hr.

I also hope the dev team has done something about how maps drop, because the current system means that PoE will be perpetually condemned to a tiny number of maps being viewed as "viable." Even with the most precise normalization of maps, some will come out a tiny amount ahead, and players can currently elect to exclusively drop a single map as long as it's "Shaped." Every system that AoW introduced needs a dramatic redesign.
Is there any chance of getting non-map endgame leveling avenues?
ZiggyD is the Labyrinth of streamers, some like it, some dont, but GGG will make sure to push it down ur throat to make you like it
So there is no point of farming 1 map over and over for bigger efficiancy!?
In order to get rid of clearspeed meta cap global movement speed at 100% but make all skills instant so everything feels great.
My tanky builds finally get rewarded for running retarded maps?

I already love 3.1. :)
Perception is reality.
But we will still all just run Vault and SSF all day anyway.
I don't deserve you Bex.
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VladeZmaj wrote:
A good idea would be to make the maps with bad layouts have good rewarding div cards or some kind of uniques binded to them. So that would make the pain of running them lesser and would make them more popular in the community for instance the Doctor drop makes Spider Forest the most played map and its layout isn't one of the prime maps that would be run if it weren't for the card.



yeah thats true.


spider forest also highlights another problem I think and that is while there are a load of unique items in this game that are so good people will use them in fairly expensive endgame builds, the drop rates are so ridiculously high that after a week they all cost about 1 chaos, if youre lucky it costs 4 chaos... ok running breach on 1 map is 6 chaos, if u hit a gg unique drop that is an endgame bis unique for an expensive build and u cant even sell it for the price of running 1 zana mod that will last 5 minutes thats pretty fucked.

Weve gone from having dozens upon dozens of uniques worth anywhere from 20 chaos (rainboestrides) to 4 exalts (rats nest) to 40 exalts (mjolner) to 80 exalts (shavs) now to what? Headhunter, its basically the only thing worth actually playing for in a trade game. So people run spider forst because its one of the only maps that has a loot system worthy of a trade arpg thanks to ggg fucking up the drop rates of uniques so much, the incentive of finding loot in this loot game actually exists still as long as you chain that map.

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