What We're Working On
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For fake sake why some maps load with like old /nopreload...
In order to get rid of clearspeed meta cap global movement speed at 100% but make all skills instant so everything feels great.
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Void Sphere Feedback
Thank you for offering a chance for the community to give some feedback. I think it is part of why so many of us keep coming back to you league after league. I’d like to take the chance to talk about Void Sphere. The black hole archetype of skill is one that draws in many players. They find the very concept of it alluring - inescapable even. And who can blame them? These skills are often objectively very attractive; it is very hard to move away from these skills after trying them. But I digress, all this being said, it kind of sucks that a skill as amazing as Void Sphere has gone almost completely dark, and it has done this for two key reasons: the cooldown and the 1 sphere limit. While, in my opinion, the former is more warping to the function of the skill than the latter, it is the combination of these two that is crushing (last one, I promise) the life from this beautiful skill. First, the cooldown. A 10 second cooldown is one of the longest, if not the longest, cooldowns for any non-Vaal skill in the game (and even then Vaal skills do not technically have cooldowns for the most part). It is longer than Warcries which have significant access to cooldown recovery speed, it is longer than guard skills even after considering the cooldown does not begin until after the skill effect has ended. In a game like Path of Exile, 10 seconds is a very, very long time. The way PoE is designed at the moment is antithetical to the whole idea of cooldowns longer than a couple of seconds; in a game where you are rewarded more the more content you can clear in a given amount of time, cooldowns become exponentially more punishing the longer that cooldown lasts. A 5 second cooldown, for example, feels a whole lot worse than a 3 second cooldown in PoE, despite the difference of only 2 seconds. In the matter of 10 seconds, however, most people will have killed a pack, moved on to the next pack, killed that pack, and be well on their way to a third or fourth pack all while they wait for Void Sphere to recover from being used on that first pack. The second restriction to this skill, the 1-sphere limit, just seems to be piling on. Ignoring the fact one would have to invest in both skill duration and cooldown recovery speed for there to be more than a superficial interaction between having two Void Spheres active at a time, there is little to no reason to have a 10 second cooldown and a 1-sphere limit on any skill. Either one of these is enough to prevent what I think you are trying to do, while having both confines the skill in a way that prevents it being used in a meaningful way in Path of Exile. The cooldown prevents it from being used as either a main skill or a support skill, both for the same reason - it cannot be used reliably when needed. The 1-sphere limit limits any niche builds which might emerge if a player were to work around the cooldown. This puts Void Sphere in a place where no skill wants to be: uncompetitive in any niche. It is not competitive with any clear skill, as it cannot be used on command. It is not competitive as a support skill doing such jobs as slowing, curse on hit, elemental equilibrium, elemental overload as the cooldown is often longer than the effects themselves. It is inefficient (and ineffective) at corpse destruction compared to the myriad other tools available. The damage is too low to be a “DPS steroid”. The solution? People have suggested this and that, from shortening or removing the cooldown, to consuming power charges to bypass the cooldown (my favorite option as it synergises well with the ascendency most thematically connected to the skill - Occultist), to allowing more than one sphere, to giving the ability innate cooldown reduction as it levels and/or baseline charges. However, clearly something needs to change with this skill. Otherwise, it will just leave people mystified as to the nature of its very existence. | |
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Thanks for all the amazing work GGG !
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quicker than usual moving league out of beta, good job actually
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Crackling Lance feedback:
Mana Sustain, to archmage or not to archmage... The real problem for me is the mana cost of self-casting. At around 100 mana per cast, it requires me to invest heavily on mana nodes. This naturally leads people into archmage but archmage without unleash, spell echo and/or duration (i.e. brands) only makes it worse by increasing the mana cost for single self-casting CL. None of these come naturally due to CL's built-in intensify. So you're having to make a choice. either use archmage and gimp on the intensify mechanic by using unleash or echo or invest heavily in mana regen/recovery just to make the single self-cast work. Enduring mana flask becomes a requirement which feels and functions like patchwork. AoE only by tag It's an AOE skill that isn't AOE. By that I mean it doesn't seem to scale the area at all. And It feels similar to old Tectonic Slam where fissures branching out wasn't tight enough where mobs wouldn't get hit in between. Or old Perforate where the spikes are too far apart. CL almost never clears the area clean. I always see one or two mobs left and even the ones that get hit seems to have a wide range or damage in a single cast. Inpulsa helps but even then it feels mediocre compared to other skills for clear. 4 stack intensify is awful CL with 4 intensity is so narrow that you almost always need to name lock the mob to hit it. Blight maps with a slight arc in the line? don't expect to clear that line with one click. It's always a guessing game. Red snake beast that moves fast gets really annoying fast. Another problem I have isn't unique to CL but is amplified in this skill: it misses mobs too close to the character. Angled-area AOE Skills like ground slam, Tectonic slam, and CL often have dangerous situations where the mobs are too fast or in tight areas where mobs are just too close to the character that it misses them even though i'm aiming in towards it. GS can relieve that to a degree with its threshold jewel, and TS with multistrike auto targets them but CL is so narrow and has no option but to kite back. Damage problem Damage just isn't there. I was under the impression that intensify support gem stats will multiply with the built-in intensify in CL. That's a whopping 120% more multi with another 48% more damage which means at 4 stacks i should be dealing more than 3 times the amount which doesn't seem to translate on the field. The amount of increase I see from having the intensify gem is much more noticeable than if i were going from 1 stack to 4 without the support gem. i suspect the CL's intensify isn't working as it should but that's just a speculation based on just me looking at mob hp. With all the problems stated above combined, CL is a skill that looks and feels awesome but is awkward to build around and is awful to control/aim with less or mediocre damage when compared to other skills. Last edited by truefaceofgod#3389 on Sep 23, 2020, 5:42:25 AM
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Honest, detailed feedback, as always.
Thank you GGG, can't wait for the fixes. |
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" I'm using void sphere in CWDT setup with curse on hit temporal chain and it's one of the best defensive mechanics in the game so far. Due to being CWDT, it focuses on the most dangerous mobs and completely removes them from the equation for time being. Abyss or Harbingers turned from a chore into a sweet loot pinata and delve is less hectic. The only thing it's missing is corpse removal. Last edited by Sixtysan#6617 on Sep 23, 2020, 6:15:33 AM
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I was playing with splitting steel (or still am) with the jewel for faster call to arms
- i feel like the jewel could be buffed to make it instant, that small 0.25sec still feels like stuttering and sometimes stops if you dodge a few ms later, just makes it cpunky to play Splitting steel just seems like a poe2 skill as it's pretty terrible for bosses and you would need a 2nd 6link for that. For map clear it feels great, although i wish there was a better visual indicator if you run out of shards. Similar to exerts |
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ggg always best game devs - truly appreciate the openness and the willing to change. (however, explode on death is getting pretty old)
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Splitting Steel
1. It is unexcusable to release skill in state Splitting Steel got released in. It is simply rude and leaves REALLY bad taste impacting future players' actions that out of the way: 2. good job on making 3 skills somewhat different. Both slow and fast attack playstyles can utilize them, Impaller keystone might have a use now for slow attacks (altho it is still one of the worst designed keystones with ONE use and one use only) 3. scaling options for 'melee ranged' attacks is very limited. For a phys, crit 2h sword setup I use to check it out i had to resort to Slower Projectiles.. and anyone knows that this is a lousy %more multiplier usually not used in main setup and finally settle on Energy Leech (that support is DUMB on so many levels) because nothing else works! it seems that elemental scaling (on an impale-themed skill!) is better simply due to abundance of good elemental multipliers (EDWA, Inspiration, penetration) 4. scaling is.. as always cryptic and contradics itself. Till this day i have no idea if Conc Effect actually works with this skill or not. no target dummy to test it out === guesswork 5. mana cost seems to be quite high for an attack build (18 with -17 from 2 rings) 6. visuals are bland and distorted. It seems that only few skill types 'deserve' to look good (good != flashy!), sound is also pretty meh 7. the biggest problem, the main reason i type it all: Call of Steel like holly fu.. what is that? I understand you want people to stop calling POE playstyle 'one click/one skill' but at least make it interesting - Frostbolt+Ice Nova is interesting (albeit so strong that playing either without the other is just noob mistake), Warcries.. is forced-interesting but still legit because player can perform the rotation wrong. with Call of Steel.. player input is ZERO. it doesnt matter where you activate it, you cannot go wrong activating it every pack (esp with a jewel that makes it 'almost-instant). Secondary skill that is mandatory and brain-dead at the same time has no place in this game or any game. Oh, it clears well (it clears amazingly well tbh) and the idea of ammo is at least interesting but currently the 'two click' playstyle is artificial. there is no decision-making at all.. it taints the skill long-term (because in a month noone will remember the terrible launch version) 8. i still cannot trust if the skill works the way it advertises.. the performance with legacy Starforge is rather unimpressive. maybe that Conc Effect doesnt work after all? Have no idea, no way of verifying (i have Vuln + Ass Mark on bosses) Final verdict: it kills stuff, is very enjoyable but.. what stops me from using 1-linked Steel Skill in any physical build just to abuse the 'impale explosion'? There is nothing stopping me from using it that way and that is pretty dumb Last edited by sidtherat#1310 on Sep 23, 2020, 5:59:47 AM
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