0.1.0f Hotfix 1
0.1.0e Hotfix 4
- Portals are now 4 for white waystones, 3 for yellow waystones, 2 for red waystones. - Added new currencies to improve crafting experience. - There is now an auction house, you do need to have Premium stash to list item but there is no need to interact with the player directly to buy or sell items. - Currencies drop are increased by 300%. - Magic find is now removed from the game, drop is improved along the difficulty of the waystone. - We added scarabs, it's now possible to focus endgames mechanics you do like to farm. - Altar zone is now 30% bigger. - Improved map generation, map is now 30% smaller and dead ends are now heavily reduced. - Fixed various bugs in the game - Loading times are now gone. - Act 1 and 2 are easier, however crual acts are now slightly more difficult. - Failing a map doesn't remove the map bonus, you will just have to pay another waystone to retry. - Each maps have a boss at the end, it was a bug and we fixed it. - Move speed is now implicit on boots, 35% MS is now really rare. - The default move speed is now increased by 25%. - Mac client is now available. - Labyrinth has been adjusted, there is now a third option similar to POE1. - Vendors can now be rerolled with an Orb of Reroll, rarity is similar to Exalted Orb. - Improved performances, reduced CPU/GPU usage. - Tujen now allow to buy currencies and haggle for them. - Added Kingsmarch, a little city where you can mine, send shipments. (feel free to add your wishes to the patch note) Last bumped on Dec 27, 2024, 2:34:00 PM
|
![]() |
0% chance that currency buff would be good for the game.
Im sure there will be scarabs once they get base game balance where they want it as there are 4 slots in the map node thing. acts 1-3 are fine the way they are. Cruel is just easy because its just a multiplier tune and its not staying in the game so who cares. auction house already exists for most things. interacting with other players is a good thing. If i had a request, i would request another warcry that cuts attack time in half for exerted attacks. Or some sort of titan attack time improvements. Like quality on sunder reducing attack time by .1s per 5% quality. Last edited by Lonnie455Rich#2087 on Dec 27, 2024, 1:19:09 PM
|
![]() |
" I strongly believe that the current crafting state is really bad. But I hope they will improve it. |
![]() |
" That's subjective. I prefer playing ARPGs solo. |
![]() |
As someone who used to make a lot of my early currency crafting, i dont even do it. Its a waste of time. Just trade.
That being said i have been playing a lot on controller lately so i hate interacting with the ui on controller. There could be bias. I did start out playing ssf on a titan though and it was atrocious trying to get the gear setup to cap res. The crafting is terrible. I think its here to stay though. Its pretty reminiscent of the stupid way diablo 2 crafting was. You make the item from a white item then if it doesnt hit, its trash. Better off just iding items off the ground and exalting them if they have a few good mods. Last edited by Lonnie455Rich#2087 on Dec 27, 2024, 1:24:25 PM
|
![]() |
" Then you will play ssf and the entire point is moot anyways |
![]() |
Well written list of fix suggestion.
The only thing from that list I don't exactly "need" is the base movement speed increase by 25%. I think shrinking the map size and reducing dead ends would already solve alot of problems. The slower pace can lead to a completely different gameplay compared to PoE1 and I would favour that. PoE1 was all about speed. Movement speed, fast travel skills and high clear speed. That was the safest strategy to clear endgame. Right now, we have the same in PoE2, which I guess is not intended, but ofc happens in a game with so much build variaty/diversity. Keeping the pace slower and balancing the game around this make fights more meaningful. It requires a more focused playstyle. Like, even if some hate the comparison, but I still make it in this case, Souls-Games. Usually, you encounter 1-3 enemies, but they are dangerous. You need to read the attacks, movements and then attack at the right time. Not doing so often leads to death or waste of ressources (flasks). My guess is, that GGG tries to make all encounters, not just bosses, more meaningful. And too much movement speed would counter-act that vision. But I agree with the rest. Some points I dont find SO important, but I wouldnt mind having them in the game. " I would like to play SSF. But right now, that's really hard and doesn't feel rewarding, because you rarely have the loot needed to progress in the game. I would also like to craft, but except for some exalted orbs, I don't find anything useful at all. And the probability to craft something good out of 10-20 ex isn't really high, since it's completely RNG. First of all, the ex need to roll the mods you need. And not just one mod, but 3 (and before that, a good base, and good augmentation orb + regal orb roll). And even if you get the mods you want, they will very likely be low-tier and not useful for endgame. And that's where you usually would use divine orbs. But as many players experience here, even clearing T15 content rarely leads to any divines. So divine orbs are, like in PoE1, more of a currency item then an actual item for crafting. Only some players who spent hundreds of hours and play meta builds may be able to actually afford so many divines and use them for crafting. And since this is an PvE ARPG with no guild/clan/party content, I guess it's meant to be played solo. And that means the game should provide you with the ressources needed, to play it solo. At least that's my opinion. " Hm, the current system isn't an auction house. Even if you find a good item, you still need to be lucky. Most of the time, players dont answer (maybe doing long/difficult content, AFK etc.) or they adjust the price because to many people have asked to buy the item. An auction house is supposed to offer you an item and if you pay the price, it's yours. Yes, that means there is no interaction between the players. BUT, like I said above, PoE1 and 2 are designed to be played solo. There is no content that can only be played as a clan/guild/party. So encouraging player interaction through trade makes no real sense here, since this is not an MMORPG. And for some, the whole trading part is very annoying. Some just don't want to visit a website, typing in the filters, looking for the best offer and then message the person, just to get no response at all. And for those people, a better crafting system + higher drops would be better. Last edited by AceNightfire#0980 on Dec 27, 2024, 1:40:45 PM
|
![]() |
" Alva has currency exchange. It is an auction house for the currencies. If they increased currency drop rates all trade markets would be overran by people who play 1 button zoomy builds (which they already are atm) but it would be a lot worse in that case. Especially when someone finds 5 mirrors in 1 day they will remove all of the buffs, then everyone that doesnt have a job would have gotten rich while everyone else was at work. Then it was nerfed before you got home and basic items would go from 5 exalts to 5 divines. |
![]() |
" I know, but have you actually seen the rates? One divine costs 90 exalted orbs... Show me an SSF player who can easily afford that. And that's just one divine then. This is by no means practical to use. " They don't have to buff all orb rates, just the essential ones to be able to craft your own gear. And that is: Regal, Exalted, Divine and maybe Chaos orb. If you would get these constantly, people would craft the stuff themselves instead of using the orbs to buy stuff directly. The real question is: Should a game that is designed around solo-play be balanced for trade or balanced for crafting? I say the latter. And even if the item costs 5 divines instead of 5 ex, who cares? If the drops are good, then 5 divines is equal to 5 ex (Inflation). But the difference is, that people now have enough orbs to actually craft their own gear. And if less people buy stuff from market, since the damand is reduced because more people craft their own stuff, then prices will go down anyway. It's a typical supply and demand question. Give players enough ressources to do the stuff themselves and people who sell this stuff have to adjust their prices to be able to sell the stuff. Last edited by AceNightfire#0980 on Dec 27, 2024, 1:50:01 PM
|
![]() |
" Diablo 1 style. Hell ya. If they could manage to keep chests, secrets and similar worth while to look around for. It would be perfect. GGG is so obsessed with bosses they forget ARPGs are also about dynamic adventures. "Never trust floating women." -Officer Kirac
|
![]() |