This is what I suspect. With Poe2 there is going to be a change to mapping. At least that's my conspiracy theory, and the end game is going to be different.They may not roll in the new bosses into maps in 4.0 straight away. They didn't do that with 3.0 when we had all those new bosses, we had to wait for the end game War of the Atlas revamp. So maybe for 4.1 when they have another end game overhaul.
Yea. I can't remember if it was Neon or Jonathan who said it, but one idea they played around with was a 3d skill tree. Wonder what other kind of stuff they have done, but eventually shot down.GGG thinks of shit like years in advance. They probably have ideas for PoE 3 already.
Not sure about this. One of the things they are working on is keeping complexity, but making it easier for new players. Don't think that would be new player friendly. Really interested in what they come up with though.They are going to redo the skill tree for PoE 2 as well though it wasn't ready for Exilecon.
I wonder if there is just a straight up 2nd skill tree like they have for Ascendancies. As in there is Skill Tree 1 from PoE 1 and a skill tree 2 for PoE 2 based on which character you pick. That would be pretty ballsy as well.
you may not see the big bosses but i'd say the lower bosses are likelyThey may not roll in the new bosses into maps in 4.0 straight away. They didn't do that with 3.0 when we had all those new bosses, we had to wait for the end game War of the Atlas revamp. So maybe for 4.1 when they have another end game overhaul.
The Atlas of Worlds will be undergoing a number of changes in the Conquerors of the Atlas expansion. Today, we're going to detail several new systems and clarify what will happen to any existing systems affected by these changes.
The first thing that you'll notice when opening your Atlas that you no longer start at the corners, where the Tier 1 maps were previously. Instead, you'll now be starting next to the map device in the centre of the Atlas. The Zana questline in which you pursue the Shaper and Elder throughout the Atlas has been replaced with a brand new story immediately following those events.
The Atlas has been divided up into eight regions. As you play through each region, completing maps as you go, you'll have the opportunity to fight new endgame bosses, who take up a Citadel on a specific map within a region. Upon defeating these bosses, they will drop a Watchstone. Watchstones can be socketed into your Atlas in any region of your choosing. Upon socketing a Watchstone, the associated region will be upgraded, increasing the tier of all Maps within that region and revealing previously hidden maps. Defeat each of the Conquerors and you'll be able to fully upgrade any given region, resulting in every map in that region ranging from tier 14 to tier 16. Repeatedly defeating conquerors will drop additional Watchstones, eventually allowing you to upgrade all eight regions. One neat result of this is that this means that all Unique maps will be able to drop at much higher tiers than previously possible.
Sextants are no longer applied to individual maps on your Atlas. Instead, sextants are applied to Watchstones and will affect whichever region that Watchstone is currently socketed into. This means that each region can be affected by up to four sextants at any one time. You will also have the ability to move Watchstones between regions freely. Additionally, sextant modifiers are no longer shared between one another. Instead, Apprentice, Journeyman and Master Cartographer's Sextants each have their own pool of modifiers that they can apply to maps. Naturally, the rarer the sextant, the higher quality of modifiers it can apply.
Shaper and Elder influence are no longer found on your Atlas. Shaper and Elder items will still be accessible through their usual means such as some league rewards, divination cards and drops from the Shaper and Elder encounters and Guardians. You will occasionally be able to obtain maps that have Shaper and Elder influence through the use of Scarabs, as well as maps that have a modifier which applies influence to the area. Shaper's Strongholds will also cease to exist. Shaper's Orbs and Elder's Orb will no longer be obtainable and existing orbs will be destroyed. Unshaping Orbs and Cartographer's Seals will no longer be usable.
Shaper Guardian Maps are no longer found on the Atlas. Instead, you will be able to find them through Zana missions. They will continue to drop their unique items and fragments. Combining each of the Shaper Fragments will continue to open portals to The Shaper's Realm. If you're interested in obtaining the Celestial Hideout, you'll want to do so before these changes, as access to the Shaper encounter is likely to be more difficult and expensive than it is currently.
Elder Guardians and The Elder will occasionally replace the Map boss of various Zana mission maps. Both Shaper and Elder will have a chance to drop fragments. Combining these fragments will open portals to the Uber Elder encounter.
Quite a few changes coming to how the Atlas will work with Conquerors.
Key takeaways:
- Shaper and Elder influence no longer found on the Atlas itself but can still obtain items in other ways
- Shaper Guardians no longer on Atlas; found from Zana missions
- Elder and Shaper Orbs will no longer be a thing and go poof, same with Unshaping Orbs and Cartographer's Seals
- Sextants now applied to Watchstones, not maps themselves and affect the entire region
- Possible to have a region completely upgraded to t14-t16
- We'll now start in the center and the Atlas will have 4 regions
- Get that Celestial hideout now as they say it'll probably be more difficult and expensive to run Shaper compared to today
Good catch, thx!
Same. I guess I'm gonna focus on that for now as I'm pretty much back in Standard now and just grinding burials.Well let's hope I find someone willing to share that Celestial hideout for a reasonable price until league ends xD prices are likely to explode ....
Yeah I expect a solid Champion build to come out of these Ballistas.Soooo Ballista totems are considered as Attacks... Impale Shrapnel Ballista Ancestral Bond Champion incoming.
And you cant exploit the Champion's Impale effects since Ancestral Bond nullifies your damage... I was thinking in using Bladestorm to proc Impales especially for bosses. Then you just kite the enemies and let the Ballistas to do the job while refreshing the Bladestorms.Yeah I expect a solid Champion build to come out of these Ballistas.
Though we aren't getting a Ballista focused Ascendsncy yet so I don't expect Ballistas to be absurd.
I also wouldn't go Ancestral Bond with Ballistas (assuming it even works with Ballistas). Due to routing and most of the Ballista nodes will be near Ranger tree but mostly because you get 3 Ballistas by default and in that side of skill tree you can get more sources of Ballista anyway.
I think on Champion you would use Bow and use the new Ensnare skill to debuff enemies for higher damage. Since it's probably going to be a physical attack, it can be used to get some Impale procs as well.And you cant exploit the Champion's Impale effects since Ancestral Bond nullifies your damage... I was thinking in using Bladestorm to proc Impales especially for bosses. Then you just kite the enemies and let the Ballistas to do the job while refreshing the Bladestorms.
I think they said monster life rebalance would be coming in 4.0 not in 3.9. I could be wrong on that though they did say the new bosses will be tougher.IMO, any "plus" gems that just increase numbers is a slippery slope for bad design philosophy. I think they should be actively changing the nature of the skills themselves, otherwise you start dipping into D3 "double it" territory.
That said, we'll see how the atlas looks. I'm assuming monster life/damage will compensate anyways.
Going to be addressed in 3.9 as well.I think they said monster life rebalance would be coming in 4.0 not in 3.9. I could be wrong on that though they did say the new bosses will be tougher.
Yeah it picks randomly.Anyone know how splitting an item works exactly? I can only find information talking about what it won't split (being used to do things like duplicate six linked items and so forth), but does it just pick half of the modifiers randomly?
They mentioned something that stuck out to me during ExileCon. During one of the Q&A's Chris (I think) mentioned a specific Marvel Heroes patch that slowed the game down tremendously. Basically any "dash" powers were given charges similar to Flame Dash in POE and any "flight/swing/gap clear" style powers were given a wind-up animation. Before this patch you could reliably avoid nearly every attack if you were on the ball enough and weren't stuck in an existing animation. You could zip from one end of a zone to the other in seconds and in fact a couple achievements basically required it. After the patch you'd blow through your charges and slowly walk while waiting for recharges, or get killed because your flight was still charging. It went from an incredibly satisfying and responsive ARPG with some MMO elements, to just another ARPG. It was slower, the gear hunt wasn't interesting, and once you leveled a hero you were kind of done.This is not an easy issue to fix though. A lot of people loving going turbo mode and annihilating maps.
Yeah, that can work. They seem to be doing the whole "more HP monsters" thing gradually. I think 3.7 had blue and yellow mobs have more hp/damage and reward more XP. I get why people hated the multistrike change, I'm on the other end of that personally but I get it. Being able to cancel out of it fixed my only problem with it, so slowing it down didn't really bother me.There is a way to make the game slower without making the player slower. Anytime they increased monster HP hardly anyone complained because it doesn't make the player move slower or attack slower.
That said a lot of people hated the Multistrike change even though it does more damage now, it feels worse because it's slower.
Honestly the "traps" version of the Izaro fight is a good example of this. It's just DPS is in such a state that he basically dies immediately so you can't really "explore the space". Getting your hits in while running around blades/darts/fire/Izaro's attacks is super engaging and if you're at the recommended spec for it really challenging. If he had more HP to survive more than the initial alpha strike I think the fight would rank high up on the tough-but-fair index.I wonder if game could be "slowed down" without actually slowing things down by introducing mechanics that require player to pay attention (for whatever reason). After certain character speed / killing speed the mechanic would become too much for the players attention span, acting like a natural limiter. Player would feel limited by his/hers own abilities, rather than by an arbitrary number that was increased by devs.
I'm not sure what this mechanic could be though.
Chris Wilson likes that though so I doubt that would change.They don't just need to slow down players, they need to make incoming damage more consistent and not a one shot fest.
That sounds like a great solution. Ramp up general damage so you're consistently in more danger and tune down the spikes a bit to force players to build more to the content and give some warning when they've entered content they aren't ready for.Chris Wilson likes that though so I doubt that would change.
They should change how it scales though. As in there is no build up from "I am face tanking everything in the game" to "random one shot from mob." I know why it happens, it's because of various map modifiers, monster auras and other factors that can all pile up and create a situation that results in very high damage suddenly that is impossible to account for. This should change but I don't know how to make this change without making the game even more of a joke.
This is something Diablo 3 does better. When you go up in Greater Rifts there is a clear progression in how tanky enemies are and how much damage you receive from them. In POE, even in tier 16 maps you are still one shooting mobs same as tier 1 but you can get one shot in tier 10 as easily as in a tier 16.
I think the two fixes they can make is on extremes. Unbuffed regular monster damage should be higher in average so you can get a better sense of your character's defense against enemies and then spike from added mods should be lower. So say it takes 5 monster hits now to kill you. With bluffs and crits that number goes to 3. Currently the system is such that it would take 8 hits from a monster to kill you normally but if they are buffed up they can one shot you. Exaggerated math and circumstances but it illustrates the point.