Gaming Truth
Member
Use that desecrate!
I'm not a summoner. I'm a Flame Totem witch that uses zombies to distract. I've left a pretty +2 minion helm in the Warbands guild stash
Use that desecrate!
RIP my RF Marauder. Third time I die to a strongbox. Guess I'm not reaching lvl 90 this league. I really liked this build, too. Tanky, great damage (unless it's a curse immune rare), fairly easy to play and even gear for. Only one mandatory, but cheap unique.
Oh well, at least I got to 75 maps... Time to take a break until the 1-month.
The latter. Tempest and Warbands will keep going for an as yet unspecified time.Will Tempest and Warbands end next week and we'll be getting new Leagues or is that only races?
An important part of our development process is the review we do after the release of an expansion. Taking community feedback into account, the success of various features and improvements is discussed. This often results in relatively large changes being made (or undone!)
In 2.0.3, some changes to drop rates have been made:
Four unique items have been made more common based on their role as twinking items. These items are Storm Cloud, Wake of Destruction, Brightbeak and Goldrim. The latter two have had the rarity changes made in The Awakening reverted. While these are powerful twinking items, we feel it's a lot more fun when people have easier access to them.
Many Divination Cards have been made more common. While they're still not a trivial shortcut to wealth acquisition, we now have the data we need to raise their drop rates in a safe way. They should be a lot more farmable now.
All rare and super-rare Unique items now drop four times as often as they previously did. Yes, this means that four times as many Mjölners or Shavronne's Wrappings will now drop.
Many of these items are important components of powerful end-game builds. While we like the fact that those builds take massive effort to complete, it was probably too much. Increasing the drop rates in this way means that more players will get to play builds that were previously gated behind trade wealth.
Uniques from old leagues (currently only available through Zana) are the exception to the above change and have not had their drop rates modified. They're meant to be next-to-impossible to get.
We expect to deploy 2.0.3 on Thursday, NZ time. The combination of these changes should contribute to a more rewarding play experience.
They've come to their sense as far as droprates go:
https://www.pathofexile.com/forum/view-thread/1414202/page/1/#p11591925
If anyone here is playing from South America, the Brazil server went up today. It's not gonna be in the menu until the Brazilian client is released, so you'll have to manually type Brazil in the gateway box to connect to it.
I went down from 240 to 65 ping. It's an entirely different game.
https://www.pathofexile.com/forum/view-thread/1429674
We've been working on a 2.0.4 patch for deployment late next week, before the One-month events start on the weekend.
This patch includes several changes related to the mapping end-game. We're keen to test them out in the one-month leagues and will gather data and feedback from players.
Map Drops
We've finished analysing map drops and usage from the Warbands and Tempest challenge leagues. Our conclusion was that map drops were slightly lower than we were happy with. We also noticed that many of the higher maps were being run through Zana rather than through actual dropped maps.
The 2.0.4 patch increases the rate of map drops to help with these two issues.
Map Difficulty
We have been examining the difficulty of maps, particularly regarding spikes of physical damage and the damage dealt by Act Four monsters. While we are relatively happy with the difficulty of the highest maps, the early maps suffer from spikes of damage that are too high. The damage dealt in the lowest two-thirds of maps is being reduced slightly. In addition, the damage dealt by Act Four monsters is being reviewed and problematic cases are being fixed in 2.0.4.
Map Symbol Colours
Previously, most maps had a yellow symbol. We've changed this colour to indicate whether maps are low-, medium- or high-tier. These groups specifically line up with the set of mods available to be rolled on the maps. For example, if the map has a red symbol, then the top mods are available. This also makes it easier to spot the relative tiers of maps in your stash.
mapcolours
Map Levels are now Tiers
There are 15 tiers of maps, from level 68 to 82 inclusive. We've struggled for ages with the confusion caused by this. Players expect to play maps of their level (which can be way too hard for them), or make arguments about that they're level 95+ and can't find a level 80 map. Players with backgrounds in contemporary MMORPGs expect to play content equivalent to their level.
In order to resolve this confusion, maps now display a tier rather than a level. The level can easily be calculated. Tier 1 is level 68 (or level 66 if it's an old map graphic).
As a side note, this makes it hard to distinguish between old (pre-Awakening) unique maps and their post-Awakening counterparts. It may be best to put them in different places in your stash.
maptier
Experience in Top Maps
Due to the increased levels of content in The Awakening and the ever-improving skill of our best players, people are reaching level 100 too quickly. Watching the intense challenge as players complete to reach this amazing accomplishment would be more fun for the community if it lasted longer. We want to make this change without affecting the regular levelling process.
There's an additional problem where the difference in experience between the highest tiers of maps is too large. The higher maps definitely need to grant more experience, but when an 82 map grants 35% more experience than a level 81 map, which grants 35% more experience than a level 80 map (and so on), then players really feel the pain of not sustaining the top maps. We wanted to reduce the difference between these upper tiers to more like 15%.
We have made some changes to the calculation of experience in level 77-82 maps. They now have effective experience levels (for the experience penalty calculation only) of 76.9, 77.7, 78.4, 79, 79.5 and 79.9 respectively. This achieves both of the above goals, while leaving all other players unaffected. It takes approximately twice as long to reach 100 from 99 as it did previously, and the difference in experience between the top-tier maps is around 15% per tier, rather than 35%. It's far less important to be running a level 82 map for experience than it was before.
Ground Effects in Maps
There's a lot of work still to do on ground effects. However, in 2.0.4, some changes have been made to how they spawn in maps. These changes have the following consequences:
Ground effects due to map mods now use significantly less server resources. This prevents problems occurring during times of peak player concurrency.
Ground effects due to map mods now use significantly less bandwidth, which will result in much less lockstep stuttering. They will also contribute far less towards being disconnected when coming through portals.
There's definitely more we need to do to improve the performance of ground effects (and much of the rest of the game), but these initial changes will hopefully have a positive impact. We're looking forward to seeing how much they help.
The 2.0.4 patch contains a few other things, such as new Divination Cards and bug fixes, but the bulk of work in this patch has gone towards the above map changes.
As they're in 2.0.4, these changes will apply to Standard/Hardcore and also the one-month events. We will get a solid set of data from these events, which we'll then be able to use to fine-tune the map system for subsequent events and challenge leagues.
We're expecting to post full details of the one-month events tomorrow.
Yet they're still focused on a small tiny subset of players "reaching level 100 too quickly". Hello? What about the rest of the players who don't play as religiously as they do?
I would love for leveling walls to disappear as well, but it's the one thing they can't make significantly faster, or perhaps don't want to risk. People quit because they can't reach whatever goals they set themselves, but they might also quit when they do. Damned if you do, damned if you don't.Yet they're still focused on a small tiny subset of players "reaching level 100 too quickly". Hello? What about the rest of the players who don't play as religiously as they do?
I would love for leveling walls to disappear as well, but it's the one thing they can't make significantly faster, or perhaps don't want to risk. People quit because they can't reach whatever goals they set themselves, but they might also quit when they do. Damned if you do, damned if you don't.
I'd say new content is the best solution to burn out, but even that's not enough for people who've played a couple temp leagues already. Decline is inevitable, really.
How is everyone liking the one month? I am took a little break from the game and don't know if I want to jump in just yet.
Beyond really slows down the process to the point I've started a character in standard to play while the mod is up. Super high HP and ridiculous damage spikes means it's not really worth playing IMO. It's fun in maps when you want that challenge and extra exp and what not but during leveling it's just tiring.
Going to knock out the last few challenges in the days that beyond is down for that seraph set but that'll be it.
MrPing1000, interesting build: are skeletons your primary form of damage? Do you have to summon them in the middle of enemy packs or how does it work?
I got my 20/20 already. First (and last) time I do challenges. Forcing myself to play was not fun at all.
If you're lucky Zana will open a Tier 8 map for you. I got that done very early into mapping because of her. Didn't even get to sustain Tier 6 maps because I didn't need to.
I got my 20/20 already. First (and last) time I do challenges. Forcing myself to play was not fun at all.
Too bad it's not worth much anymore. It's like 9 ex in standard last I looked. On a random weekend I will make 20 exalts just selling jewelry and jewels.Oh man, can't believe we actually got a shav's to drop. I was playing with a mate and we went to do my Zana daily which rolled a courtyard map/had to kill corrupted bosses. Didn't think we were going to beat the boss(es) but we tried it out anyway. Killed one of the bosses, heard the big drop sound and it was utter chaos for a few seconds as we went from confusion to realisation.
The drops exist!