Jump to content
rllmuk
Retroid

Path of Exile

Recommended Posts

lol, in the global chat an announcement just appeared for the first player to reach level 69... Jesus.

Is there a reliable way to get portal scrolls in this?

Share this post


Link to post
Share on other sites

lol, in the global chat an announcement just appeared for the first player to reach level 69... Jesus.

Is there a reliable way to get portal scrolls in this?

You can buy them from the female NPC. 3 identification scrolls = 1 portal I think.

Share this post


Link to post
Share on other sites

FYI, there's also a Skill Gem that allows you to create portals from mana, but it's very rare to actually get one to drop.

Which makes me more gutted that I got one on Closed Beta :(

Share this post


Link to post
Share on other sites

Bloody hell spotted the scroll at the shop girl straight after posting. And, enemies seem to be dropping them all over the shop now. :)

Already transmuted/altered a couple of items. Holy shit this game is going to be MEGA.

:wub:

Share this post


Link to post
Share on other sites

Wait, this game is F2P? When did that happen?

I was vaguely aware of the non-Kickstarter campaign they did, I remember Gerbik salivating over the skill tree but at the time I didn't pay this much attention. Must have been backing too many other games at the time or something. So now they've gone into open Beta I've decided to see what's what, and it actually looks pretty good? Reading up about the mechanics it sounds like they've addressed pretty much everything I hated about Diablo 3. So I've downloaded the client, won't get a chance to play until tonight, but what should someone like me, who is surprised to find this suddenly playable, know about this?

Share this post


Link to post
Share on other sites

Ok, managed to play a few more hours last night, as a Templar, my thoughts:

Good:

  • Passive skill tree looks interesting, and you’re constantly wanting to level up to get that JUST ONE MORE skill point upgrade and planning your next steps, and characters have full flexibility, none of this ‘primary stat only’ rubbish
  • The gem skill system is a bit different and interesting, especially with separate ‘leveling up’ of gems, and it also throws more factors into deciding what equipment to use- eg, I love the stats on my mace, but it’s only got one red skill slot, and I’ve just acquired a gem which needs to link to another skill slot which I can’t currently use without getting a new weapon
  • I like the health system, collecting 'charges' from killing monsters to fill up my health bottles, and the fact that even the health/mana bottles you get can have separate enchantments
  • Magical item drops are fun, and I’ve already found one that would change my style of play a fair bit- an orange (unique maybe?) helmet which totally stops me evading, but gives me a bigger armour class bonus (so I can’t dodge at all, but absorb more damage when I’m hit every time)
  • Slightly tactical play- I’m using a shield bash skill a lot, which does more damage the further I travel before I hit my target, so I’m actually planning my attacks a little, waiting for monsters to ‘disperse’, so I can kinda ‘pinball’ between the ranged ones to take them out quickly
  • The micro transactions look to be very ‘unnecessary’, in fact the only ones which you could class affect the gameplay are extra character slots and more storage, the rest are purely cosmetic as far as I can see

Bad:

  • Hit detection/trying to click on a monster is hard, as I mentioned before- I’ve got a shield bash skill, and trying to pick out a boss amongst a horde of less creatures and another player last night was a total nightmare. Can’t say what they need to do to fix it exactly, but never had that problem in any other ARPG
  • Lacks polish in some areas- when the bartering screen is open, you can’t change your equipped gear for example, and also when I’m trying to ‘sell’ shards to exchange them for pieces of scrolls of wisdom, if I lump down a stack of say 16 shards of something, I’m offered 1 piece of scroll, but if I split those down into 16 different stacks of 1 x shards, then I’m offered 16 pieces of scrolls??
  • Grouping up with people is a bit weird- I opened a public party, and saw that one guy joined with his status on the left of the screen. We merrily went monster slaying, but when we got to a later map, all the monsters were dead, and there were at least two other guys in our instance, yet there’d been no notification of them ever joining the session, and they weren’t actually in my ‘party’- not sure if this is just how it is, or a bug, but it’s pretty annoying- we were supposed to kill a boss to progress the main quest, but other people had already done it :/

Share this post


Link to post
Share on other sites

Rev: Other than Daveodeth's link to a nice beginner guide and my tome of words, Grinding Gear Games also made a quick demo guide which was submitted for IGF's awards.

Chris Wilson reports on the Launch of Path of Exile over at Grinding Gear Games HQ!

It seems like the drops are far more thick and fast since the rescaling of content due to Act 3 - compared to what I was playing on Closed, I'm obtaining a darn sight more skill gems than previously, even on solo. I would imagine co-op would net a metric ton!

Duelist's coming along very nicely now, having ventured more into the Marauder portion to grab the Beserking passive (+15% Attack Speed). I'm at a dilemma with Blood Magic, though - Even after taking all the life nodes in Duelist, the class seems far too squishy to bung Blood Magic on. I might consider going for Iron Reflexes/Unwavering Stance to really pump up that Armour and gain stun immunity, but then I can't help but feel that I'm neglecting an INT boost in case I find some nice claws. Hngh.

In fact, here's a link to my current passives!

Hit detection/trying to click on a monster is hard, as I mentioned before- I’ve got a shield bash skill, and trying to pick out a boss amongst a horde of less creatures and another player last night was a total nightmare. Can’t say what they need to do to fix it exactly, but never had that problem in any other ARPG

I'm convinced that this is more to do with server redundancy than anything else - There's definitely a marked increase of lag before strikes actually do damage on a Melee character from playing a couple of days before OB, but logic implies that an always-online ARPG with a ton of players hitting the servers at launch is going to do that. Diablo III was a very similar experience during the opening week (If you got on during the US timezone, of course!), and spikes if you got them were utterly rough at times.

Share this post


Link to post
Share on other sites

Oh, one other good thing to note:

  • Grouping up with people is a bit weird- I opened a public party, and saw that one guy joined with his status on the left of the screen. We merrily went monster slaying, but when we got to a later map, all the monsters were dead, and there were at least two other guys in our instance, yet there’d been no notification of them ever joining the session, and they weren’t actually in my ‘party’- not sure if this is just how it is, or a bug, but it’s pretty annoying- we were supposed to kill a boss to progress the main quest, but other people had already done it :/

Next time you're in a public party, try going to the waypoint in that dungeon or to the zone entrance portal leading to the dungeon, but use CTRL+Click to select it. It apparently gives you a menu to let you reset the instance. It's good for farming bosses, as well. I haven't tried it myself though, so YMMV.

Share this post


Link to post
Share on other sites

Oh, one other good thing to note:

Next time you're in a public party, try going to the waypoint in that dungeon or to the zone entrance portal leading to the dungeon, but use CTRL+Click to select it. It apparently gives you a menu to let you reset the instance. It's good for farming bosses, as well. I haven't tried it myself though, so YMMV.

Brilliant, thanks! I did wonder if there was a way to do it- think I saw a pop-up tool tip on a loading screen saying instances reset if there's no-one in them for x amount of time, but being able to do it manually is awesome.

A few gripes aside, it's really easy to lose hours in this.

Share this post


Link to post
Share on other sites

Indeed, I was actually caught out once in CB - got halfway through a dungeon, went to make a sandwich and ended up on the phone, only to come back and notice that my portal closed :(

I'd keep in mind that instance reset times might be reduced from what the tooltip says - I'm positive that resets were more frequent during Beta Weekends, and with 50k players it'd make sense if they reduced it again!

Share this post


Link to post
Share on other sites

Wait, this game is F2P? When did that happen?

It was always F2P, has been since the start. The reason I didn't lose interest right there and then was because they promised that microtransactions would only consist of cosmetic stuff. The game is playable (and rather good) from start to finish without spending a dime. it has been in closed beta since forever and now its open to everyone, but it's still a beta.

Now all I need is to find the time to play it! :(

Edit: also, worth noting that I don't have the problem Retroguy describes about clicking on stuff - but then again, why would you play a melee character in an ARPG anyway? :lol:

Share this post


Link to post
Share on other sites

Loot is basically free for all right? Had a brief session with dood last night and he said something about some loot having my name and a timer on them?

Any ideas?

Share this post


Link to post
Share on other sites

There's certainly been a rebalancing of sorts across the three acts - loot seems to have improved across the later half of Act 1 and Act 2, with a lot of decent hybrid gear (Chainmail/Scale Doublets and the like) dropping rather frequently. In closed I don't think I saw Cleavers until the end of Act 2 on normal, now I have a Unique that's dropped much earlier:

3WprEEQ.png

Slow as shit, but does more damage than my Unique Two-Hander!

As for Melee in ARPGs, I'd agree that DIII definitely has better impact when it comes to combat, I'm just loving the skills in PoE though - There's something about almost getting ganked by Skeleton Mage projectiles, only to flicker strike behind said mages directly, and blow them all to pieces with Lightning Strike because FUCK YEAH LOOK AT MY SWORD IT'S CALLED HONOUR SONG.

Spork: There's a loot timer when you're in a party, yeah - depending on how close you are to the item in question, the countdown is shorter or longer. GGG said previously that they like the idea of people scrambling for loot, but it might get a bit much during launch and competing with randoms!

Share this post


Link to post
Share on other sites

Character names, Yavie and Yavien.

Each to their own of course, but I'd genuinely like to hear some reasons for playing them, am I missing something?

My name is JPR and I'm an attack speed addict, I'm also addicted to dual wield and multi hit weapons, if you can break animations as it can't keep up all the better.

Be it MMO or ARPG I always enjoy piling on attack speed if I can. I just find it fun to watch a constant string of attacks.

One of my favourite builds was in FFXI, RDM/NIN dual wielding Blau Dolch and Joyeuse with haste and all the attack speed gear I could get, add on enblizzard for some extra damage and great sound effects. That gave me an almost constant string of attacks and could constantly throw out weapon skills. Had lots of fun with that job, which was also great at soloing higher level content.

Similar with monk in D3, I found it fun to jump into the middle of a crowd, survive and pull off moves such as seven-sided strike.

Share this post


Link to post
Share on other sites

Edit: also, worth noting that I don't have the problem Retroguy describes about clicking on stuff - but then again, why would you play a melee character in an ARPG anyway? :lol:

I'm not playing purely a melee character, but I quite often like to play a melee/magic hybrid character (hence the templar), soften then up at range with magic, and then go in for the kill close up. Or, with this character, I'd like to get some aura's going- got the lightening damage one already but I'm sure there are loads of others out there, and that frost nova AoE spell I've got works great for that too.

Why would you -not- want to at least try at least partially melee characters in a game you've (usually, with this as the exception) paid money for? I like to take all the character types out for a spin. Your loss suckers :twisted:

I mean ARPGs are brainless, simple things to begin with (precisely why I love them before you all start kneeing me in the face), kiting and aiming keeps things interesting and more skill based.

That's one of the plusses of this- I'm sure there will be other physical skills, but you really have to think about your position relative to the mobs when you're using the shield bash skill, since you do more damage the further you charge before you strike your target. If you do it right next to them, you barely scratch them. Do it from almost the whole screen away, they'll be dead in one hit.

Each to his own, but I find kiting no more strategic than having to prioritise targets if I'm in the midst of a few monsters armed with a sword and shield.

Share this post


Link to post
Share on other sites

I wasn't being entirely serious of course, everyone is free to play however he or she wants ;)

I will be knee-deep in the blood of my enemies whilst you're flinging tiny splinters of wood or namby-pamby magic from behind my gigantic templar form. Also, I appear to be wearing only a tiny loincloth.

Share this post


Link to post
Share on other sites

Delekth, not quite but nearly melee frost witch. I tried going Glacial Hammer with a mace and promptly died so went back to short range freezing pulse spam which seemed to have been working out pretty well so far. Level 14 currently

Share this post


Link to post
Share on other sites

MrZig, international dickhead with teleports and a bloody big sword. (Duelist)

I've also started my lovely Templar again, MaxBeardClass (A play on Willei's favourite character, NoFunClass, which was Demon Hunter on DIII iirc). Some good pointers when you start a new character:

- Have a spare gnarled branch, Freezing Pulse (first reward from Witch?) and Sweep (First reward for Templar?)

- Get to town, pick up items

- Freeze Pulse everything forever until you can Sweep

- Sweep the leg forever

- Win the game

Honestly, those two skills are SO GOOD early on. Hell, Sweep is normally seen as a staple for melee characters well until you get into the specialist parts of the class you're playing as.

Share this post


Link to post
Share on other sites

Hmm I've been playing this for a couple more hours tonight, and I have to say the shine is already starting to wear off. A few more things I've noticed to add to the bad points from earlier:

  • The map is rubbish- incredibly difficult to tell where there's a route through or a dead end, especially annoying when you've explored 90% of the map and you're looking for an exit.
  • The in-game zones seem way too big for what they actually hold, there's none of the little character touches and attention to detail of other games, it can take ages to find the exit to the next one, and often only every other zone actually has a waypoint in it, so if you decide to leave the game, you'll have to run a new randomly generated area and start all over again
  • Skill drops seem pretty infrequent, meaning that you're stuck with the same style of play for ages- the last two skill gems I found were passives, ones that added elemental effects to existing skills, so it seems like I've been running around doing the same thing now for hours with no variation whatsoever. You could argue that it's the nature of ARPGs, but you need something in there to mix it up and keep the game fresh, usually new skills.
  • It's incredibly hard to distinguish human enemies from your other party members- I was playing with a few other paladins and barbarians, and sometimes I'd just be stood around trying to shield charge enemies which turned out to be allies. Other times I'd walk straight past a bandit thinking it was a friend.
  • Factoring in the above, when you have allies that summon 4 zombies/skeletons each, the combat gets totally chaotic. I actually went back to playing solo for a while since trying to find the monster in amongst 8 zombies/skeletons was nigh on impossible.

Overall, it's just starting to feel way too grindy, even for an ARPG- it feels more like one of those Asian MMOs where it's too little content spread over too much game. I think it's a little unfair to compare this to D3 and Torchlight 2- in fact, it makes me appreciate all the little things those games got right without me even thinking about it. Even though I though D3 was a huge missed opportunity, I actually went back to it over Christmas and enjoyed it., whereas I'm already tiring a little of this.

Maybe a lot of these flaws can be ironed out in what still, to be fair, is a beta relase, but perhaps my expectations were a little high. Don't get me wrong, for free, it's fantastic, but I'm already thinking my gaming time would be better spent on other games.

  • Upvote 1

Share this post


Link to post
Share on other sites

Oh boy..

So, I started a Shadow yesterday, after reading about a build based around Ethereal Knives. First note - I fucking HATED Ethereal Knives when I first used it, which I believe was on a (poorly built) Shadow as well - even with 7 projectiles and a whole lot of kite skills, it didn't really do much for me, and it was consuming way too much mana. This was also a time when Fork and Chain supports were not in existence.

a couple of hours later from starting, my Shadow is level 21, and I'm having a fucking ball. Although it starts off like any good starting shadow (Freezing Pulse and Dual Strike) and you generally leave EK on hand for the sake of it, it really takes off once you get your Support Gem when you reach Merveil's lair, which you opt for Fork.

At this point, you should have around eight-ten projectiles from firing EK, at a respectable damage level. Once fork is on, though, those ten projectiles turn into another twenty on impact, crazily criss-crossing each other, a grand total of thirty projectiles in one barrage. This is more than enough to take out large groups in two passes, if that.

That's not all, though - Because Ethereal Knives is a Physical Spell, it gains benefits from Shadow's passive line of Critical Spell multiplier and chance bonuses, very early on. Combine that with physical damage mods on armour, and global Critical Strike chance on weapons (daggers, like Glass Shiv and Stiletto), and

.

Throw a volley of EK, and there's a good chance you'll just hear an absolute thunderclap of crit impacts just bouncing off everything, and a shower of blood and loot. Absolutely incredible, and although you're a bit squishy you never feel unsafe around massive crowds.

There's still work to do, though - namely to ramp up single-target DPS by picking up Bear Trap (another Skill Gem that I panned when I first came across it), and then work on survivability by working on some better armour drops, hopefully Chainmail so I can get to work on the guide's recommended stance of building armour and energy shield to provide some safety until getting to some more Health Passives.

I bloody love this game!

  • Upvote 2

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

We have placed cookies on your device to help make this website better. You can adjust your cookie settings, otherwise we'll assume you're okay to continue. Use of this website is subject to our Privacy Policy, Terms of Use, and Guidelines.