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Path of Exile is a MAJESTIC incline

Gerrard

Arcane
Joined
Nov 5, 2007
Messages
12,040
I play games so I don't have to deal with people. This is why trading in PoE is shit.
 

set

Cipher
Joined
Oct 21, 2013
Messages
940
PoE is designed so that you can't press a button and receive a 'perfect~' item from another player. That kind of instantgratification undermines the core gameplay of an ARPG - or at least, that is the theory. You either kill things, or you spend time and effort convincing people to part with their items.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
56,619
The problem is that you can't do both. It wouldn't be so bad if you could sell your crap while playing, but you can't. Any link you put in chat will become stale the moment you zone out of town or if a sufficient amount of time has passed. This means that if you want to actually sell your stuff you literally have to stop playing the game.
 

dibens

as seen on shoutbox
Patron
Joined
Dec 4, 2011
Messages
2,629
You still can shop while playing, though, provided you know what to look for, and not just browse aimlessly. As for selling stuff, just keep the things you want to sell in a separate stash tab and link them from time to time when you come to town to unload your loots. I hate people spamming trade chat with the same worthless shit every goddamn minute.

Also, you should play in the new leagues. Domination has 50% of current player population (as opposed to 25% on Standart) and Nemesis has 22,5% (as opposed to 2,5% on Hardcore). The market is much more alive there and chances are you'll find buyers/sellers faster.

Oh and do make sure the items you're selling are useful. Physical weapon with anything less than 100%+ dmg and +flat phys dmg past lvl 50 is vendor trash. Likewise, armor without +hp/es is vendor trash, unless it really has some crazy triple resists/25% chaos resists/crazy +armor% +flat armor.
 
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DakaSha

Arcane
Joined
Dec 4, 2010
Messages
4,792
I really like this game more than i thought. Once you get to cruel Act 2 things start to heat up again (at least for my current character) and the dark forest actually does seem foreboding when you know that one of those serpent assholes with a corrupted blood or storm herald mod could show up any second and murder your ass

tl;dr: i need a fucking staunching flask
 

Jigawatt

Arcane
Joined
Aug 13, 2009
Messages
3,409
Location
in a desert, walking along in the sand
I hope they don't 'improve' the trading experience much from what it is now, in fact I'd say the current system is quite excellent:
- Incomplete information about 'true cost' means you can sometimes find real bargains and even make a profit just from trading if you want to sit out killing for a few minutes
- The friction involved with selling means most people are open to haggling (would never happen if they could just auction everything)
- If you don't mind taking a 10% hit on ratios you can trade any currency to another in no time at all - again a time/value tradeoff
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
56,619
Patch its rolling tomorrow will see what changes they made. Made a character on nemesis while i wait.
 

Aothan

Magister
Joined
Mar 16, 2008
Messages
1,742
I've never really used multiple auras as an essential component of my characters, in fact it is only since the Nemesis league that any of my characters have incorporated aura related skill nodes. The explanation given for coming patch changes to Purity is that it works too well as an individual aura, which may be true in itself yet they are balancing out this adjustment by introducing three element specific auras that individually function better to protect against elemental damage. Maybe I misunderstand the nature of powergaming but I imagine this won't resolve the issues intended and in all likelihood will probably exacerbate late game balance factors once players refine their specialised itemisation. Meanwhile seemingly everyone (i.e. the more vocal reactions) views the effect of these changes as something that will undermine the viability of their characters.
 

Jigawatt

Arcane
Joined
Aug 13, 2009
Messages
3,409
Location
in a desert, walking along in the sand
:rage::rage:

Still haven't gotten past normal difficulty yet. Leveled a Scion up to 43 before taking on Piety, was such a tanky build that I barely took a scratch. 1400hp, 400es, 75% res all, 50% phys reduction, 30% block chance. Decided I could finally take on Dominus - well not on this machine because while the game normally runs anywhere from 20-30 fps in this fight I was averaging 5 (!). Couldn't tell what the fuck was going on. Dispatched his bros and first form easy enough, but then the low frame rate clusterfuck that was the next fight took all my health in about 3 seconds. Jesus fuck

:rage:

(yes I'm severely butthurt)
 

abija

Prophet
Joined
May 21, 2011
Messages
2,909
20-30 fps normally is pretty low though? There are some serious performance spikes in PoE mostly due to effects put in game before fully tweaked.
Still, 20-30 fps is what, 6+ year old hardware?
 

Minttunator

Arcane
Patron
Joined
Sep 26, 2012
Messages
1,650
Location
Estonia
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Yeah, there are some performance issues in the Dominus fight. The rain of blood during the last phase especially seems very taxing - last I tried, I also only got about 30 FPS there even on my fairly decent machine (specs in profile).
 

Jigawatt

Arcane
Joined
Aug 13, 2009
Messages
3,409
Location
in a desert, walking along in the sand
Yes 20-30 is pretty low, and a good guess on the hardware age; I'm pretty sure this laptop is from mid 2008. I'm really not too bothered that is doesn't run great all the time, what annoys me is that this fight relies on some crucial visual cues not to die suddenly and it has the worst performance in the whole game - primarily due to the amount of verts on useless scenery. Well now that I've read the wiki and forums I know what to do but it's still going to be a ballache, might have to wait for my new machine early next year.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
56,619
Wow, RIP on Cast When Damage Taken. I guess that answers on how GGG is going to handle the nerf bat.
 

subotaiy

Cipher
Joined
Aug 8, 2012
Messages
522
Location
Romania


I'm actually glad they nerfed that gem, it is too powerful and what I dislike most is that promotes a more passive, lazy gameplay. I like pressing more than one button, that gets boring fast. But enduring cry or curses still remain viable even as lvl 1 gems.
 
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Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
56,619
The problem with the gem is that it made no sense to have to keep it at level one. Now not only you have to keep the gem at level one but also every gem linked to it. Frankly, i'd rather just cast support skills manually and not use the gem at all (also because all my gems are leveled already). The problem with that is that it makes the entire concept of trigger gems redundant. None of them seems worth the trouble now. I'd call that bad design.
 

Aothan

Magister
Joined
Mar 16, 2008
Messages
1,742
the new descent modes look like they will be fun..assuming not everyone uses the same unique (Fragment of Eternity). At a guess I would think the last few moments in the video hint to secret areas available by using movement skills.

edit: Lyric Suite, I have been perplexed at how to best integrate the different aspects of my 'spellcasting' Templar after I decided to exclusively use staffs as a role-play characteristic (I'm not a dedicated role player in Path of Exile although as with any game I usually have a few ideas that direct character concepts and development). Initially it seemed to me the problem with using staffs was that they don't match the melee prowess of the other two handed weapons and are also are not particularly well suited to spellcasting. After examining staff properties on the official website it appears I was probably mistaken about both these assumptions, surprisingly staffs may well be one of the better weapon types available. For one they approximate the high end dps of the other two handed weapon selections, importantly however unlike all other two-handed weapon types they can have block as an implicit property. Furthermore it is possible for staffs to have similar levels of spellcasting properties as wands, perhaps not quite as powerful yet from what I have seen the difference is not much greater than 20%-25%. Taken together staffs are both unusually powerful in the combination of qualities they can have and strangely undervalued. So far trading for powerful staffs has been considerably more accessible for me than would be the case if they were swords or mauls of equivalent power.

and what I am actually trying to arrive at here is that with a Templar who focuses on elemental specialisation and sufficient melee staff prowess the 'Cast on Melee' gem is potentially quite effective, since with the confluence of properties that staffs allow for it is reasonably viable to merge both melee and spellcasting abilities into a character that can synchronise both aspects. Until I can arrange better sockets across my various pieces of equipment I have linked Frost Nova with Sweep and Leap Slam for a reasonable effect. A somewhat more reliable combination would be Cold Snap and Elemental Equilibrium since if even one creature is affected, ideally frozen, then those within the expanded radius (a 'class' proficiency for Templars) will also be frozen. Not quite as powerful as using shock or ignite but an effective measure for controlling creatures that takes some priority in Nemesis.

I'm sure there are plenty of ways to make use of Cast on Melee gem, just that the methods required won't typically match the usual melee or spell orientated character types, and there is some requirement for characters to be better aligned to merging elemental damage with both spell and melee capabilities. Not that I want to promote any more characters using Spectral Throw but since it counts as a melee skill that would likely be one of the more powerful combinations for use of said skill gem.
 
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Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
56,619
The only way i can seem making cast when damage taken useful for me is to level it and link immortal call to it, while leaving all the other gems on manual. I don't think the nerf affects my build terribly, at least in principle. I have a 14 second duration on my endurance charges, so if i play it right i don't need to spam enduring cry at the beginning of every fight (plus i have the endurance charge gem linked to heavy strike). Casting Molten Shell manually is a bit of a problem since it forces me to stop hitting on enemies in the middle of a fight which is a death sentence for me since i rely on leech for survival, but i guess i can just leap slam out of a fight, pop the shield and get back in. Lastly, totems have to be cast before engaging in combat, which works for some but not for others (the vitality totem for instances has too little a radius of effect).

In principle. What makes this less then viable in fact is that i have no mana to do all that, not at the cost of sacrificing auras, which means i might as well spec back into blood magic.

So, again, there are several problems with this gem. One, the change they made forces you to play around gem levels to find an optimal spot, which is not a game i want to play, since changing the level of a gem costs either currency or time. For me, a gem ought to get better as you level up, otherwise its just bad design. Two, you cannot have a game with skills changing this radically every patch. It may have been fine on beta, but not on release, particularly in a game which offers limited respecting capabilities and where every "build" requires a great deal of investment in terms of time and currency.

I don't know about the other trigger gems since there are no "spell" linked to my main attacks, so there's nothing to trigger. Also, cast on death, does this actually drop in hard core?
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
56,619
BTW, if i'm reading the change right, does it mean that with a level 17 Cast When Damage Taken gem (req level 63) i can't use a level 20 Molten Shell? (req level 68)?
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
56,619
Ho, also no mention of any new trading system in the patch notes. I'm think i'll probably end up vendoring most of my crap. No way i'm going to spam the trade chat for an entire day just to clear my stash tabs.
 

Aothan

Magister
Joined
Mar 16, 2008
Messages
1,742
yes somehow I read your comments about "Cast on Damage Taken" as "Cast on Melee Kill". As to the adjustments being made that is how I read the balance change descriptions; since I'm not familiar with the degree of damage required I'm not sure how much of an impact the coming changes will have. If these changes do undermine current designs I think it might mark a change in skill gem combinations where players could shift their Enduring Cry and Molten Shell abilities to "Cast on Melee Kill". Just as I use Sweep or Leap Slam to generate these supported skills other players could alternate between their primary skills and their crowd control abilities. The effect would mostly be the same whilst requiring a little more player effort, however compared to manually casting these defensive abilities this remains a very convenient method for maintaining multiple defensive wards.

if you have a few items of general worth then you could always make a trade post and list them in there so that the item search website (which was linked on the last page or so) will list them if they meet search parameters. That is how I begin narrowing down trade selections and if you want you can also store these items on characters to help with inventory space.
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
56,619
yes somehow I read your comments about "Cast on Damage Taken" as "Cast on Melee Kill". As to the adjustments being made that is how I read the balance change descriptions; since I'm not familiar with the degree of damage required I'm not sure how much of an impact the coming changes will have.

Its upwards to 2000hp, and that's after mitigation. Basically, at level 17 its only going to pop when you are getting one shooted or close to it. Chris said that they are going to fiddle with the damage necessary for the skill to trigger, so we'll see what happens.

This hurts my build in particular because i focused entirely on strength and blood magic (which i spected out recently but i might spec back into it as well). There are a lot of skills which requite too much int or dex for me to use, so Cast on Damage Taken was pretty much my only defensive ability. But in a way i'm glad they took it out. I tried to see what its like without it (i never played the beta so i started the game for the first time with the gem in mind) and the game is a lot more "gamey" now. Harder perhaps, but more strategic. But this reflects negatively on them because it really seems like they introduced the gem without bothering to test it. Maybe they forgot it wasn't beta anymore.
 
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set

Cipher
Joined
Oct 21, 2013
Messages
940
Wow, RIP on Cast When Damage Taken. I guess that answers on how GGG is going to handle the nerf bat.
They were really good about nerfing during some phases of the Closed Beta.

The problem is Qarl is highly reactive to beta feedback. He's not afraid to nerf something into the ground and buff it back up next patch. I don't really agree with this approach to balancing and wish there were a school of thought developers could subscribe to that is more sane. It's too bad LoL is so popular or I'd use it as an example on how not to balance games.
 

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