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Incline Path of Exile II - early access begins December 6th

frajaq

Erudite
Joined
Oct 5, 2017
Messages
2,570
Location
Brazil
I cant wait to try out new weird builds, that new passive tree looks way more travel friendly
 

Lyric Suite

Converting to Islam
Joined
Mar 23, 2006
Messages
58,284
Question, I never dove into PoE, and I happened to blunder into this blind like an idiot on the street.

Usual negativity and blah-blah aside, what the fuck are "points?"

https://pathofexile2.com/buy-packs

They want me to buy a supporter pack that comes with points. What is this? Is this F2P, P2W shit? What are these points for and why should I care?

"These packs provide you with access to the early access release as well as many exclusive microtransactions and even physical goods. "

Exclusive microtransactions, exciting! Is this just the usual cosmetic weeb garbage or actually substantive shit that you need to play the game, or nobody knows yet, but stay away until after the dust settles? It looks like they're selling armor packs, are these skins or actual full endgame beatstick suits premade for day 1 whales? They already have a $500 whale pack, lmfao. The gameplay looked fun but this page is so radioactive it might as well be Chernobyl.

Is this some kind of a skinner box grind hellscape like Diablo 3 endgame turned into after Reaper?

The game (PoE1) is completely free but realistically you'll want to buy stash space at one point. The rest is just cosmetics.

No idea about PoE2. Hope the doomers are wrong we'll see.
 

Israfael

Arcane
Joined
Sep 21, 2012
Messages
3,786
Is this some kind of a skinner box grind hellscape like Diablo 3 endgame turned into after Reaper?
PoE1 no, what happens in PoE Souls remains to be seen. After some of their Asmongoloid-crowd-catering "innovations" fail (i.e. for some reason "flask piano" is le bad, while skill button spam is for some reason good despite the fact that it's technically the same - for example, if I have dying sun or bottled faith, I'm typically using them very strategically especiially with dot /totem/mine classes that don't get crit procs to restore flask charges), they'd probably revert to what they've already done in POE1.
 

tritosine2k

Erudite
Joined
Dec 29, 2010
Messages
1,706
dying sun
When PoE1 kinda sorta worked you'd get "shards" of such valuable unique as div card at league start and by selling it you made your much less sought after magic find starter build comfy.

Then it was deleted along with blank card outcomes. These guys are so heavy-handed it's ridiculous. So I'd expect nothing.
 
Last edited:

TedNugent

Arcane
Joined
Dec 16, 2013
Messages
6,655
Fuck it, I guess I'll throw down on the early access, then. I'll admit, my greatest annoyance with playing Diabloesque dungeon crawlers is that the click to move seems to make melee PvP more or less impossible, and the shield seems like a pretty crisp implementation. I'm not sure how deep I can tolerate going down into the grognard rabbit hole, and I actually loathe weapon swapping, but this does seem kinda fun.

I'm not pleased with the weapon type restrictions, this is really shit and I don't understand why a game with such a humongous skill tree and so many build options would be restraining your build options before you even allocate the first skill point, but I digress. I have to admit that I'm not the biggest fan of class style templates, especially modern Blizzard-esque ones. It looks like they're leaning hard into the "class fantasy" mythos that they became obsessive about around MoP. Not what I expected from PoE but I really have never even touched it before. I hope there's more latitude for building than it appears. I.e., I really like the shield mechanics of warrior, but I don't want to be bound to a mace and "stomps."

Is this some kind of a skinner box grind hellscape like Diablo 3 endgame turned into after Reaper?
PoE1 no, what happens in PoE Souls remains to be seen. After some of their Asmongoloid-crowd-catering "innovations" fail (i.e. for some reason "flask piano" is le bad, while skill button spam is for some reason good despite the fact that it's technically the same - for example, if I have dying sun or bottled faith, I'm typically using them very strategically especiially with dot /totem/mine classes that don't get crit procs to restore flask charges), they'd probably revert to what they've already done in POE1.
I don't really have much context to this, but they had said during their last video (I can't remember the time stamp, and it's an hour long, sorry), that the flask refills after kills, I believe.



If this helps backup my claim from memory:

https://maxroll.gg/poe2/news/path-of-exile-2-reveal-megapost

"In Path of Exile 2 you have 1 Life Flask and 1 Mana Flask. This offers you a way to recover your precious resources during combat. To power these flasks, you need to kill monsters. "

It seems to me this would be rather awkward to work around during, say, a boss encounter. Adds and trash mobs would need to be rather carefully paced and controlled - hence why I despise on kill mechanics in general. It's really a stupid mechanic IMHO. It could either make an encounter impossible or trivial depending on the amount of trash available for refills.
 

Israfael

Arcane
Joined
Sep 21, 2012
Messages
3,786
I'm not pleased with the weapon type restrictions, this is really shit and I don't understand why a game with such a humongous skill tree and so many build options would be restraining your build options before you even allocate the first skill point, but I digress.
It's the same as POE1, you can't use certain skills (i.e. Whirling Blades with something apart from claws or daggers, Frost Blades with non-blade weaponry etc) without proper weapons, also you can't dual wield wands and 1h scepters, so nothing changed in that department qualitatively.
I don't really have much context to this, but they had said during their last video (I can't remember the time stamp, and it's an hour long, sorry), that the flask refills after kills, I believe.
That's why before some point bosses always had some trash mobs interphase so that you can fill up your flasks, after Sirus it's changed which places certain builds (that can't crit and therefore refill flasks with procs) at a distinct disadvantage (so you are forced to teleport or waste points on flask refiill / pay through the nose for MB)
loathe weapon swapping, but this does seem kinda fun.
Lets say I'm quite sceptical of utility of this, although it'd make it easier to swap setups for bossing and clear if it is not clunky.
 

BlackAdderBG

Arcane
Patron
Joined
Apr 24, 2012
Messages
3,238
Location
Little Vienna
Codex 2013 Codex 2014 PC RPG Website of the Year, 2015 Codex 2016 - The Age of Grimoire Grab the Codex by the pussy Codex USB, 2014 Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker
I'm not pleased with the weapon type restrictions, this is really shit and I don't understand why a game with such a humongous skill tree and so many build options would be restraining your build options before you even allocate the first skill point, but I digress. I have to admit that I'm not the biggest fan of class style templates, especially modern Blizzard-esque ones. It looks like they're leaning hard into the "class fantasy" mythos that they became obsessive about around MoP. Not what I expected from PoE but I really have never even touched it before. I hope there's more latitude for building than it appears. I.e., I really like the shield mechanics of warrior, but I don't want to be bound to a mace and "stomps."

There are no weapon restrictions. You can use any weapon with any class. Only weapon restrictions are on some skills that can be used only with certain weapon types like here:

bone.jpg
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,323
Flask mechanics can easily be changed to also give you flask charges per every 10% of life that boss loses or something like that.
As for weapon restrictions, this is early access with only maces and quarterstaff available. Other weapons will be coming later with updates as we get closer to full release. There should also be spears, axes, swords and claws and daggers.
 

TedNugent

Arcane
Joined
Dec 16, 2013
Messages
6,655
I'm not pleased with the weapon type restrictions, this is really shit and I don't understand why a game with such a humongous skill tree and so many build options would be restraining your build options before you even allocate the first skill point, but I digress. I have to admit that I'm not the biggest fan of class style templates, especially modern Blizzard-esque ones. It looks like they're leaning hard into the "class fantasy" mythos that they became obsessive about around MoP. Not what I expected from PoE but I really have never even touched it before. I hope there's more latitude for building than it appears. I.e., I really like the shield mechanics of warrior, but I don't want to be bound to a mace and "stomps."

There are no weapon restrictions. You can use any weapon with any class. Only weapon restrictions are on some skills that can be used only with certain weapon types like here:

View attachment 58006
It's literally every single warrior skill that requires a mace, e.g. you can use something else but it would be strictly autoattacks and a couple of shield spells. Unplayable.

That skill is a lot more open ended compared to literally just mace.

That's lame, bro


I'll have to see if there's a sword and board spec or see what Marauder's about. Wiki says axes. Duelist is usually a finesse or duel wielding type class. I would dig a stabby-stab spear and shield, Roman scutum/Gladius or just a classic arming sword and heater/kite shield.

Seems like Warrior is quite slow and stompy. I hope there's an in between or more sprinkled in shield spells in other classes. I have to admit that I don't really dig the lightning bolts/stompy shockwave animu stuff that has become common in modern ARPGs. Dark Souls was imperfect but was a pretty good model at least for a wide latitude in terms of weapon mechanics and no restrictions on class/weapon builds.

Side note, not pleased in the slightest to see i-frame dodges. I really fucking hate this garbage. It's everywhere now, and it's stupid mechanically and from an RP standpoint. I frames are shit.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,266
Is this some kind of a skinner box grind hellscape like Diablo 3 endgame turned into after Reaper?
PoE1 no, what happens in PoE Souls remains to be seen. After some of their Asmongoloid-crowd-catering "innovations" fail (i.e. for some reason "flask piano" is le bad, while skill button spam is for some reason good despite the fact that it's technically the same - for example, if I have dying sun or bottled faith, I'm typically using them very strategically especiially with dot /totem/mine classes that don't get crit procs to restore flask charges), they'd probably revert to what they've already done in POE1.

They changed that. In POE2 almost all melee skills are tied to weapon type. (which is imho good)
I hope that with this change they will bring back stat sticks they murdered years ago.

It's literally every single warrior skill that requires a mace, e.g. you can use something else but it would be strictly autoattacks and a couple of shield spells. Unplayable.

Each class has their own skills, warrior is mace heavy. Duelist is sword based etc. You can mix and match them you want it though. So you can go full warrior and use swords.
 

ArchAngel

Arcane
Joined
Mar 16, 2015
Messages
21,323
I'm not pleased with the weapon type restrictions, this is really shit and I don't understand why a game with such a humongous skill tree and so many build options would be restraining your build options before you even allocate the first skill point, but I digress. I have to admit that I'm not the biggest fan of class style templates, especially modern Blizzard-esque ones. It looks like they're leaning hard into the "class fantasy" mythos that they became obsessive about around MoP. Not what I expected from PoE but I really have never even touched it before. I hope there's more latitude for building than it appears. I.e., I really like the shield mechanics of warrior, but I don't want to be bound to a mace and "stomps."

There are no weapon restrictions. You can use any weapon with any class. Only weapon restrictions are on some skills that can be used only with certain weapon types like here:

View attachment 58006
It's literally every single warrior skill that requires a mace, e.g. you can use something else but it would be strictly autoattacks and a couple of shield spells. Unplayable.

That skill is a lot more open ended compared to literally just mace.

That's lame, bro


I'll have to see if there's a sword and board spec or see what Marauder's about. Wiki says axes. Duelist is usually a finesse or duel wielding type class. I would dig a stabby-stab spear and shield, Roman scutum/Gladius or just a classic arming sword and heater/kite shield.

Seems like Warrior is quite slow and stompy. I hope there's an in between or more sprinkled in shield spells in other classes. I have to admit that I don't really dig the lightning bolts/stompy shockwave animu stuff that has become common in modern ARPGs. Dark Souls was imperfect but was a pretty good model at least for a wide latitude in terms of weapon mechanics and no restrictions on class/weapon builds.

Side note, not pleased in the slightest to see i-frame dodges. I really fucking hate this garbage. It's everywhere now, and it's stupid mechanically and from an RP standpoint. I frames are shit.

In Early Access you only get maces and quarterstaves. They will release other weapons as they finish all the skills for those weapons. Huntress that uses spears should be one of the first coming. Once game is fully released you will be able to access and use any weapon with any class.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,152
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
Is this some kind of a skinner box grind hellscape like Diablo 3 endgame turned into after Reaper?
PoE1 no, what happens in PoE Souls remains to be seen. After some of their Asmongoloid-crowd-catering "innovations" fail (i.e. for some reason "flask piano" is le bad, while skill button spam is for some reason good despite the fact that it's technically the same - for example, if I have dying sun or bottled faith, I'm typically using them very strategically especiially with dot /totem/mine classes that don't get crit procs to restore flask charges), they'd probably revert to what they've already done in POE1.
There is a big difference between multiple skills and flask piano. Flasks have no mutual tradeoffs, it's just as easy to run a ruby flask as it is to run ruby+diamond, the only drawback to the latter is that it takes more slots and requires more clicks.

With skills, you can usually only use one at a time.

So if I have 10 flasks, that just means I have to hit 10 buttons every 3s to keep them all active. If I have 10 skills, then twice every second or so I have to decide which of those 10 buttons to hit. Multiple flasks adds actions/s, multiple skills add decisions.

Assuming of course the whole thing doesn't collapse into spamming one skill for clear and a second for single targets.
 

Israfael

Arcane
Joined
Sep 21, 2012
Messages
3,786
. If I have 10 skills, then twice every second or so I have to decide which of those 10 buttons to hit. Multiple flasks adds actions/s, multiple skills add decisions
If you mindlessly spam flasks and play dot build, you won't have flask when needed (or won't have it at all, because no charges, lol). Also, you can press many skills at the same time, I constantly pressed golem/rune buttons whiile using other skills which resulted in those rune/golems on cd for the next 5 / 20 seconds and naturally no new golem or rune spawned :lol:

Assuming of course the whole thing doesn't collapse into spamming one skill for clear and a second for single targets.
It eventually will, as more spam and faster gameplay nets you more chaos/divs/ whatever dorito will be the main trading currency in poe2
 

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