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Path of Exile is a MAJESTIC incline

Kjaska

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is there any unique i can use instead of a rare 1handed for lighting strike?
The only unique 1-hander that can realistically compete with rares by default (without requiring you to build around them, like the stat stacking uniques like Brutus' Lead Sprinkler or Hand of Wisdom and Action) is a well rolled Paradoxica and that will cost you like 10+ Exalts on trade.

You want an Imperial Claw with at least one elemental essence mod on it (Deafening of Hatred/Anger/Wrath) and some decent other elemental flat damage prefix + crit or AS suffix. Currently the league mechanic drops Weapon Recombinators which allow you to smash two weapons together, potentially combining the best mods from both into one weapon. What you could do is get two Imperial Claws (ilvl86), put a Deafening of Hatred on one and a Deafening of Wrath on the other and recombine them and you might come out with a weapon with two essence mods on it which you can craft an attack speed suffix from your bench on. That should be a decent weapon to start out.
 

Jaedar

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That should be a decent weapon to start out.
Two max(?) tier essences and a rare(? I haven't found one, but I only did like 10 maps so far :M) recombinator (that also needs to roll correct combining) is a starting weapon?
 

Absinthe

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is there any unique i can use instead of a rare 1handed for lighting strike?
Does it have to be a 1H? Anyway, you can try Rebuke of the Vaal, especially with a +20% attack speed roll. For plain damage, that's pretty much the solid option. If you use the Slayer ascendancy you can also set its base crit to 8% instead of being stuck with 5%.

There's also a stunt to be performed with the Bloodseeker 1H claw + The Retch unique belt + Vessel of Vinktar uniques where you stack lightning damage and use flask effect (with Enkindling Orb and 2x Vessel of Vinktar) and apply a catalyst to The Retch so it gives you 240% of life leech as chaos applied to enemies. If you merely have 100% increased flask effect, you have a 40% lightning leech that turns into 96% of lightning damage into extra chaos. More flask effect is obviously extremely profitable in this build. Oh, and you always heal to full after every hit. I'm not sure if this build works or not though since the BS leech is capped at remaining life and I'm not sure if Strength of Blood (Slayer ascendancy) or Immortal Ambition properly uncaps it for The Retch's purposes. Side benefit is that you heal to 100% instantly with every hit, so anything that doesn't oneshot you can pretty much be ignored, provided you are immune to things like stun and frozen and have a high enough attack speed that you won't get 2shot before you had a chance to heal.

There's also Mjolner, which takes the build in a different direction.

And you might be able to try something with Replica Last Resort using Petrified Blood, but in that case you would really just want to dualwield Replica Last Resorts so you can get 2x the powerup from being at low life. The stunt is really just that low life gives you +400% increased damage, +50% attack speed, and +200% increased accuracy rating (which can be converted into damage with Oskarm, maybe Obscurantis, maybe Juggernaut ascendancy, and any Stormrider type boots) along with the 10% more attack speed from dualwielding. Since it's low life Bloodthirst is probably an option here as well. You should probably corrupt the last resorts for better crit/attack speed since they're relatively cheap and have fixed stats (no one cares about the phys damage modifier).
 
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Kjaska

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That should be a decent weapon to start out.
Two max(?) tier essences and a rare(? I haven't found one, but I only did like 10 maps so far :M) recombinator (that also needs to roll correct combining) is a starting weapon?
Not a starting weapon, a weapon to start out. A stepping stone until you can afford your 20ex+ claw end-game weapon.getting the two essences is easy with the new atlas passives. You can get it in white maps. Recombinators drop fairly well, I'm sure you'll get at least one by the time you have your essences. You can get ilvl86 bases from Gwennen and Rog.

I assume the guy is in trade anyway, so it should all be like 10c total per attempt. Somebody hitting maps should be able to afford that no problem.
 

Absinthe

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the build im trying uses claw+shield.
If you specifically need a claw to go with a shield for some reason, Wasp Nest is the best unique damage-wise, assuming you've stacked poisons. You could also use The Scourge as a plain damage claw, which is weird but also works. Works better if you have the Spiritual Command Templar/Witch notable so you can dip on the attack speed also. Bloodseeker is mainly appealing for instant leech making you nigh immortal against anything that doesn't oneshot you.

But it looks like really you're going to want a rare. Uniques are budget options here.
 

Absinthe

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Eh, Varunastra is indeed usable, as far as unique claws go. No one really uses it, so the high rolls aren't really expensive, especially if you look a little below the highest rolls.

Usually Varunastra means you are taking advantage of multiple kinds of nodes, etc. to get value out of it though. Slayer also helps, turning it into an 8% crit weapon.
 
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Kjaska

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Varunastra doesn't work with Nightblade Support, which is the main reason for using a claw instead of something else.

First Aul of the league at depth 211. Sometimes lucky.

first_aul_of_the_league.png
 

ArchAngel

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I like the survivability of Champion, now I just need to find a better skill than Spectral Helix that also does not need you to target specific enemies (due to playing this on controler on Xbox). Spectral Helix takes forever to kill anything you are not next to. And vs tougher enemies I need to kite them until the skill kills them (I guess better than standing still and dying). Also it is irritating how if you stand wrong or walls are too close your skill just misses completely.
Any suggestions for another powerful "melee" skill that works with two handed axe and impale?

If not, I was thinking of making another Champion but go summoner instead. There seem to be multiple summoner builds for Champion. That should be ultimate don't need to target enemies group of skills :D
 

Grunker

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While I dislike the current state of rare and magic mods, PoE has always been like this. In the beginning you were always getting killed by some white/blue/rare mob. And everyone fucking loved it. Everyone was playing HC back then.

The difference now is that we actually have big pinnacle bosses and also that people can make really decked out characters, whereas before you only had very limited crafting. Losing a character with so much power feels much worse than losing a character that had "triple res and life" boots. Not to mention that the play style and gear requirements for the pinnacle boss fights are quite different to those for mapping.

Last league Alkaizer died on his Mageblood character to a regular bleed. People just laughed at him then. Now suddenly this Ziz death showcases a giant systemic problem, even though this has been the case from the very beginning of PoE. Ziz is notorious for dying a lot because of his careless play style (being in melee range on his FR Totems char for example).

While I agree completely with your overall point that it’s incredibly odd that this critique comes now when it’s always been a thing, there’s no denying this is and always was a problem with "modern" PoE (say, from somewhere near Essence and forward). At least on Hardcore which I play. It’s the main reason I nearly always quit leagues after dying on my first character. I don’t get mad or tilted, I just always feel like playing something else because I rarely know what killed me and if I could prevent it. If it was me being bad at dodging or making a mistake I wouldn’t care much, but it’s often something poorly telegraphed. It’s the difference between reacting poorly - which kills me in other action games because I’m old and slow and which ironically CAN make me frustrated sometimes - and not reacting at all because you had no idea you were supposed to.

This league is a good example - I went RF (how fun is that build this league btw) and I had quite a lot of positive (as in, fair or whatever you want to call it) near deaths with things like juiced up Essence mobs which I knew was pushing it. Had I died to those I would have been like “well, you made the choice to not only fight but also corrupt this sumbitch”.

I did red maps, I did elders, I did sketchy bosses, sketchy maps, a ton of shit that threatened to kill me but I did them with high awareness and playing thoughtfully (because I knew they were dangerous). In the end, I died in some random mid-tier Maven invitation to Doedre map boss, and I have no idea what killed me. Unfortunately I no longer have the VOD, but looking at it I go from 5k life and 1000es to 4,8k then almost simultaneous to 0. There’s no attack animation or indication of a spell, character just falls over. My best guess is that it’s a projectile coming from off screen (you can’t really make it out with all the shit going on).

Lost Ark is a pretty bad game as a whole, but after playing it, it becomes very clear just how poorly PoE visually communicates attacks and effects sometimes. In contrast, when I died in Lost Ark it stung really badly because it always happened because I didn’t have a movement cooldown after using one too frivolously, because I reacted too slowly or because I mistimed it. I think the reason I never get mad, or slam my desk when dying in PoE is that so often the experience just yields a shrug.

Obviously people are going to reply with “git gud” and such, but that’s not really the point. I’m very bad at action games but usually I don’t mind dying in them because it was obvious from the death that I died because I was bad. In PoE the same behavior that will get you through 99,9% of the content will suddenly be deadly out of the blue.

I love the systems in PoE but I do somewhat vibe with Raiz's comment on the last Baeclast to the effect of "PoE is a really complex and thoughtprovoking system inside a really good skinnerbox inside a really bad game".
 
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Kjaska

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I did red maps, I did elders, I did sketchy bosses, sketchy maps, a ton of shit that threatened to kill me but I did them with high awareness and playing thoughtfully (because I knew they were dangerous). In the end, I died in some random mid-tier Maven invitation to Doedre map boss, and I have no idea what killed me. Unfortunately I no longer have the VOD, but looking at it I go from 5k life and 1000es to 4,8k then almost simultaneous to 0. There’s no attack animation or indication of a spell, character just falls over. My best guess is that it’s a projectile coming from off screen (you can’t really make it out with all the shit going on).
Did the invitation have Tolman? Mausoleum is the same natural tier as Waste Pool and Tolman is notorious for being the most dangerous include in invitations. He uses Detonate Dead and if you're near a boss corpse, you're gone. Detonate Dead is extreme in the danger/visibility regard and is the last bastion of the cheap shot GGG still throws at the player. My guess is they still keep it as is, because it produced one of the most iconic PoE clips of all time. When Kripparian got killed by the map version of Alira inside a twinned map, he almost immediately recognized what had killed him.

I think GGG doesn't want you to visually see what killed you unless it's a specific challenge, like the pinnacle bosses. They want you to think and consider what was in the arena and what could have killed you, just like Kripp. They want the realization to hit you and create a strong mental note. Now this of course doesn't work, if you're not interested in doing that.

I'm not through the whole podcast yet, but I defnitely remember Raiz stating early on, that he has become very rusty and considers himself bad at the game now. He also has been sucking Lost Ark's dick for ages now and after playing it, I can't fathom why anyone would prefer that mobile game disguised as an ARPG to PoE. Before Lost Ark launched, Raiz was also playing PoE very differently from everybody else. He would rush through the campaign, test his build in white maps and then immediately reroll. Literally nobody plays like that. Even Mathil will extend his playtime on a build by 2-3 days, if he really likes it. What I'm trying to say is, I think Raiz is looking for very different things in games compared to most PoE players and I don't trust his analysis based on that. It's also Raiz, cmon.

To reiterate: yes, the visibility is poor in PoE compared to an actual action game like Bayonetta. I would never play HC for that reason. PoE isn't an action game though. It's a game where you're constantly weighing risk vs reward, learning the possibilities that can occur at any given time during any given situation and try to build the ultimate character (or multiple very niche ones).
 

Grunker

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I did red maps, I did elders, I did sketchy bosses, sketchy maps, a ton of shit that threatened to kill me but I did them with high awareness and playing thoughtfully (because I knew they were dangerous). In the end, I died in some random mid-tier Maven invitation to Doedre map boss, and I have no idea what killed me. Unfortunately I no longer have the VOD, but looking at it I go from 5k life and 1000es to 4,8k then almost simultaneous to 0. There’s no attack animation or indication of a spell, character just falls over. My best guess is that it’s a projectile coming from off screen (you can’t really make it out with all the shit going on).
Did the invitation have Tolman? Mausoleum is the same natural tier as Waste Pool and Tolman is notorious for being the most dangerous include in invitations. He uses Detonate Dead and if you're near a boss corpse, you're gone. Detonate Dead is extreme in the danger/visibility regard and is the last bastion of the cheap shot GGG still throws at the player. My guess is they still keep it as is, because it produced one of the most iconic PoE clips of all time. When Kripparian got killed by the map version of Alira inside a twinned map, he almost immediately recognized what had killed him.

It didn't, and no bosses were dead regardless. But the point wasn't specifically about that death, it was a broader point about how deaths feel in PoE in general. Again, Lost Ark is a much lesser game taken as a whole, but I really feel they nailed a lot of factors regarding communication of effects, even if they sometimes took a heavy-handed approach out of necessity. What it meant was that everytime I died, I really had no fucking excuse other than my own inability to play well enough.

It was so fun to die to a boss in that game because you had that instant "OOOOH, FUCK, BUT WAIT, I CAN DO BETTER, GO AGAIN GO AGAIN." So the death pointed forward: towards your own improvement.

I think GGG doesn't want you to visually see what killed you

QED

I'm not through the whole podcast yet, but I defnitely remember Raiz stating early on, that he has become very rusty and considers himself bad at the game now. He also has been sucking Lost Ark's dick for ages now and after playing it, I can't fathom why anyone would prefer that mobile game disguised as an ARPG to PoE. Before Lost Ark launched, Raiz was also playing PoE very differently from everybody else. He would rush through the campaign, test his build in white maps and then immediately reroll. Literally nobody plays like that. Even Mathil will extend his playtime on a build by 2-3 days, if he really likes it. What I'm trying to say is, I think Raiz is looking for very different things in games compared to most PoE players and I don't trust his analysis based on that. It's also Raiz, cmon.

"It's Raiz, cmon" isn't a very strong point. I didn't mention it because it was Raiz, but because it's basically how I feel about PoE: I love the systems, I love the depth and to some extend I even like zooming as a type of core gameplay. It's a massively satisfying slot machine. But even though dying and losing is my favourite part of almost every game I play (I play all RPGs at max difficulty, frequently modded to much higher difficulty than base) and enjoy ironman in most games I play (XCOM, Battle Brothers etc.), I hate it in PoE. And not because you have to start over; I suffer from restartitis so I'm often more than ready for a new character when I die anyway. But because it's such an empty experience. So rarely is it "I dun goofed", so often is it "wtf lol oh well".
 

Absinthe

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Poor telegraphing has consistently been a PoE issue. When it comes to oneshots and the like, the HC community answer is typically shit like "get 8k+ ehp with phys resist, 80+% ele resists, and stack block/other shit" but right now PoE development is definitely done in a way that favors softcore over hardcore. GGG likes having HC but the shit they do is really not good for people whose "oh I guess I shouldn't do that" learning experience tends to come from getting killed out of fucking nowhere and there are too many ridiculous one-shotting mechanics that cannot reasonably be defended against without doing really ridiculous builds that borderline pursue damage immunity which is a real problem for people who make super-defensive builds only to find out the hard way that tons of shit basically plows right through it and murders you. In the end crap like this helps incentivize zoom meta even in HC because the best defense becomes a good offense and foreknowledge of all boss patterns. If you're a HC-only player a new boss makes you want to look up videos and analyses of wtf that boss does before you fight it because you know that actually fighting it yourself blind is a good way to lose a character due to some mechanic that will kill you without it being entirely clear that this is actually some kind of uber "cannot survive even with 40k+ ehp" crap as opposed to a regular high damage move. If I get hit with a 1 million damage elemental attack, then even if I have 90% resist, 30% less damage taken from a resist flask, another 30% less damage taken from Strength of Blood (Kaom's timeless jewel), and 20 fortify (Champion), you still need 40k health to not get oneshot.

Now, there are a lot of builds in PoE that can do endgame that aren't some kind of super-expensive perfect build, but the amount of foreknowledge needed to recognize which one-shots you're meant to just step around is stupid, and it's a consequence of the way GGG has no idea how to handle defenses. If it oneshots you either way, then defenses are a non-issue because you can only move out of the way in time, so problem solved on their end.

Incidentally, Double Alira was one of those maps that was long known to the HC community as a map that would kill you. It was probably the most infamous map in the HC community at the time. When I heard Kripp died to that I was like "wait why the fuck would you do Double Alira in HC? That's how you get oneshot."
 

Grunker

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TBH I don't even think there's anything wrong in one-shot mechanics in a game like this, even on Hardcore, if they're communicated properly.
 

Jaedar

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Unfortunately I no longer have the VOD, but looking at it I go from 5k life and 1000es to 4,8k then almost simultaneous to 0.
You stream when you play PoE? Or just record locally ?
TBH I don't even think there's anything wrong in one-shot mechanics in a game like this, even on Hardcore, if they're communicated properly.
I agree. A good example of this imo is shaper. His slam, kamehameha and touhou attack are all capable of one-shotting you, but they're also all well telegraphed so you really only have yourself to blame if they hit you. Sadly GGG have mostly moved away from this type of boss design.
So rarely is it "I dun goofed", so often is it "wtf lol oh well".
This is 50% of why I moved to standard SSF instead of trade HC. The other half is trade being a miserable way to spend your time.
 

Grunker

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Unfortunately I no longer have the VOD, but looking at it I go from 5k life and 1000es to 4,8k then almost simultaneous to 0.
You stream when you play PoE? Or just record locally ?

Just record locally through OBS.

I agree. A good example of this imo is shaper. His slam, kamehameha and touhou attack are all capable of one-shotting you, but they're also all well telegraphed so you really only have yourself to blame if they hit you. Sadly GGG have mostly moved away from this type of boss design.

Very much agree, love the shaper fight. I also really enjoy elder.

This is 50% of why I moved to standard SSF instead of trade HC. The other half is trade being a miserable way to spend your time.

I can't play softcore. I tried a couple of times. I wish I could though. I envy those of you that do.
 

Grunker

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Sadly GGG have mostly moved away from this type of boss design.
Searing Exarch and Eater of Worlds don't telegraph their attacks to you?

In my humble opinion, GGG boss design is mostly very good these days. There's a few bullshit mechanics but that's to be expected. I generally think they do a really good job of them, which is why I specifically didn't mention them in my rant.

In fact, I'd argue there's a stark contrast between boss fights and normal content in this instance in terms of clarity and design. It further strengthens my point that I don't mind these boss fights even though they're harder and typically kill my slow oldass self way more than regular content, because I mostly know what I died to and realize it was own poor play.
 

Jaedar

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In fact, I'd argue there's a stark contrast between boss fights and normal content in this instance in terms of clarity and design. It further strengthens my point that I don't mind these boss fights even though they're harder and typically kill my slow oldass self way more than regular content, because I mostly know what I died to and realize it was own poor play.
Oh for sure, even the worst boss (elder fire guardian? sirus? someone else I've repressed?), is still miles above just about any generic, since generic mobs frequently don't telegraph at all. Warbands might be the thing I hate the most actually, it never feels fair to die to them, and always feels like massive difficulty spike.

I can't play softcore. I tried a couple of times. I wish I could though. I envy those of you that do.
It did take a bit to learn to enjoy it. The first time I bounced right off from the meaninglessness of not being able to lose.
 

Grunker

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My biggest wish for PoE is that there was some middle ground between Hardcore and Softcore. All my own ideas about how to make it fall short though, so I understand why there's not. If you just introduce more setback mechanics like the XP one but for, say, items or stats, you're just making a more tedious softcore essentially.
 

Absinthe

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Part of the problem is that it's hard to tell which attacks are absolute oneshots and which attacks are actually survivable if you make a very high survivability build, and HC players are unsurprisingly a lot more interested in high survivability builds normally. A SC player might not give a shit if his build has a 10% chance of dying in any run in exchange for clearing maps two or three times as quickly, but a HC player will. To softcore fragile zoom builds, there's no difference between something that'll hit you for 8k damage and something that'll hit you for 1 million damage. Either way, it's a oneshot and you have to dodge. In HC there are plenty of builds running around that will survive that 8k hit without issues but will obviously still die to the 1 million hit. The telegraphing won't exactly distinguish the two, which makes it less reliable as an indicator, and one result of excessive absolute oneshotting is that it disincentivizes high survivability builds.

A lot of this stuff has to do with the way PoE doesn't really have a good way of ensuring that player builds operate within sane ranges though, so design gets pretty heavy-handed.
 
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