I wanted to share some thoughts on Path of Exile ExileCon announcements and changes, with focus on:
- PoE 2
- 3.22
Do note that these are my ideas and opinions.
To understand what changes we can expect you need to think like GGG
1/n
GGG is a company and there has been an obvious threat to PoE - Diablo 4.
Of course one can't know how successful it would be, but a hyper-successful D4 release could be a major threat.
As it stands D4 is doing quite well, despite it's best attempts at self-destruction.
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ExileCon has been planned to release after D4 to (hopefully) show previous players PoE2 competitive advantage and progress and to potentially win a section of D4s players - new and existing ARPG fans.
So with that in mind, let's get to the predictions
3/n
3.22 will mostly address existing players. I expect it to be an atlas league/expansion.
I expect 3.22 to work with a mix of nostalgy and innovation:
The nostalgy part is simple:
- Zana return
- More eldritch bosses
- Refrences to sirus, shaper, elder, maven
Also...
4/n
I fully expect one of the two:
- (likely) return of Sanctum/Ultimatum/Sentinel in form of Atlas tree ascendancies or a similar construct
- (less likely) expansion of synthesis/blight/harbingers/metamorph, since a lot of existing leagues are unfinished and lack a final boss
5/n
On the topic of gameplay changes I expect a revamp of influenced items into a new system.
We'll likely see some of the PoE2 announced skills or features 'leak' into 3.22. It's likely going to be some of the PoE2 gems, MAYBE even a major rework like the gem system (copium)
6/n
So speaking of PoE2...
I think we'll see reworks for SOME major systems.
With players receiving a lot of new skill-slots, I believe multiple of those will change:
- Extensions to gem systems
- Changes to flask system
- Skill tree changes
- Currency/Trade
- Mana
7/n
Gem-System Changes:
- I expect a ton of support gems that are designed to give skills utility. These could add dashes, charge generation, CC, cooldown tradeoffs.
I also expect 'combo-systems' to appear with some skills building up power and others consuming it.
8/n
Now I honestly don't think this will affect endgame clearing TOO much. However, I believe endgame boss fights and map boss fights will likely be more challenging and will expect the player to use these sources of power.
More skills need more buttons, which brings me to...
9/n
Flasks.
I can well imagine GGG replacing the current flask system. An example could be, the player using only one 'mono-flask'.
By default that flask regenerates HP.
However, you can attach droppable 'flask-mods' to it. Imagine attaching dying sun to it.
10/n
Now this might be a stretch, but I think the flask system will likely undergo some major changes to simplify controls and improve the experience for new players.
Speaking of new player experiences, I can imagine the skilltree will become modular...
11/n
I don't see the skilltree becoming smaller or more simple, but instead you likely will explore it bit by bit. Potentially with modules or through a 'fog of war' (stole that from @piebypie )
12/n
This way I foresee PoE2 making a LARGE effort to be much more user-friendly through gem/ui/flask/tree changes and much more refined graphical experience.
I can also imagine the lootsystem becoming simpler, with the main focus being on simplifying bulk-tradables.
13/n
Currently there's a ton of different currencies, fragments, oils, orbs, cards etc.
This is causing a lot of complexity on the side of player adoption, tradebots, bulk trade horror, filter complexity, tft drama.
I can see them changing this in multiple ways.
14/n
The most obvious one is to simplify and automate part of bulk trading. I'm... not sure I have enough copium to hope for that.
Another one could be making some of the drops untradable or becoming 'token currencies'.
For instance, mid-tier currency could work like harvest..
15/n
For instance, mid-tier currency could work like harvest..
You would find different tradable 'golden' and 'azure' modification orbs and can use those on a workbench with similar effects to modern orbs.
This could merge near 100 currencies to 10-20 ones.
16/n
Finally I can well imagine them reviewing the concept of mana. I can see them splitting 'mana' and 'reservation' into two different resources to allow for more nuanced skill cost systems.
This is once again a big change, but it would definitely help new player adoption.
17/n
Of course we'll also see some ascendancy reveal, probably 3 new weapon types (strength-crossbows, dex-spears, and some int-weapon), new bosses, gems, uniques... but you probably already knew that!
18/n
Thanks for reading.
While I don't expect I'm right about the majority of these, what do you think about my analysis and ideas?
What do you expect?
I'd love to hear your thoughts!
Fin/n
PS: as this question will inevitably pop up. I don't expect them to remove filters, however I do think and hope that the item-system will receive a bunch of reworks and might become a bit simpler
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- a filter update
- an exclusive way to make big poe bucks (not kidding) and an ethical issue... you might wanna keep reading if you care about this.
- potential market crash...
I wanted to share thoughts on the Forbidden Sanctum league mechanic.
topics:
- My impressions so far
- Personal tips and strategies how to successfully beat it and get the most out of it
- Thoughts on balance and mechanics
- Personal wishlist of improvements
1/n
First of all some context:
I've been playing since the release friday and am now at 115/115 atlas, level 94, playing as a hexblast-trap/seismic saboteur.
I've finished 5 or 6 sanctums completely, including multiple ones consisting out of T16 maps only.
2/n
Out of the completed Sanctums pretty much all lvl80+ sanctums on average rewarded 1-2 divine orbs + around 40-50 chaos orbs and a bag of mixed currencies.
Considering that running the sanctum itself is rather fast, I'd say it's reasonably rewarding.
The NDA on the POE Ruthless alpha just lifted and I wanted to share my thoughts and experiences from participating the alpha!
- Experiences
- Filter stuff
- What to expect
- Alpha testing
1/n
I did some testing on Ruthless on 2 characters. I haven't played until maps, because league mechanics were not enabled on Alpha and it's a bit barren, but I got a decent feeling of what the mode is like.
So how is ruthless? Is it fun? Is it hard?
Yes to both!
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So when do you first notice that you're playing Ruthless?
First zone. No second support gem.
Hillock will likely drop a normals. Maybe a blue or two if you're lucky.
You have to identify magics to get transmute shards. No you're not getting alt shards from magics.
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