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Jul 25 20 tweets 4 min read Twitter logo Read on Twitter
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 Image
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.

2/n
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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More from @NeverSinkDev

Apr 25
I bring 3 things to active POE players today:

- 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...

First the filter:
reddit.com/r/pathofexile/…

1/n
This filter update brings a bunch of improvements:

- such as breachstone eco-tiering
- divination card tiering improvements

and here's the critical part:

a rule to highlight rare corrupted quivers with ILVL 80+ and at least one corrupted mod.

So what's the big deal?

2/n Image
Well:

This rule is meant to detect corrupted quivers that roll +1 chain/+1arrow implicit.

There's also a second rule to find good corrupted quivers with some good mods.

These will always be in good demand with good mods and sell for divines.

But there's a secret...

3/n
Read 7 tweets
Mar 26
I want to talk about the #Diablo4 druid and also sum up my experiences with all classes and potentially rank them.

I've played the beta extensively and I did enjoy it quite a bit, even if the game has some glaring issues that I hope will be resolved until release!

1/n
First of all: all classes have been played on veteran 2 and I've reached level 20-25 on all classes except druid, where I've stuck to level 17.

Also do note that this experience is purely the beta one, I can't tell how things play out in the edgame or the release

2/n
First of all I'd like to start with the positives.

The druid is really cool. The skills are conceptually really fun, the were-bear/wolf forms feel nice and I particularly enjoyed the werewolf gameplay.

That being said, numberwise the druid seems to be the weakest class.

3/n
Read 23 tweets
Mar 18
I wanted to expand on my initial impressions with the #DiabloIV beta.

After playing the sorceress until level 25 and also playing the barbarian until level 18, here are some of the highlights and problems for me.

I'll try to stay as objective as possible:

1/n
Visuals and audio:

I'd really like to highlight again how good the game looks. The effects on the snow, the armours and NPCs and the animations are all top notch.

The music is sad, dark, dramatic, adventurous and cold. It fits the atmopshere of the icy regions

2/n
Physics:

After playing the barbarian I also really started to appreciate the physics engine in the game.

The impact of an 'upheaval' attack on a group of enemies is amazing. The weight, sound, knockback, corpse rackdolling is very very well done.

3/n
Read 24 tweets
Mar 17
Finished #DiabloIV beta (act1 content) on a sorceress here are some of my impressions.

I'll try to stay as objective and unbiased as possible.

1/n
Technical things/bugs:

There were some network difficulties regarding disconnects with long queue times, but I believe those are beta-state of the game.

I hope these will not occur on the actual release.

Other than that I did not enounter any bugs.
No complains here!

2/n
Graphics:

Graphically Diablo is very engaging. I found the visuals great, the overall atmosphere was dark and reminded me more of D1/D2 and POE rather than D3.

The ingame cutscenes are a bit meh, but the actual gameplay looks crisp with great looking characters and armours

3/n
Read 23 tweets
Dec 13, 2022
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.

On the other hand..

3/n
Read 29 tweets
Nov 22, 2022
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!

2/n
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.

3/n
Read 20 tweets

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