King didn’t feel like it no more
Coming back from maze and he just stood there… menacingly. Think he’s bugged cause I popped second phase with him mid teleporting up top to do nados
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Coming back from maze and he just stood there… menacingly. Think he’s bugged cause I popped second phase with him mid teleporting up top to do nados
Minions have their issues, with only certain niche minion types being decent this league. What are some ideas that could perceivably smoothen out their game play? I've got a couple of ideas specifically for the leveling: * Lower the level of Skeletal Priests and their cost. I think they could inverse skeletal priests and their cost essentially backwards from what they do now. Now at lower levels minions cost more, so you could essentially have a play style that emphasized needing some at the beginning and slowly working away from them being mandatory as it scales with survivability as you progress. I think enabling these guys pretty much right off would be extremely nice. * Allow minions to benefit from power charges. This one I think has some interesting gameplay possibilities. There needs to be a way to allow minions to have access or some benefit from power charges. I think there could be a lot of interesting builds whether you're doing something like super charging a minions HP and using the explode on death for % of hp damage, or being able to pass volatility off to your minions, or just letting power charges benefit their main abilities. I think these would be easy to do through a node on the tree or even through uniques. I have messed around with uniques currently in the game to pass the power charges onto my minions **and it is so cool looking** but it doesn't have any functionality. So I am wondering if this is just something that's coming in the future but hasn't gotten here yet. Other ideas: *Mobility Some kind of passive tree that allows minions or even just x percentage of your minions to teleport with you when using blink (or that god awful teleport from Headhunter buffs). * Skeletal Mages Instead of having lightning or ice mages separate just make one type of mage and then allow the player to "tag" via skill gems the mage to get bonuses from the extra tags. Maybe something similar could be done with a merger or a bonus of some kind on lesser used melee minions too. * Auras When Templar comes and there's auras I just hope that I can give them to my minions ALA Diablo 2 style. Anyone had any interesting thoughts on minion builds?
https://v.redd.it/edi21q8yjabf1
The "Alch and Go" crowd is basically wrecked in POE2 and anyone who is only familiar with POE2's version of mapping and towers has no idea what they are missing in POE1's version of mapping, It's absolutely amazing in comparison to POE2 and has reinvigorated the game for me 100x over. I personally spend less time in POE1 than I ever did in POE2 (About 100-150 hours in POE1 - Over 500-600+ hours in POE2) , I was looking forward to the newer version of POE1 and couldn't wait for it to release, but to say I was let down and disappointed in POE2's version of mapping and how they handled it with towers is quite an understatement. I just truly can't comprehend or understand how an entire team of devs can possibly go from what Mapping is in POE1 and think that anyone would be happy with what they frankensteined it into for POE2... It made me realize very quickly after jumping back into POE1 that I never really was getting the Juice that I really wanted in POE2, because towers held me back so much from being able to properly juice up my maps and get the mods or quant and rarity I really wanted and NEEDED, Being able to jump back into POE1's version of mapping truly felt amazing and LIMITLESS, it's almost indescribable how amazing of a change it is. Anyways, with that being said... I love both games, And I really really really want to see POE2 enjoy the full success of POE1 and take on all of it's content and creativity that is still present in POE1, But if it's mapping system remains the same as it currently is with it's slow sluggish and painful mapping process drawing out hours or even days to truly optimize and maximize juicing maps, Then I'm pretty sure i'll end up either not even playing or just making 1 character and getting burned out 2-3 weeks into any new leagues.. Trudging through 20-30 maps you don't even want to play or care about with 0 juice just to get to an area with perfect tower placement so you can FINALLY juice some maps, albeit probably not even to the juiciness you can EASILY get in POE1 is just not fun, a matter of fact it's painful and annoying, **it's the worst feeling and makes me not even want to play the game anymore.**
I used to play smoothly before but when didn't play for 1 month. Yesterday i come back to play but it's super laggy, i have try many adjust from youtube but doesn't work. Anyone face same problem or any suggestion. Thank in advance
Coming soon
Explore the new skill tree system in Path of Exile 2. Plan your character builds and discover powerful combinations.
View Skill TreePath of Exile 2 (PoE 2) is a free-to-play action role-playing game developed by Grinding Gear Games, set to enter early access on December 6, 2024. This sequel builds upon the original Path of Exile, introducing significant gameplay enhancements and new content while maintaining the core elements that fans appreciate.
Early Access Classes
Players can choose from six classes during early access:
Full Release Classes
The full release will expand the roster to twelve classes, including:
Early Access: Each class in early access has access to two ascendancy classes.
Full Release: In the full version, each class will have three ascendancy classes, allowing for more specialization and build diversity.
Early Access: Players will have access to approximately 150-200 active skill gems and around 110-133 support gems.
Full Release: The full game will offer around 300 active skill gems and over 200 support gems, significantly increasing the options for character customization.
Acts Available:
Early access includes content from Acts 1-3 in Normal and Cruel difficulties.
The full release will feature a complete story across Acts 1-6.
Early Access: There will be about 400 monsters and around 50 bosses.
Full Release: The game will expand to include over 600 monsters and approximately 100 bosses, enhancing the challenge and variety of encounters.
The specifics regarding equipment types and unique items in early access are not fully detailed, but the full release is expected to have over 700 equipment types and unique items, providing a richer loot experience.
Platforms:The game will be available on PC, PlayStation 5, and Xbox Series X/S. It can be downloaded from platforms like Steam and the Epic Games Store.
Players can gain access through:
Download Size:The pre-download size for Xbox has been reported to be around 96.26 GB, indicating a substantial amount of content available at launch
Content Available:The early access version will include a campaign spanning the first three acts, featuring around 400 monster types and 50 unique bosses, which is about half of the planned content for the full release
In Path of Exile 2, the co-op feature is designed to enhance the multiplayer experience, allowing players to team up in various ways. Here are the key aspects of how the co-op feature works:
Local Couch Co-op:
Online Multiplayer:
The game supports online co-op for up to six players, allowing friends to join each other's games regardless of their platform, thanks to cross-play functionality
Damage conversion works in different way. In poe 1 you can have pure physical damage 2h axe, scale it with increase physical damage passive nodes, more physical damage support gems, and than convert all that damage into fire and scale it from increase fire/elemental damage passives. In poe 2 it will only scale from fire/elemental damage passives, and conversion will work only for base physical damage.
You can find more in this video: