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Path of Exile (F2P Loot Hack 'n Slash) Open beta later this year

Haunted

Member
The game is really pretty! And the animation is really nice too
Definitely. I watched TB's WTF is... back in September last year and was impressed.

The art style is more in line with what many people expected Diablo III to look like, which has its own sort of appeal as well.


If they do an open beta, I'll totally join in. :)
 
I heard they'd be adding in Act III before it goes into open beta, not sure if there's any truth to that though
I'm interested to see what other environments they'll have, so far we've seen environments similar to Act I/II/III in D2
 
This game is a lot like diablo 2, only they've fixed quite a few problems diablo had. First, they made currency waaay better; now you trade items in for crafting components. They also made the potion system a lot better. You don't ever "use up" your flasks, you just recharge them by killing enemies (you have to use magicla for the magicka potions to recharge), and there are mods for potions now.

The skill system is also great and pretty different, although I do find the active skills themselves to be a little lackluster so far (hope they add a lot more). The passive skill tree, however, is huge and awesome.

I basically see this game as an a refined diablo 2 without the production value blizzard had. I really look forward to the full game!

If anyone has any question about anything (skills, stats, etc.), feel free, I'd be happy to answer to the best of my ability.
 

KKRT00

Member
The skill system is also great and pretty different, although I do find the active skills themselves to be a little lackluster so far (hope they add a lot more).

More than 100 are planned for release and now we have like 45 :) Skills are also changed by support gems and we still dont have all support gems available, for example there will be support gems that will convert Your skills into totems, like standards in Titan Quest that buffs/debuffs or deal damage like hydras in D2 to everything around.
 

KKRT00

Member
Fresh interview with Chris, very informative.
http://www.youtube.com/watch?v=HPfUcXP7AhM

Some points from the discussion:
- They are trying to get open beta as fast as they can, but they plan it for March/April.
- They are making more keystone of course [5 new soon, matter of two/three weeks]
- There will be build calculator on their site
- They are thinking about sets, but they wont be on release, more on expansions, because they cant solve some of their drawbacks right now
- they are talking about end game, that they want to make zones for which to enter You will have to pay with currency items and they will be impossible almost to complete
- they want site to have better communication with game, like You can make real builds there or make trades without even login to game client
- act 3 will be available at release
- mercenaries will be added in expansion pack
- 0.9.6 will add 4 new skills, keystones and new behaviors for monsters to be more dynamic
- They are thinking about some Steam integration, but they will do/consider more serious after release
- There wont wipe of chars/items in and after open beta
 

KKRT00

Member
Chris about changes in 0.9.6

Chris said:
This is a short list of some of the content that is currently aimed to be included in 0.9.6. Some of this content may not make it in, and of course there are plenty of things that are included in the patch but aren't on this list.

Passive skills have been reset again. The tree has been modified to have three more keystones and a lot more (100-150?) notable passives with special names and larger-than-average properties. By adding these new notable passives, we're making it easier to see a high-level view of the tree (so that new players can easily understand where certain builds are meant to go).

We've added a side area to the Ship Graveyard, a third area to the Chamber of Sins and have revamped several act two areas to push their randomness and to make them less sparse.

We've added a new monster type with a variety of attacks.

We've added a variety of Utility Flask base types that do effects other than healing your life or mana. There are now belt mods that can affect your usage of flasks.

There are an additional 28 unique items, more than doubling the current total.

We've added lots of new monster mods and several new monster auras. It's pretty common for monsters to get Frenzy/Endurance/Power charges that are more powerful than player ones ;)

We've added four new skill gems. More information on these is coming soon.

All Maelstrom of Chaos areas are now level 60. We have decided that having the highest tiers of items only come from a narrow set of bosses in the highest areas is not the way we want the item system to work. The challenge should be in getting the appropriate mods/sockets, rather than finding the actual base item.

We've resolved sound priority issues and made sure that sounds aren't getting lost during combat.

When in multiplayer instances where the life of monsters is scaled up, the pre-scaling life values now are used for calculations related to stun and elemental status effect durations. This means that players that rely on stun, chilling, freezing, etc are not at a disadvantage when partying up.

We've added screen-shake on very large attacks or dramatic events such as bosses dying. It can be disabled in the options.

Shock Nova has been reimplemented so that it doesn't scale its damage with distance and doesn't hit monsters that are close to you.

We've added a new quest/waypoint screen that shows a map of the act and lets you see the connectivity between areas. You can select quests to see which are they're in and how to get there. Never again will anyone need to ask "Where is Oak?".

There are dozens of other changes which you'll see when the real patch notes are posted sometime next week. Yes, I purposefully avoided talking about nerfs in this post.
 

msv

Member
Got in couple of days ago. I like the game, pretty fun. Only thing I'm really bummed about is the absence of a currency. A barter system with Scrolls of Wisdom (Identify) as sort of a currency is just lame. I'm at level 12 and I can identify not even half the stuff that I get. And you need to barter 5 white items for just one scroll. Filling up your inventory with white crap, then portalling out and then you get 1 Scroll of Wisdom. Ah but you lost a Scroll of Portal, which costs 3 Scrolls of Wisdom.

Don't understand why they don't just implement gold. Barter system is only gonna be confusing and annoying for new players. Not to mention that it reduces the times you get loot by more than half. You get 1 scroll of wisdom for every 100-1000 gold you get in D2. Picking up gold is tonnes of fun.
 
Got in couple of days ago. I like the game, pretty fun. Only thing I'm really bummed about is the absence of a currency. A barter system with Scrolls of Wisdom (Identify) as sort of a currency is just lame. I'm at level 12 and I can identify not even half the stuff that I get. And you need to barter 5 white items for just one scroll. Filling up your inventory with white crap, then portalling out and then you get 1 Scroll of Wisdom. Ah but you lost a Scroll of Portal, which costs 3 Scrolls of Wisdom.

Don't understand why they don't just implement gold. Barter system is only gonna be confusing and annoying for new players. Not to mention that it reduces the times you get loot by more than half. You get 1 scroll of wisdom for every 100-1000 gold you get in D2. Picking up gold is tonnes of fun.

Sorry, but you're doing it wrong. SoW are not really currency in this game. The Orbs are. And I think the system they have is pretty awesome.

You should only identify all of the Uniques (Orange) and Rares (Yellow). Magics (Blue) only if you can use the item. NOT every single item. I do this and always have a surplus of Wisdoms AND Portals, which in turn can be traded 1:1 for Wisdoms.

I never pick up whites unless they are slotted exceptionally well.
 

msv

Member
Sorry, but you're doing it wrong. SoW are not really currency in this game. The Orbs are. And I think the system they have is pretty awesome.

You should only identify Uniques, Rares, and Blues that you can use. NOT every single item. I do this and always have a surplus of Wisdoms AND Portals, which in turn can be traded 1:1 for Wisdoms.

I never pick up whites unless they are slotted exceptionally well.
No need to be sorry. Whaddaya mean, Orbs are currency? Can I buy Scrolls of Wisdom with the Orbs?
 

Hazaro

relies on auto-aim
Got in couple of days ago. I like the game, pretty fun. Only thing I'm really bummed about is the absence of a currency. A barter system with Scrolls of Wisdom (Identify) as sort of a currency is just lame. I'm at level 12 and I can identify not even half the stuff that I get. And you need to barter 5 white items for just one scroll. Filling up your inventory with white crap, then portalling out and then you get 1 Scroll of Wisdom. Ah but you lost a Scroll of Portal, which costs 3 Scrolls of Wisdom.

Don't understand why they don't just implement gold. Barter system is only gonna be confusing and annoying for new players. Not to mention that it reduces the times you get loot by more than half. You get 1 scroll of wisdom for every 100-1000 gold you get in D2. Picking up gold is tonnes of fun.
You don't ID everything you get. Not by a long shot. Only the good items that your class can use. Then you reroll the items or add properities, or you find a good white and turn that into a rare. It's a much different system.
 
No need to be sorry. Whaddaya mean, Orbs are currency? Can I buy Scrolls of Wisdom with the Orbs?

Basically, you do not need to buy Scrolls of Wisdom. There is no gold in the game, because most of the trading is supposed to happen between players, and gold is useless for it.

Every Orb has a certain value (that changes with supply and demand), and they are used as a currency for trades between players.

The trader in town is pretty much just there to offload the crap you don't need.
 

msv

Member
You don't ID everything you get. Not by a long shot. Only the good items that your class can use. Then you reroll the items or add properities, or you find a good white and turn that into a rare. It's a much different system.

Basically, you do not need to buy Scrolls of Wisdom. There is no gold in the game, because most of the trading is supposed to happen between players, and gold is useless for it.

Every Orb has a certain value (that changes with supply and demand), and they are used as a currency for trades between players.

The trader in town is pretty much just there to offload the crap you don't need.
Hm, seems I am approaching it too much like D2. Sounds like it would work that way yeah. Still, that would kinda eliminate the option to go to town once in a while, to buy/sell stuff? Sucks, I loved figuring out which items were gonna be expensive then portalling back and see what kinda score I'd gotten.

You guys never portal back to town anymore to sell stuff?
 
Hm, seems I am approaching it too much like D2. Sounds like it would work that way yeah. Still, that would kinda eliminate the option to go to town once in a while, to buy/sell stuff? Sucks, I loved figuring out which items were gonna be expensive then portalling back and see what kinda score I'd gotten.

You guys never portal back to town anymore to sell stuff?
Why does it eliminate the option? I still portal back when my inventory is full. It just doesn't happen as often because I don't pick up 90% of the blues that drop.
 

KKRT00

Member
Don't understand why they don't just implement gold. Barter system is only gonna be confusing and annoying for new players. Not to mention that it reduces the times you get loot by more than half. You get 1 scroll of wisdom for every 100-1000 gold you get in D2. Picking up gold is tonnes of fun.

After getting Deckard Cain You hardly ever use gold for identifying items anyway.
You dont pick up every item in D2, same as You dont pick up every item in PoE and lack of Scrolls of Wisdom is only a problem for first char.
Gold is worse currency then orb system, because orbs are actually practical.
You can trade them for items, for other orbs or just make items from them, with gold You can only buy new items. One feature i would love to have is to have orb based auction house, but it will probably be implemented even if not ingame, then on their site integrated with trading board.

Hm, seems I am approaching it too much like D2. Sounds like it would work that way yeah. Still, that would kinda eliminate the option to go to town once in a while, to buy/sell stuff? Sucks, I loved figuring out which items were gonna be expensive then portalling back and see what kinda score I'd gotten.

You guys never portal back to town anymore to sell stuff?
After playing tons of D2, You just know that scepters, rings, amulets, wands and staves are valued higher then rest of the items. In later difficulties You pick up additionally high level armors, because they are expensive and sometimes special class items like barbarian helmets or necromancer 'shields' with good magic mods can be good too for resell. I almost never pick up gold in D2 after some areas of act 1.
 

msv

Member
Why does it eliminate the option? I still portal back when my inventory is full. It just doesn't happen as often because I don't pick up 90% of the blues that drop.
Doesn't happen as often is an understatement. Portalling back is just not fun anymore, trading your items for mere scraps, getting one whole scroll of wisdom out of an entire inventory is just, eh. But I guess I need to figure out what the Orbs are all about, since I haven't found that out yet.
 

KKRT00

Member
Two screenshots from 0.9.6 patch that will be deployed at Tuesday next week.

This image shows a Templar using the new skills Molten Shell and Lightning Strike to fight Brutus.

b41aea420e.jpg


==

Here you can see a multiplayer fight between a pair of players and some of the new snake monsters in Act Two. The blue effect at the top of the screen is from the new skill Power Siphon. The magic snake that is targeted shows a new monster ability: granting frenzy charges to nearby allies when it dies.

4d532ce18a.jpg
 

Kinitari

Black Canada Mafia
I've been playing for a while, just starting to get the hang of it! I'm level 17. People should play with me.
 

KKRT00

Member
Anyone got a key? I would love to be able to trade my D3 beta access for one...

You still dont have one? Hmm, i'll try to get a one, i dont know if Kintaro accepted his, i havent got a PM reply from him.
Atomski hasnt answer too, strange, i'll ask them and if i wont get answer You'll get one :)
 

Atomski

Member
You still dont have one? Hmm, i'll try to get a one, i dont know if Kintaro accepted his, i havent got a PM reply from him.
Atomski hasnt answer too, strange, i'll ask them and if i wont get answer You'll get one :)

Sorry didnt notice. I got an invite not to long ago from a friend. You can give the code you sent me to someone else.
 

JaseC

gave away the keys to the kingdom.
I forgot all about this. I signed up to express my interest in the beta yesterday as I've been on an ARPG kick lately.
 

inky

Member
I was just thinking about this game. I think I'm most impressed by the animations, never expected them to be so elaborate but so fluid at the same time. The way the Ranger reaches for an arrow, sets it on the bow, pulls back and releases all within less than a second is super impressive.

The passive tree is also very intriguing and seems rather deep. Hopefully it allows for different types of gameplay and in the end it doesn't become a math issue where there is a single ideal path for each class, but instead it allows for a variety of builds.
 

B00TE

Member
The more time I've spent with the beta, the more I like it. How much fun I had grew when I got my brother into the beta. Really, having someone else to play with made it that much better to me.

One thing I really like about the game was the environments. It always really felt foreboding and in some places, really depressing. Also like that your attacks really seem like they hit hard, and it feels satisfying.
 

SteveWD40

Member
My 2 cents after an hour with the beta:

Fucking A.

I have played both this and D3 and based on initial beta impressions this will be my loot game of choice (with TL2 as the offline backup).

1. It's smooth as butter. D3 has been a bit choppy for me, mainly as they have no EU servers yet but it's still a slideshow at times and I find it pretty annoying. POE runs like a dream.

2. You have a community right there, the global chat is much more like an MMO, I don't need to get friends to play the game or get friend invites just to have a few people to chat with, the towns have other players in them.

3. The combat feels really good, so far the Duellist is my class of choice, I love the armour looks "real".

4. I love the systems, once you get your head around them, flasks, skills beings slotted gems, the MASSIVE skill tree's, all classes being viable in any play-style... YES!

My only gripe so far, as far as I can tell there is no "hold to stay stationary" button, which can lead to you running past the enemy you wanted to attack, it's hell on ranged as well.
 

inky

Member
^ I'm playing a Ranger and I'm sure Left Shift is the "stay in place" key.

Fake edit: yep, just checked.
 

Calvinpewpewpew

Neo Member
Are we doing a list for beta key friend invites for this game? I registered for the beta 3-4 months ago and still no luck (with D3 either!).
 
I hate to be that person, but since playing the D3 beta I've really been interested in trying this one out. Anyone have a key? I'd really appreciate it. Can't believe I got into the D3 beta before this one.
 

B00TE

Member
I made a witch about two hours ago. Oh my god, I love Firestorm, specially when stacked with gear that gives you life on every kill. Melee witch is a lot more fun than I thought it would be.

Need to see about getting into a party with a few more people.
 
I made a witch about two hours ago. Oh my god, I love Firestorm, specially when stacked with gear that gives you life on every kill. Melee witch is a lot more fun than I thought it would be.

Need to see about getting into a party with a few more people.

My buddy and I are playing right now, but we're lvl 30+. username=Quample if you want in.
 

KKRT00

Member
Full 0.9.6 Patch Notes

Chris said:
This will be deployed in the morning of Wednesday February 8, New Zealand time.

The below patch notes are not final. Changes may still be made.

Version 0.9.6

Notes:

  • We've wiped all the passive skills again. Please take care reallocating your passives so that you can use your equipment and gems.

Features:

  • Added a passive skill tree planner to the website. You can click your character at the bottom of the website to view its passive skill tree. When you're done planning a build, the site provides a link so that you can share it with other players.
    Added an improved Quest/Waypoint screen. It shows the layout of all the act's discovered areas on a map and displays their connectivity. You can select a quest to see where it is and how to get there.
    Added screen-shake on very large attacks or dramatic events such as bosses dying. It can be disabled in the options.
    Increased the number of sound channels used to 32 and added sound priorities. Crucial combat sounds should now not be lost in busy situations.
    Improved the behaviour of monsters that have both projectile and melee attacks. Sea Witches and Merveil's second form now have melee attacks and this behaviour. They cast skills at you until they are low on mana, and then close in for melee combat.
    Changed monster behaviour so that the distance that they become aggressive from varies per monster type. When a monster becomes aggressive, it will alert nearby monsters as well. This means that you won't accidentally pull single monsters one at a time while fighting.
    Slightly decreased the font size in pre-game menus.
    Added a sound for critical strikes.
    The light radius reduction that occurs when on low life indoors has been changed so that it is more appropriate for players who care about the "when on low life" abilities.
    The next waypoint is now automatically granted after completing areas containing Brutus, Merveil or the end of act two.
    Vsync is now on by default.
    Your minions can now trigger enemies to emerge.
    Added a new mouse cursor.

Content:

  • Added a variety of Utility Flask base types that do effects other than healing your life or mana.
    Added a new Strength skill - Lightning Strike: Infuses your melee weapon with electrical energies as you swing. In addition to converting some of your physical damage to lightning damage, the stored energy is released from the weapon as a projectile as you strike, flying out behind your target to hit further-away enemies.
    Added a new Strength skill - Molten Shell: Summons fiery elemental shields providing additional armour for a short duration. If cumulative damage prevented by your blocking or armour reaches a threshold, the shields explode outwards, dealing fire damage to surrounding enemies.
    Added a new Intelligence skill - Tempest Shield: Enchants your shield with the power of storms, which lashes out to deal lightning damage to attackers when you block their attacks.
    Added a new Intelligence skill - Power Siphon: Fires your wand at a target, dealing increased damage and granting a power charge if the attack kills the target.
    Added new keystone passive - Pain Attunement: 25% more spell damage when on low life.
    Added new keystone passive - Elemental Equilibrium: When you hit enemies with an element, they get +30% resistance to that element and -20% resistance to other elements. Thanks to Konfeta for the inspiration.
    Added new keystone passive - Iron Grip: The increase to physical damage from Strength also applies to ranged weapons. Thanks to Konfeta for the inspiration.
    Added new keystone passive - Point Blank Archer: Ranged attacks deal up to 50% more damage to very close targets, but deal less damage to further away targets. Thanks to Malice for the inspiration.
    Added two variations of the new snake-like monster type to many areas.
    Added 28 new unique items.
    Added a new monster aura: Enemies are slowed.
    Added a new monster aura: Other allies can't die until the boss is killed.
    Added a new monster mod: Immunity to curses.
    Added a new monster mod: Grants Frenzy charges to all nearby allies on death.
    Added new monster mods: Chance to gain Endurance, Frenzy or Power charges when hitting.
    Added a new monster mod: Gains a Frenzy charge when reduced below 75%, 50% or 25% life.
    Added belt mods that can affect your usage of flasks.
    Added a new side area to the Ship Graveyard. The Fairgraves quest objective has been moved to this area.
    Added Chamber of Sins Level 3 and moved the Chamber of Sins waypoint to Level 2.
    Moved the waypoints in Alira's Camp, Broken Bridge and Pools and Streams areas to be near the bandit camps.
    Moved the waypoint from Waterfall Caves Level 1 to 2.
    Revamped the Crossroads and Old Fields.
    The Hideous Abomination now uses Lightning Strike.
    Vulatas has been reborn as Hailrake, is now cold-themed and casts Ice Spear.
    Merveil now uses Ice Spear rather than Fireball. Cold resistance is an effective plan against her.
    Added the Great White Beast to the Dread Thicket.
    Blood Chieftains can now mass-frenzy all nearby monsters. This works in your favour if you raise them as spectres.
    Shock Nova has been reimplemented so that it doesn't scale its damage with distance and doesn't hit monsters that are close to you.
    Made some Zombies and Sand Spitters emerge when encountered.
    Created 100+ named passives that have larger effects than average. Some of these came from the consolidation of other passives, so the overall tree has not grown by 100+ nodes.
    Added "Reflects X Damage to Attacker" mods for some armour pieces.
    Set up new gem level-up visual effects.
    Changed Eramir's bandit quest so that you need to either kill a bandit or help one of the townsfolk before he'll tell you about the quest.

Balance Changes:

  • When in multiplayer instances where the life of monsters is scaled up, the pre-scaling life values now are used for calculations related to stun and elemental status effect durations. This means that players that rely on stun, chilling, freezing, etc are not at a disadvantage when partying up.
    Made all Maelstrom of Chaos areas level 60. Increased their difficulty substantially.
    Changed the Chaos Inoculation keystone so that your "real" life value is still used for checks related to stun and elemental status ailments. This will mean that you don't receive giant stuns/chills due to being reduced to 1 life.
    Reduced the Minion Instability keystone passive to deal 100% of the minion's life rather than 200%.
    Reduced the number of magic and rare monsters in higher difficulties (especially the Maelstrom of Chaos).
    Reduced the life of normal monsters, but kept magic, rare and unique monsters the same.
    Reduced all cold damage by 10% on monsters, player skills and items.
    Increased the damage of Ice Nova, Fireball and the Added Lightning Damage support gem.
    Changed Spark to cast four sparks by default, but it is affected less by additional damage from support gems.
    Changed Firestorm to be affected less by additional damage from support gems.
    Slightly increased the mana cost multiplier of several support gems: Multiple Projectiles, Added Chaos, Pierce, Increased Duration, Weapon Elemental Damage
    Reduced the size of the Perpetual flask mods.
    Changed the effect of quality on curse gems to skill-specific effects rather than duration.
    Changed the amount of Alchemy Shards gained from selling certain items with certain mods to address exploitative behaviour.
    Rebalanced the way that quality spawns on items so that it's rarer and that gems with quality have slightly higher average quality than before. It's now harder to collect 40% quality sets for the vendor recipes.

Bug Fixes:

  • Fixed a bug where Merveil was using normal-difficulty spells in the higher difficulties.
    Monsters that emerge when encountered (such as Water Elementals and Moss Monsters) are now immune to damage until they start to emerge. This prevents them playing the wrong animation and appearing in an un-emerged state early.
    Fixed a bug where looped sounds would not play at the correct volume
    Fixed a bug where your minions and enemies would occasionally both freeze at the same time, targeting each other but unable to do actions.
    Made Portal scrolls the right colour on the ground.
    Fixed a crash that can occur running the game when sound is disabled.
    Fixed a bug where melee knockback would apply to other non-melee attacks also.
    Flickerstrike targeting a specific enemy will no longer execute if that enemy is out of range.
    Fixed some cases where the options screen might not apply changes.
    Fixed a case where players could trap Merveil's second form against a wall and kill her safely.
    Fixed a bug where Firestorm could hit monsters through walls.
    Fixed a bug where certain squares of ground wouldn't draw (often appearing blue).
    Fixed a bug that would cause some dungeon rooms to not spawn any monsters or chests.
    Fixed Dual Strike alternating weapon base durations when it should have been using an average.


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