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

KKRT00

Member
I did, but the list hasnt been updated in quite a few posts (myself I posted on the 18th)

Damn i missed You :p. You can check that i've added a guys before You, and next after You :p
Sorry, I'll fix it tomorrow :)

-----
And gifs for a new page ;p


i1u38wMcua6Ow.gif


ibsXBp4kgxRKjC.gif


slower version [tell me now that this game has crappy animations] - http://i.minus.com/ibdh7MuamXXoqA.gif
 

Hazaro

relies on auto-aim
Yeah I'm glad. It also looks like friend invites come faster? I think we should be good for a while.
I was surprised I got 10 keys.

Got any Level 30 ish Ranger gear left over?
*2.70 attacks per second with frenzy on. Add in knockback from a Flask and rares literally can't touch me. Next level gets me 3 slot connected gloves and another orb. Woo!
 

KKRT00

Member
Yeah I'm glad. It also looks like friend invites come faster? I think we should be good for a while.
I was surprised I got 10 keys.

Got any Level 30 ish Ranger gear left over?
*2.70 attacks per second with frenzy on. Add in knockback from a Flask and rares literally can't touch me. Next level gets me 3 slot connected gloves and another orb. Woo!
Are You on Hardcore?

I'm also Ranger near lvl 30 :p and i have crappy gear unfortunately ;\ I'm trying to farm currency items to make good Flasks, because mana depletes for me too fast [definitely they were nerfed].
 

KKRT00

Member
Preliminary 0.9.4 Patch Notes

Chris said:
This will be deployed to the Beta Realm on the afternoon of Monday December 5, NZ time.

I've posted this here to get feedback from the general public. Beta testers: there's a thread in the Beta Status forum here if you want to discuss your concerns with any of the changes.

Version 0.9.4

Notes:

  • We have refunded all passive skill points because of substantial changes to the passive skill tree and the attribute requirements system. They will need to be reallocated before you can use your items/skills. Note that your item requirements are now different! Many items require substantially higher values than before, so you must invest in more attributes on the passive tree. Please take care when reallocating your passives so that you don't make your character unusable.

Features:

  • Added the ability to manually level a skill gem up. They don't level up by themselves anymore, but instead notify you when they've gained enough experience. Click on the appropriate + icon in the HUD or inventory screen to level it up. This should allow players greater control over what level their gems are and will prevent the situation where gems automatically levelled to have requirements that prevented you from removing items.
    Improved the look and feel of the character selection screen.
    Restored the Quartermaster voice intro that plays when creating a character.
    Added an outline to the hovered character class in the character creation screen.
    Improved the Upper Prison and added some monsters to fight before Brutus. They're useful for corpses.
    Swapped the locations of Oozeback Bloom and Plague Vomit unique monsters.
    The character screen now shows an estimate for average damage reduction due to armour. Note that smaller hits are reduced more and larger hits are reduced less.
    Made it clear that Shield Charge cannot be used with wands currently.
    Made the quest status notifications prettier.
    Removed the fake aura effect from the Medicine Chest boss.
    Continued to incrementally improve the art, effects, environments and sound.

Passive Skill Tree Changes:

  • Reduced the density of attribute nodes on the passive skill tree's "attribute highways". It's now faster to travel around the tree.
    Added 12 Keystone passives! There's no limit to how many you can take, but they have very large permanent effects on your character, so plan carefully before picking any. The keystones are listed below.
    Replaced bow accuracy nodes with more damage.
    Added accuracy to early Marauder and Templar areas of the tree.
    Changed the structure of the centre of the tree to allow faster travel across the tree and to make the item passives optional.
    Reduced early Witch mana-on-kill passives.
    Changed description of the Area of Effect passives to make it clear that they affect skills, not just spells.
    Added some early "splash" attribute nodes close to the start position of each class.

Keystone Passives:

  • Minion Instability: Minions explode when reduced to low life, dealing 200% of their maximum life as fire damage to surrounding enemies.
    Hex Master: Curses you cast never expire.
    Conduit: Party members gain endurance/frenzy/power charges whenever you do.
    Acrobatics: 20% chance to dodge all enemy attacks. Removes all armour. Removes all energy shield.
    Iron Reflexes: Converts all evasion rating to armour.
    Resolute Technique: Never get critical strikes. Always hit.
    Avatar of Fire: Converts all physical damage to fire damage.
    Unwavering Stance: You cannot be stunned. You cannot evade enemy attacks.
    Armour Master: Ignore all movement penalties from armour.
    Chaos Innoculation: 20% increased maximum energy shield. Provides immunity to chaos damage. Maximum life becomes 1.
    Eldritch Battery: Converts all energy shield to mana.
    Blood Magic: Removes all mana. Spends life instead of mana for skills.

Balance:

  • Changed the attribute requirements system substantially. Weapons now have more meaningful requirements that encourage players to make stronger item/passive skill decisions. The requirements of other item classes are lower than weapons: body armours are at 80% of weapons, shields at 70%, skill gems/helmets at 60%, boots at 50% and gloves/support gems at 40%.
    Removed the bonus of one free attribute point of each type per level.
    Increased the base damage progression of weapon types throughout the game. No longer is it mandatory to have a +100% damage weapon in order to be able to kill monsters at a reasonable speed.
    Scaled monster life and player weapon/spell damage values down in order to prevent numerical inflation caused by the above change. Note that this means that the weapon values are now exactly the same as before, but all the other damage/monster life values are lower. This is not a nerf to spellcasters because the monster life was reduced at the same time as their spell damage.
    Rebalanced the mana cost of many skills to better reflect their function in combat. Most weapon skills now start at a slightly higher mana cost then before (so that resources are constrained at low levels) but flatten off so that they can be used constantly at higher levels.
    Reduced the number of armour base types in the game in order to prevent the spam of hundreds of confusingly similar items. Your old armour pieces still exist but many cannot be found any more.
    Further biased equipment drops in favour of higher level items. You're now substantially more likely to find items close to the level of the area you're playing in. This scaling now applies to Flasks also.
    Modified the drop rates of bosses (magic and above) so that there is less item spam but so that you still stand a good chance of getting magic, rare and unique items.
    There's now a limit of one curse per enemy. The most recently cast one overwrites any existing ones. This is necessary because curses are very powerful and their abuse was making most high level play too easy. There will be ways soon to increase this per-monster limit.
    Changed the way that stuns are calculated so that it's harder to stun a target. The thresholds of damage dealt per hit (associated with various stun probabilities) are now higher than before. This should help melee characters who were frequently being stunlocked. Characters that rely on stunning enemies may have to get additional Stun Threshold Reduction.
    Reduced the chance of Energy Shield neutralising stun from 90% to 50%.
    Increased the default run speed of characters but made body armours and shields slow them down depending on their type. Most characters should notice little difference.
    Widened the "safe zone" in the experience penalty at higher levels, but made the falloff harsher.
    Removed the bonus accuracy that was built into dexterity weapons. It comes from dexterity now.
    The knockback from a Flask of Fending now only applies to melee attacks.
    Raise Spectre can now only raise one Spectre by default at all levels. Minion passives must be sought to raise this limit.
    Changed the quality stat of Ground Slam to Stun Duration (rather than Reduced Stun Threshold).
    Increased the damage of Viper Strike, Poison Arrow, Explosive Arrow.
    Reduced the damage of Discharge.
    Reduced the duration of Immortal Call granted per Endurance Charge but added a 0.2 second base duration.
    Reduced the duration of Temporal Chains.
    Increased the duration of Blood Rage at all levels.
    Shield Charge now provides no damage bonus if used at minimum range, because it's fast and doesn't miss. It still provides the same damage bonus at longer ranges.

Bug Fixes:

  • Increased the run speed of Ghost monsters to match their animation.
    Fixed a bug where shift-attacks performed on out-of-range enemies were not able to hit in-range enemies.
    Fixed a bug that caused some quest status messages to appear delayed.
    Fixed a bug where Frost Wall could damage non-hostile bandit leaders.
    Fixed discharge not granting charges for hitting/killing enemies.
    Fixed rain of Arrows being incorrectly treated as a projectile skill.
    Fixed a bug with using ctrl+enter to reply to whispers where it'd only put the @ symbol and no name.
    Fixed various errors in NPC text.
    Fixed a bug where the Tidal Island was unavailable on Cruel difficulty.
    Fixed a bug where players could skip act two.
    Fixed a bug where skill gems linked in chat would show with zero experience.
    Fixed bugs related to life being shown incorrectly after adding/removing items that granted life.
    Caustic flasks no longer interrupt energy shield recharge.
    Caustic the wrong mods spawning on some hybrid flasks.
    Fixed a bug where some quest items would not drop if there was no room.
    Fixed a bug where you were able to use an item that you didn't meet the requirements for if you swapped into it.

Item Mod Changes:

  • We tidied up item mods substantially to help clarify the function of each item slot. None of the following changes modify existing items.
    Prevented life and life regeneration mods from spawning on weapons.
    Added a new tier of attack speed mod for gloves.
    Reduced the maximum attack speed tier that can spawn on rings.
    Doubled the values of "all attributes" mods that spawn as explicit amulet mods.
    Prevented cast speed mods spawning on gloves.
    Rings can only get one tier of cast speed mod now.
    Amulets can only get 3 tiers of cast speed mods now.
    Allowed elemental damage increase percentage mods to spawn on sceptres.
    Prevented elemental damage increase percentage mods from spawning on armour pieces and belts.
    Reduced the number of tiers of elemental damage mods on rings (two) and amulets (three).
    Prevented strength mods from spawning on items other than rings, amulets, belts, strength armour pieces and strength weapons.
    Prevented dexterity mods from spawning on items other than rings, amulets, gloves, quivers, dexterity armour pieces and dexterity weapons.
    Prevented intelligence mods from spawning on items other than rings, amulets, helmets, intelligence armour pieces and intelligence weapons.
    Prevented spell damage and spell critical strike chance mods from spawning on non-intelligence weapons.
    Fixed the chance that spell damage mods will spawn on amulets.
    The "all resistances" mods now only on shields, rings, and amulets (removed from belt, weapons and other armour pieces)
    Prevented stun recovery mods from spawning on weapons and gloves.
    Prevented stun duration mods from spawning on armour pieces.
    Prevented projectile speed mods from spawning on anything except ranged weapons and quivers.
    Critical strike chance and multiplier mods now only spawn on weapons, quivers and amulets.
    Stun threshold reduction mods can now only spawn on belts and strength weapons.
    Mana and mana regeneration mods can now only spawn on rings, amulets, intelligence armours and intelligence weapons.
    Prevented mana/life leech mods from spawning on belts. Added to gloves.
    Prevented mana/life gain on hit/enemy death mods from spawning on belts and armour pieces.
    Prevented accuracy mods from spawning on armour pieces and belts.
    Prevented all energy shield regeneration speed mods from spawning.
    Prevented the whole-character armour type increase mods from spawning on all items except amulets.
    Prevented the static armour mods from spawning on amulets and rings.
    Prevented the static evasion mods from spawning on amulets and belts.
    Dramatically increased the chances of getting elemental damage mods on weapons, rings, amulets and gloves.
    Prevented elemental damage mods from spawing on belts.
 

Hazaro

relies on auto-aim
I'm on normal.
The knockback from a Flask of Fending now only applies to melee attacks.
ffffffffffffffffffffffffffff
Increased the damage of Viper Strike, Poison Arrow, Explosive Arrow.
Increased the duration of Blood Rage at all levels.
Yay
 

Varna

Member
Have they talked at all about the difficulty level? Been playing since 0.9.3 and I already think the game is shaping up really nicely. One thing I found odd is how ridiculously easy it is just playing solo. I teamed up a bit and the game just became a joke. I asked if the higher difficulty options were what required real team work and everyone pretty much told me they were equally as easy. Nothing in the game really required cooperation.
 

Hazaro

relies on auto-aim
I'm only 32 and on Cruel, but rares are scary at least to me as a Ranger. Definitely tread more carefully. I imagine when resists and mobs of magic enemies happen it will get harder.
 

KKRT00

Member
Have they talked at all about the difficulty level? Been playing since 0.9.3 and I already think the game is shaping up really nicely. One thing I found odd is how ridiculously easy it is just playing solo. I teamed up a bit and the game just became a joke. I asked if the higher difficulty options were what required real team work and everyone pretty much told me they were equally as easy. Nothing in the game really required cooperation.

Easy? Its definitely not easy. What class are You playing and where are You at in game?
I think its easier now for melee, i've started melee yesterday and is quite easy for now, but Ranger got nerfed quite hard, especially in terms of mana.



BTW i've died yesterday on that FireWitch on Terrace on Cruel ;\, i had like 80% hp, got two hits from those meteors and died.
So i can give You that bow Hazaro if You want :), because i'm still playing on HC.
 

KKRT00

Member
0.9.5 Patch Notes [its almost out, its matter of minutes]

Chris said:
Version 0.9.5:

Notes:

  • We've wiped all the passive skills again. Please take care reallocating your passives so that you can use your equipment and gems.
    We've moved all old characters and items to Legacy leagues and have created new Default and Hardcore leagues with clean ladders. These leagues cannot interact with each other. We're interested in getting balance and economy feedback from the new leagues, but feel free to continue to play your old characters if you want to.
    As discussed below, we've changed how flasks work so that they recover life/mana slower than before. Be careful to test your characters before plunging into combat in Hardcore.

Features/Content:

  • Added the ability to refund individual skill points on the passive tree by spending "Passive Skill Respec Points". These can be gained from quest rewards or by using a rare currency item.
    Enabled the "Golden Hand" quest in the Church Dungeon. This currently gives two skill respec points per difficulty as its reward, but this will change in the future.
    Added two new world areas, currently called the "Ancient Pyramid" and the "Old Fields Cave".
    More than doubled the number of Unique Items in the game.
    Added some new monster types which can be found towards the end of Act Two.
    Added new currency items, improved vendors and the ability to sell items to vendors. See the section below for more information.
    Added a new unique monster to the Rocky Climb - "Ironpoint the Forsaken".
    Revamped how stats on items and skills are displayed so that many of the confusing cases are explained more consistently now.
    Improved the character selection cargohold scene and added the Quartermaster to its background.
    Added new level topologies to the Submerged Passage, Tidal Island and other areas.
    Improved the environment of the Twilight Strand.
    Removed the Submerged Passage Level 2 waypoint. Added a Rocky Climb waypoint. Moved some other waypoints around to random locations within their maps
    Continued to incrementally improve the art, effects, environments and sound.
    Added dividers between the NPC talk items such as shops and quest information.
    Added a new Raised Zombie run animation.
    The new Strength skill, "Lightning Strike", has been moved to a (hopefully soon) future patch because of issues that occurred during testing.
    Disabled the Punishment skill gem from being found until we have it working properly.

Currency/Vendor Changes:

  • Added new currency item - "Orb of Regret": Grants one passive skill refund point when used.
    Added new currency item - "Blessed Orb": Rerolls the value of the implicit (built-in) mod on an item.
    Fixed up the vendors that sell you items so that they offer a more reasonable selection of items at more appropriate prices. They now have some permanent currency items in their offered goods.
    Added the ability to sell items to vendors. The vendors have many complex recipes for combinations of items that they accept, so we encourage experimentation.
    Added "Scroll of Wisdom Fragment", "Transmutation Shard", "Alteration Shard" and "Alchemy Shard" currency items which can only be obtained from vendors. These cannot be used in their shard form, but when they reach their maximum stack size, they automatically transform into the appropriate type of normal currency item.
    Implemented mod-pricing for selling identified blue/rare items at the vendors. Different types of mods on your items can yield different numbers of shards (many are worth nothing). Some mods offer increased prices if they are at their maximum value.

    Added new art for most currency items. In some cases, you'll only get the new art if you find new currency items.
    Renamed some currency items. "Chaos Sphere" became "Chaos Orb". "Orb of Transformation" became "Orb of Alteration". "Gem Quality Upgrade" became "Gemcutter's Prism". "Flask Quality Upgrade" become "Glassblower's Bauble". "Armour Shard" became "Armourer's Scrap". "Whetstone" became "Blacksmith's Whetstone".

Item Drop Changes:

  • Reduced the drop rate of Orbs of Scouring, Scrolls of Wisdom and Portal Scrolls (scrolls can easily be obtained from vendors now.)
    Increased the drop rate of Orb of Chance.
    We're now biasing towards higher item base types extremely strongly for most item types. This means that it's much easier to stay up to date with the current highest item type for each slot. For example, if a bow drops in the Maelstrom of Chaos, there's a ~40% chance that it's the level 58 bow.
    Magic/Rare/Unique monsters can drop currency items and skill gems again, at an adjusted fair rate. Their chance of dropping these items is higher than that of normal monsters.
    Changed how Unique Items are generated so that low level Uniques can still drop in high level areas.

General Balance:

  • We've changed how flasks heal your life and mana so that they are slower than before but heal substantially more in total. They also take more monster kills to refill. This change should make your life and mana totals more relevant than just the speed your flasks recover at. There are more (drastic) flask changes scheduled for 0.9.6 but we're interested in feedback on these ones first.
    [Made higher difficulties harder.

    Removed the 10% damage bonus that monsters get per additional party member.
    Changed how Stun Threshold Reduction works so that it makes more sense now. A 50% decrease in Stun Threshold now means that you only need to deal 50% of the previous damage to cause a stun.
    Applied the "currency drop penalty" to Skill Gems and Scrolls also. This penalty applies if you're playing in an area far lower level than you are.
    Reduced the bonuses granted by Frenzy and Endurance charges.
    Changed enemy critical strike damage multiplier reduction so it only reduces the part of the multiplier above 100.
    Nerfed the Divinarius unique dagger. Old versions of this item are unmodified.
    Most flasks in the vendors don't generate with quality now.
    Reduced the number of Scrolls of Wisdom you start with to 3.
    Rebalanced most of the mods on flasks around the new behavioural changes.
    "Low Life" on Cautious flasks is now defined as 35% rather than 50%, to be consistent with other uses of the term.

Active Skill Balance:

  • Modified Firestorm's behaviour so that the explosions have a larger radius and are more likely to fall near the centre of the affected area. Doubled the number of fireballs that fall and rebalanced damage around these changes.
    Reduced Frenzy damage per charge.
    Increased damage progression of Freezing Pulse.
    Raise Spectre now raises better Spectres at higher levels.
    Made Explosive Arrow more powerful. The damage has been increased and the fuse time is now one second.
    Split Arrow mana costing increased based on number of arrows.
    Increased the chance that Warlord's Mark will grant an Endurance Charge.
    Projectile weakness now increases damage taken from projectiles.
    Increased the damage bonus granted by the Added Cold, Added Lightning and Added Chaos Damage Support Gems.

Passive Skill Balance:

  • Cold, Fire and Lightning damage passives have been increased from +4% to +6%.
    Chaos Inoculation now grants +80% energy shield rather than +20%
    Increased the sizes of mana regeneration passives.

    Reduced area of effect passives.
    Added additional life passives and increased the size of existing ones so that players are able to gain more life than before if they choose to specialize in it.
    Removed connections to increase distance between the Witch and the unannounced class. [please announce it for 0.9.6 :)]
    Reduced the size of some cast speed passives.
    Minor other passive tweaks.

Bug Fixes:

  • Opening the passive skill screen no longer closes the overlay map.
    Fixed a bug that allowed curses to be cast through walls.
    Cast time/attack time on skill popups now updates when stats change.
    Fixed a bug where chests opened with damage would not have the currency drop penalty.
    Fixed a bug where the energy shield of a raised Spectre was not scaled properly.
    Fixed Poison Arrow and Viper Strike so that damage from their degeneration is scaled properly for PvP.
    Fixed a bug with bow attacks where they would miss at long ranges.
    Fixed a bug where multiple conversions of one monster with Dominating Blow would not be applied correctly.
    Fixed a bug where the stun duration increase stat for staves and two handed weapons were interpreted in a swapped way.
    Fixed a bug where "Increased Evasion" did not apply to converted evasion for Iron Reflexes.
 

V_Arnold

Member
Is there a way to cap fps at 60?
It kills me that this game makes the ventillators go off like crazy :p Who needs 100+fps?
 

KKRT00

Member
Is there a way to cap fps at 60?
It kills me that this game makes the ventillators go off like crazy :p Who needs 100+fps?

Except v-sync, dxtory/bandicam, alpha nvidia driver not ;\
I've pointed that out 2 months ago in my topic on beta boards, so maybe there will be someday.
But i dont really know if it would help a lot with fan speeds ;p
 

vumpler

If You Can't Beat 'Em, Talk Shit About 'Em
If anyone has a beta available this would be an awesome game for my wife and I to play. We haven't had a fun game to play together in quite a while.
 

vumpler

If You Can't Beat 'Em, Talk Shit About 'Em
I heard a lot of beta invites got released today if anyone's got one I'm still desperately wanting in.
 

Kyaw

Member
Nothing here. I still really want to play this game...

At least it'll be free to play when it gets released.

EDIT: Thank you so much KKRT00 for the key! :D
 
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