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(Sorry for being late guys! Was super busy because of work. I'll go back to fill in the beginning section afterwards).


Itemization

  • Pleased with itemization for POE2; for POE1, league content to experiment with different methods of itemization
  • Decluttering project - was implemented without a patch note. "No one noticed this". Culls white items that are duplicates, reducing server load. Doesn't affect map drops, currency, weapons.
  • Re:"Well-rolled" items are neat, but you would rarely wear them.
  • Adjustments to itemization mainly is focused around the mid-tier of gear
  • May explore "curating" item drops
  • Essences and crafting materials help reduce the issue, but making the base item drop system better is the goal
  • "No point crafting until ilvl 86" sentiment - trading for the base vs buying the item outright
  • Discussion about tiered currency items? Can't use mirrors on low level items, etc - never passed discussion stage. Most ideas are rejected
  • Nugi: Scourge mod balance in comparison was very poor

Sentinels

  • Nugi: Sentinel may solve some issues due to Recombinators
  • Chris: Concept of a Punnett Square: 25% chance to get a better item, 25% to get a worse item, 50% chance to get a similar power item
  • Progression of actual Sentinels is a bit slower than actual items. Rare sentinels are pretty rare as the base is strong, so additional mods are pure upsides
  • Empowerment increases damage, damage reduction, quantity, rarity, and chance for a Reward
  • Planning reward icons and getting the reward being satisfying
  • Drop rate of sentinels being continuously modified during testing. Should drop often enough to sustain a supply of random sentinels.
  • Combining two sentinels with 2 mods each are fairly likely to return a Rare sentinel
  • League was designed to be quite simple to use - press key to juice 3 times a map.
  • Controller can be pre-specced and respecced at any time.
  • Is Sentinel less complicated than Incursion or Bestiary?
  • Sentinels are 2x2 because of item weight
  • Train League concept - inventory full of train parts
  • Instant Gratification League vs Slow Burn League - Sentinel is more of an instant gratification league (front loaded rewards). Recombinators are the slow burn reward
  • Many Unique Sentinels are designed to be utility in theory
  • Only 3 uses per map vs sentinels burning out too quickly/desynced charges numbers?
  • Queueing Sentinels is way too janky, and doesn't solve the issue
  • Third sentinel slots are unlocked in the Controller. Not like Scourge where slots are complete rng drops (Viscera Cauldron - 10%)

Sentinel Accesories

  • Why not a league tab storage? Chris: progression. Archnemesis' only progression was the actually tier of Archnemesis mods. Sentinels have a much more dynamic progression (base tiers, mods..)
  • Sentinel locker can search for mods
  • Controller: energy fills Filaments to prioritize Sentinel slots and then closest nodes first. Different from Passive Tree due to order mattering (but may be possible to adapt the "pre-allocate" function; prioritizing nodes - life vs damage?)
  • Chinese server passive tree only adds a "ghost tree" and doesn't actually allocate nodes, just a visual reference
  • 3 Keybinds vs Keybind overload - perhaps not an issue due to only needing to press the button once a map?

Headhunter & Archenemesis

  • Archnemesis modifiers cannot stack as they are designed to be way stronger than random stats
  • Best mods like Soul Eater cannot stack anyway
  • Don't see it as a nerf
  • Behead, Inspired Learning, HH Sentinel, etc. gaining more power as each mod has more benefits
  • ~80 different modifiers, some are exclusive to only magic or rare enemies

Atlas Changes

  • 2% extra content modifiers are +2% to base spawn rate of each mechanic devcheck

Balance

  • If it ruins the game, it gets fixed. DD did not ruin the game

Monetization

  • Adding a small button into the Atlas UI for Kirac Vault is fine as long as mtx is not P2W because doing so is effective/necessary advertising. The button helped pay for 2 more artists!
  • Avoiding ads on the loading screen
  • Discussing icon disappearing once you buy the pass?
  • Kirac Pass - 30$ vs 600 points? Points effectively have half value of actual price due to Supporter Packs and cost of Supporter Pack mtx development
  • There was an idea for a Tier 2 Kirac Pass which included points/mystery boxes but was cut during development
  • GGG made concessions which reduced income but not wanting to do things like "tiers of battlepass" or "only start unlocking after buying the pass"
  • MTX that scales based on character stats/progress to incentivize itemization
  • Next Mystery Box apparently very different from previous ones
  • New Mystery Box prevents duplication EXCEPT variations (e.g. cannot roll same one twice, but can get different colours/versions). Only contains character mtx (+hideout teleporters)
  • e.g. Weapon effect creates treasure effect that scales based on enemy's internal MF
  • Can buy duplicates for price of a mystery box
  • Maroider skin: Marauder's muscles inflates with higher Strength

Future Stuff

  • 3.19 has new gems - aware new skills attract some players, but not fully representative
  • Chris loves the game
External link →
over 2 years ago - /u/Bex_GGG - Direct link

Originally posted by FullMetalAvalon

Maybe others feel differently, but Raiz has been consistently really bad in this one. Like, embarrassingly bad.

We really like talking to Raiz about the game and appreciate his input on this podcast.