I will fix this right now.
[Edit] The lever is partially marked as "blocking" (like a wall) which is preventing the click interaction (because you are not allowed to click things through walls). Fixing...
I will fix this right now.
[Edit] The lever is partially marked as "blocking" (like a wall) which is preventing the click interaction (because you are not allowed to click things through walls). Fixing...
Hey everyone.
Earlier today, a malicious news post containing a phishing link went up on the Path of Exile Steam page from a compromised account. The post was taken down quickly, but if you followed the link or suspect your account may also be compromised, please take immediate action to secure your account.
Counterattacks directly usable???
GLADIATOR IS BACK??? (help me)
Hey, the removal of the text on the Trigger gems is a descriptive change and not a functional change. In 3.24.0, the actual skill popup for a triggered skill will specify that it can't be used directly because it is triggered, and if it is disabled due to having multiple triggers on it, that will also be clearly communicated now, where before it was not. Sorry for the confusion!
Hi, We have a fix for this coming at launch (we enabled Dynamic Culling for the skill so its performance should be better if you have the setting enabled).
For clarity, in our livestream we mentioned that Sacred Wisps would always trigger when a Rare/Unique enemy is nearby. To avoid performance issues, we've reduced their chance to trigger but have increased their damage to compensate.
I haven’t stepped down as a director of GGG, but there was a paperwork mistake where I was missed off the list when the annual return was filed this week. We complained about it yesterday and it should be corrected in the next few days.
Somehow there is something like a photo mode they always use in "the build of the week" series, really hope something like this could get implemented
The problem is we are a fixed camera game, and everything about our content and engine assumes this.
If you move the camera you will see that there is nothing above the horizon line, the ground looks ultra flat, things like parallax materials and fog all break down, the camera far plane is really close usually, lighting looks terrible (because the player light provides a lot of the light in a lot of scenes), etc etc.
Also the performance of the game becomes bad because we don't have an LOD system. Why would we need one when we know exactly how far away an asset will be from the camera?. So if you look along the axis of the ground the frame rate becomes terrible.
It's kind of hard to persuade us to want to put something in the game that has so much potential to make the game look bad.
The people recording footage from non-game camera angles are taking very careful shots, and often using the editor to remove effects that break, or add in things like e...
Read moreIt's an option, it might become the optimal playstyle but who knows. I agree that Poe1 have been more diagonally laid out, seems poe2 too from what I see on some of the trailers, especially the mercenary.
Also from playing wasd I don't think I ever found myself having an issue of why am I pressing two keys. Might be an issue long term if I'm blasting but we have to see yet the end game of poe2
The reason you want a diagonal layout for artificial environments is because a lot of terrain features look bad when you have them in cardinal directions.
For example, we have a straight wall bit here that makes it hard to see that there is a door in it.
In this case we literally hung a lantern in it to attract your attention, and it's not so bad. We did discuss removing horozontal doors from this tileset entirely though.
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