Path of Exile

Path of Exile Dev Tracker




20 Nov

Comment

Originally posted by JDW3

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I suspect that regardless of what selection we launch with, we'll be adding plenty more in the coming months.

Comment

Originally posted by arthelinus

Will i be keeping my current hideout one in standard after update(i have 2 one in temp one in std i prefer std)? Or will all hideouts be reset?

You'll keep the one with the most decorations.

Comment

Originally posted by btlucas

Where do I spawn if I moved my waypoint? On the new waypoint location or on the original?

At the new location

Comment

Originally posted by Neuroccountant

Also, all hideouts you had ever unlocked (by getting the relevant old master to level 3) will remain unlocked for your account.

So if I don't level Leo now, will I ever get access to his tileset?

If you have Leo at level 3 in any league, you will have his old (full-size) hideout unlocked for your account as soon as 3.5.0 launches. Otherwise you can unlock it later on by doing a certain task in-game.

Same goes for all the old masters and their hideouts.

Comment

Originally posted by HermanManly

Any word on "resetting" Hideouts? I'd really prefer not having to manually remove every single object when I want to make a new hideout

There will be a button to reclaim everything (not counting Stash, Waypoint, NPCs, etc).

Comment

Originally posted by hackenclaw

Still No answer for option to provide free a few slot of cloud hideout saving.

This important feature for auto hideout rotation, or hideout changes base on character logged in.

The game will save one hideout layout per tileset for you. If you want more than that you will need to use the hideout template saving/loading system.

Comment

Originally posted by sushicid3

Have they finally added the categories for decorations? Would love not having to scroll through 60 things to find a specific object.

We are adding categories, but we're also adding lots more decorations so it's still a bit overwhelming once you unlock everything.

Comment

Originally posted by deathsprophet666

They answered most of my questions awesome! Thanks GGG it's good to know when one has personally been heard by the team! A little surprised the waypoint being movable became true but decoration limit didn't increase, any thoughts on the future for this or is a pretty hardcoded thing with, so far few people hitting the limit?.

Regardless whenever you all get those new big $$$ supporter packs I'll be paying a visit!

Ps. I hope everything works out for Bex and her family!

Special objects like the Waypoint, Stash, Guild Stash, Crafting Bench, and Map Device don't count towards the limit. Neither do NPCs.

Comment

Originally posted by butsuon

On the topic of accidental spoilers, I imagine this is research you guys had to do at one point when you were designing each of the various classes, hence the knowledge on the topic.

My knowledge here comes primarily from research I did for a project in high school, combined with a general interest in both languages/etymology and the historical concept of/belief in magic, not from my work at GGG. All the classes except the Shadow and Scion were named before I joined the company.

Comment

Originally posted by tanis0

If any enemies impale players (or do so in the future), would Slayer's Headsman ascendancy passive grant immunity to the damage since it's considered reflected physical damage?

They will not take damage from impale, because that damage is reflected physical damage.

Post
Last week we talked about the upcoming Hideout changes in Path of Exile: Betrayal. Since then we've received many questions from our community about the unified Hideout system.

We have answered some of them in today's news post[www.pathofexile.com].

19 Nov

Comment

Originally posted by Iggy_2539

Based off the way you explicitly deny double dipping of mitigation/damage taken modifiers, it sounds as if the bonus damage from hitting an Impaled enemy could be double dipped by damage dealt modifiers; like "physical damage with weapons", support gems and so on.

So following that logic, an Impaled enemy will grant added flat physical damage to subsequent hits, similarly to Despair causing cursed enemies to take additional flat chaos damage.

If it is flat damage, this would also mean that you could infinitely ramp up damage on Impales, assuming you always hit the enemy before prior impales ended. Because the Impale bonus damage would contribute to a stronger Impale on subsequent hits

Is this correct? Or have I missed something?

No. Impale does not add flat damage to subsequent hits, it deals relfected damage when the impaled enemy is hit. Because the damage from impale is reflected damage, your damage modifiers don't apply to it (they did apply to the initial hit which caused the impale, and thus the stored damage of the impale, but they don't apply again and double dip).

Your damage taken modifiers apply to the unmitigated damage of the impaling hit, which is then stored, but don't apply to the impale when it deals damage. The enemy's modifiers to damage taken don't apply to unmitigated damage (damage taken is mitigated damage, it's stored before this point), but do apply when the imaple actually damages them. Nothing applies twice.

Comment

Originally posted by bhwung

Why is it not fair? Channeled skills still have a cast time that is reduced with cast speed. The character still has a casting animation that must be finished. *see mark gggs comment below OPs problem is the "clunkiness" feeling of skills in poe. Channeled skills seem to fit his play style better than other skills.

Flameblast is unique in that if you channel the ability and let go it doesn't "release" right away. However if you channel and quickly move it "cancels" the channeling and forces the explosion immediately, which makes the skill feel much smoother.

The character still has a casting animation that must be finished.

That is not true of channelled skills in PoE. Channelled skills have a looping animation, which is played for as long as you're channelling. It does not have to "finish" (and never would, because it's an infinite loop). Most channelling skills also have an end animation which plays quickly when they're released, which does need to finish, but will last very little time - notably shorter than the actual "cast time" that applies to one iteration of the loop.

Comment

Originally posted by Tanngent

Fun Fact: The male counterpart to witch is warlock. Wizard is unisex.

Traditionally, in English, witch is also unisex - some men were burned as witches, although fewer than women. Witchcraft was a name applied to a variety of traditional spiritual and religous practices that Christianity didn't like at various times, and they had both male and female practitioners.

Warlock means "betrayer", and it being considered a male equivalent of witch comes from Scots, and has only relatively recently become a popular English meaning.

To continue the random aside train, as an English speaker, Scots is a weird language to listen to - at times seeming like a dialect of English and at other times like a totally different language. ...

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[Xbox One] The Delve Supporter Packs End This Wednesday




This Wednesday (21 November US/EU time) we're planning to deploy the 3.4.5b Patch on Xbox One. At that time, the Delve Supporter Packs will be replaced with the new Betrayal Supporter Packs.


Comment

Originally posted by MaXimillion_Zero

Please consider changing the wording. Enemies taking increased damage should not fall under unmitigated damage, since it's the exact opposite of mitigation.

You are misunderstanding something. Vulnerability is not mitigation. But it is a modifier to damage taken, and damage taken is mitigated damage. Unmitigated damage is not damage taken, vulnerability cannot apply to it.

The reason vulnerability doesn't double-dip isn't because it's somehow considered mitigation, it's that what it does fundamentally applies to the mitigated damge value (damage taken), not the unmitigated one (which is stored for impale).

Comment

Originally posted by redrach

Is the fact that the damage is unmitigated significant? I don't know how much monster armor mitigates a typical endgame player physical hit.

It's significant in that it prevents double-dipping of any mitigation or damage taken modifiers.

Comment

Originally posted by SmokeCocks

Is this a base skin for the map device or an MTX? Because if its the base skin you just lost millions of dollars.

It's a free variation for the existing one. If you wanted to pay for it, buy and enjoy something else instead :-)