Path of Exile

Path of Exile Dev Tracker




31 Oct

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We've just released the Eye in the Back, a back attachment that literally adds a blue eye to the back of your Exile. If you can't get enough of the blue eyes from the Sentinel Overlord Supporter Pack, why not enhance your sharp look with another eye? Have a glance at the new back attachment by watching the video below or click here to get yours.



In addition, this weekend we're running a sale on all cosmetic effects introduced in the Frontier Mystery Box. 40 microtransactions are available at discounted price... Read more
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Originally posted by taggedjc

Could make it more like how Mirage Archer works, then.

You could, but at that point it's become something very different to triggering the attack - the attack isn't triggered (it's performed by it's user by playing the animation, which is just attacking), and it isn't you doing or triggering it - it's a mirage or similar totem-style object, which has all kinds of mechanical consequences. We could do that, but it would be fundamentally different enough from triggering that we couldn't call it that.

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Originally posted by Rumstein

Ah yes. Maybe it would need to disable the counterattack portion, but that's a different discussion than just cool design haha.

Other question then, since we already have maloneys mechanism (? Name) that triggers bow skills, how was the animation issue resolved there?

Conveniently, the only part a triggered bow skill needs is to fire the arrow, which is the simple to fake part of the animation that matches how most skills work. The other stuff in those animations is mostly to do with turning visiblity on and off for the arrow the character has ready in their hand (hide it when you fire, show it again when you reach to the quiver so it looks like you grabbed a new arrow) and making the bowstring animate - both of which a triggered bow skill doesn't really want because they would conflict with any non-triggered bow skill you were doing at the same time.

Melee skills (especially strikes) tend to have more mechanical info in the animation that makes generic triggering of them much harder.

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Originally posted by Rumstein

Hey Mark, would it be technically possible to have a weapon that can trigger socketed counterattack skills on hit/attack (with a separate cool down) ?

The problem there is a skill can't have multiple triggers. Since counterattack skills already have a trigger built-in, adding another trigger would disable them.

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I am very sorry for your loss. Stay strong!

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Originally posted by rogueyoshi

Why not make an Ancestor entity (like how ancestral call works) use the socketted attack on trigger instead of the player if the problem is technical

That isn't how ancestral call works. The ancestor is entirely a client-side visual effect with no impact on mechanics - the attack is driven by your character's animation.


30 Oct

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what would it look like?

Ngamahu's Flame.

No, really. Probably not exactlly like it, but a lot like it.

So far as I'm aware, this wasn't intentionally created to match with the other two you mentioned, but it ticks a lot of boxes that I think fit.

Fire is the element associated with strength, so it would make sense for the fire one to trigger attacks rather than spells, as a point of difference - it's always more interesting to have a cycle where one sticks out a bit than where everything is clean mirrors of each other (see added fire damage support or hatred as exceptions to their cycles, for example).

But because attacks are very animation-driven and triggered skills can't play animations on the character, we can't just trigger arbitrary socketed attacks - they just won't work (and/or will horribly crash). So it supplies it's own attack that's very generic - scaling on attack, physical, fire, projectile, ...

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Earlier this week we concluded our Fan Art Competition where we encouraged our community to submit their artwork and hand-made entries inspired by any Path of Exile content. Having looked through hundreds of great submissions, we've selected the winners and are ready to announce them today!

Top Three Winners
Aul, The Crystal King by Qque



Fair Lady Merveil by TheMuzzak



Enough Roots for Today by JoeDuncan



Check out other winners ... Read more
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    /u/ on Steam - Thread - Direct
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/238960/announcements/detail/1595890716661513185]here[/url].
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The new Demonic Moth Pet and Demonic Cat Pet are now available in the store. Both pets are designed in black and orange colours and leave trails behind them. If you've been looking for new travel companions for your Exiles, check out these pets by watching their videos below or click here to get yours.





For a demonic-inspired outfit, use a combination of the ... Read more
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Earlier this week we concluded our Fan Art Competition where we encouraged our community to submit their artwork and hand-made entries inspired by any Path of Exile content. Having looked through hundreds of great submissions, we've selected the winners and are ready to announce them today!

Top Three Winners



  • A custom forum avatar made from your submitted art

  • A special forum badge

  • Your choice of two Path of Exile T-shirts - (Chaos Orb
    , ...
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I'm sorry for your loss. Dbaj o siebie i szukaj inspiracji

Comment

Originally posted by hsm4ever13

no every minion skills I have got the line. And I don't use Elemental Army Support as I already cap resistances with passives. 51% is the exact sum of all minion resistance nodes on the tree.

If this is correct, it is a bug, and I will look into it. Skill Popups are explicitly not meant to display stats from passives, gear or otherwise on the character - only stats from the skill itself. This is because if they displayed all the stats from those other sources, all your skill popups would (a) contain a lot of duplicated information and (b) be unreadable messes with hundreds of stats mixed in together and in some extreme cases not fit correctly on the screen, making it impossible or unfeasible to actually find the relevant stats in display.

This has nothing to do with this case relating to minions, just that the skill popup is fundamentally not where passive stats belong, for any skills.