Path of Exile

Path of Exile Dev Tracker




25 Aug

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As with every Path of Exile update, Blight will bring with it a number of quality-of-life improvements. Today we're talking about one of the biggest ones -- changes to how your Master missions are handled in the Atlas.

If you've ever felt like you were missing out by taking a day off from mapping, this change is for you. Currently, Master missions are handed out daily on your Atlas, appearing as a symbol over certain maps. Opening a map with a symbol over it guarantees you'll encounter the associated Master. By running maps, you also have a chance to generate more Master missions in this style, in addition to each map having a small chance to randomly generate with a Master inside of it. Unfortunately, if you aren't actively pursuing those Master missions on your Atlas, or if you didn't log in for a d... Read more
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Purchases made on a PC account would not apply to other versions (such as PlayStation 4 or Xbox One) and vice versa, as the purchases for console accounts go through their appropriate platform store - the PSN store for PlayStation 4, and Xbox Live store for Xbox One.

If you wished to obtain microtransactions on more than one platform they would need to be purchased separately.


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You can indeed! Please email us at [email protected] and provide us with your account name and 1-2 character names - we can then unlink the account from the current Steam profile.

You will then be able to reattach it to your new Steam profile from the account settings. :)

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If your thread hasn't been replied to in about 6 months or more it becomes inactive.

There's no way for us to alter the status of the thread to make it active again, I'm sorry!

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Originally posted by Cottonwoods

Can you give us some more information on this notable? Does it only trigger after Chains & Forks are done? Will it deal damage to targets it has previously damaged? Will it trigger effects like Spectral Shield Throw's shards?

Returning is the "last" in the list of possible projectile behaviours when hitting a target. So it won't happen until all that projectile's ability to pierce, fork, chain, or split have been used up (in that order, I think - split might come before chain, but I don't think players can get splitting projectiles currently so it's been a while since that mattered and I had to remember it).

There are two forms of returning - this one is returning from a final target (the wording has changed in 3.8.0 to be a bit clearer - previously it was something like "Projectiles Return to you after Hitting targets"). This means it's an on-impact behaviour only, like pierce, chain fork, etc, and can only happen when the projectile hits something (and as noted before, it has to have used up all the other behaviours first).

The game also has the broader "Projectiles Return", which does the same thing but also has them return if they hit max distance. I don't remember if it works on col...

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Originally posted by Lazyfeather

I would love for this to one day be the case since it would mean a lot of open possibilities for specters in particular. My mind instantly locked to the idea of using specters with the shockwave support

That specific support wouldn't work for an entirely different reason - it's a gem with a support effect and a skill. The support effect is passed to minions, like all support effects. The skill is not, just like all other skills from gems.

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Originally posted by ThatUsersNameIsTaken

Quick question, does that count dancing dervish as well, since they ARE swords? Or does the CCS plain not work for all minions?

All minions. The supporting system doesn't distinguish at that level.

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Originally posted by Galtaskriet

What about skills that you link with Summon Phantasm Support, which adds the tag "minion" to the linked skill. Can you not use close combat in that combo?

It does not add tags - tags cannot be changed.

It changes the behaviour of the skill so that the skill create minions.

Close Combat Support says "Cannot support skills that create minions"

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Originally posted by okseeque

IIRC the projectiles return mod only worked for a single projectile, no matter how many did you fire. Does this thing still work like that?

That has never been the case


24 Aug

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Making monsters have correct weapon types internally is something I would love to do, but it's also a massive task and the benefits of it don't really justify the amount of work it would take, at least for now. As such, stuff that cares about weapon type isn't able to work for minions.

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Originally posted by JeffK40

I'm going to mark this down in history "mark was wrong"

I was pretty sure Holy Relics would be one of the things with a low aggro range, but it turns out they have a notably higher than average one. I assume this is to facilitate it targeting you for it's teleport skill from long distances.

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Originally posted by Tyroki

Is it really so bad to just... make summons inherently aggressive? Do we really need a gem or a jewel or any other item to do it? Like threshold jewels, this is just a bandaid fix that could be otherwise fixed by making it an inherent part of the original gem ._.

Is it really so bad to just... make summons inherently aggressive

Most minions effectively already are and always have been. Aggressive was added for Golems, which were designed around a low aggro radius specifically. The new gem allows it for other minions as well, which is relevant for a few spectres of monsters with similarly low aggro radius, but the vast majority of minions gain nothing inherrently from the aggressive property because their aggro radius is already bigger than that. They do gain the other bonuses of the support (and can use it to cancel out the Defensive property of Meat Shield support if desired).

The thing you're asking for is what you've already had for a long time in almost every case outside of the Golems, which are supposed to be non-agrgessive by default and already had a way to be made aggressive.