viperesque

viperesque



27 Aug

Comment

Thank you so much! Glad you enjoyed it, it's been fantastic to see so many people playing the demo and generally seeming to have a good time.


13 Mar

Comment

Originally posted by Alestor

Actually maybe it's this James, who's reddit account is well known. f**k it, summoning /u/viperesque , if you see this maybe you can confirm if we have your signature or not lol

Yes that's mine!


11 Aug

Comment

Originally posted by bebopbraunbaer

Is this referring to stuff like ancestral call ? Or was it a different interaction?

This is specifically referring to a bug where a single instance of the skill could hit an enemy twice with the right positioning and enemy movement. You can still get a double hit with Ancestral Call.


05 Aug

Comment

Summon Reaper already had a bonus to bleeding damage before patch 3.15.0d. The removal of the bonus fully counteracts the changes to base minion bleeding damage. Reaper bleeds will deal more or less the same damage in 3.19 as they do now, other changes notwithstanding.


12 Nov

Comment

This seems like a good opportunity to dump some numbers and ask some questions. The goal really is for fortification generation to be pretty straightforward for melee builds, including ailment builds, and we're not opposed to tweaking it more. Let's walk through things.

When testing and tweaking the new fortify system, the goal for myself and others was to strike a balance of making it as easy as possible for melee builds with low hit damage to generate fortification stacks, while making it as hard as possible for non-melee builds to do so. There's obviously a fair bit of potential overlap, so this really came down to looking at specific damage numbers for the builds we cared about, tweaking the formula by educated guess, testing it, and repeating. I didn't put any specific numbers in the patch notes because it's hard to put them in context without writing a wall of text like this one, so here are the hit damage numbers required to get fortify stacks against normal ...

Read more

19 Jul

Comment

Originally posted by Scrattlebeard

First off, I absolutely love that you're reaching out for feedback like this and I hope I'm not too late to the party, because I'd like to pitch in my two eurocents.

There's a lot of valuable feedback posted already on very specific topics, so I'll try to approach the subject from a more holistic angle, looking at the different phases of the game and how they are treated in some of the successful games of the genre (no, I'm not saying PoE should copy Fortnite).

 

Early game:

In PoE Royale, you spawn in a random spot on the beach. When the countdown ends, you frantically rush inwards, hoping to snag a box of supplies or a stash before the exiles who spawned close to you get there. If you manage to snag a good skill gem, you continue your mad dash towards the ramps inwards to hopefully get or maintain an experience lead. If a good rare or some movement speed boots drop for you, nice, but you can't really afford to spend time farming fo...

Read more

Thank you for the detailed and thoughtful feedback! I can't comment on any specific changes related to your points besides things I've already mentioned elsewhere (e.g. making early game pvp more rewarding), but you've hit on a number of things we're going to try and improve.

Comment

Originally posted by schmidlidev

Items in deathboxes need rarity outlines. It’s annoying to need to mouse over 20 items when 18 of them end up being whites. Being able to instantly identify the 2 rares by a yellow outline/background color would be great.

I'll see whether this is feasible.

Comment

Originally posted by Amuxix

I would like to see some improvements on the spectator mode, I would love to be able to see the items/tree of the person I'm spectating.

It would be cool, but there are significant technical challenges involved. Maybe one day, but definitely can't promise it.

Comment

Originally posted by aRadioWithGuts

Had a fun weekend on BR. One piece of feedback I haven't seen here yet but I saw come up in game and on streams this weekend was how disadvantageous it felt to spawn near the stone golem area versus the spiders or apes. That seemed like one of the RNG 'reset' conditions that could be way too hard to overcome.

I see what you mean, we'll look into improving it.

Comment

Originally posted by Grave_Master

I would say I'm casual player (4650hours in steam). My royal experience (skipping most obvious ones like Blight etc).Around 5 games, 0 kills (I prefer a term "pacifist" instead of "lowskill" Kappa), frequent desyncs, blocked by mobs (desync fault, not mine KEK), struggling to find a gem, item and skill panel management is a pain in the golden arse of Innosence. After playing with custom filters where I see only what I want to see those normal junk items are very distracting.I suggest to add lines with "how to" tips when you sits at queue like those on loading screens with possibility to scroll them (if you familiar with dota 2 than analogy would be dota 2 pause tips)Also think about royal as possible hook for players who never played poe itself, maybe friends lure them to try royal and maybe they will try actual game, so it should be somehow not clunky for people like this, it should be smooth to hop in.

PoE MMO when btw?

I suggest to add lines with "how to" tips when you sits at queue like those on loading screens with possibility to scroll them

Ooh, I like this idea for the longer term. Thanks!

Also think about royal as possible hook for players who never played poe itself, maybe friends lure them to try royal and maybe they will try actual game, so it should be somehow not clunky for people like this, it should be smooth to hop in.

That would definitely be nice to achieve, though deciding the compromise between being accessible and being true to PoE is a minefield!

Comment

Originally posted by ilya138

Any plans to implement this mode for consoles?

We'd like to, but aren't certain yet how viable it is. To quote the news:

Even with the higher player populations on PC, it may still take some time for new Royale games to trigger at certain times of day in certain regions, and these issues will be significantly exacerbated on the smaller console realms. We'll see how it goes.

Comment

Originally posted by ChampionsLedge

I've been playing PoE Softcore trad leagues on and off since 2012 but haven't played much in the last year or 2 and have done all content apart from the Maven boss fights. PoE Royale is great, I got a good numbers of wins during april fools but this event I just can't get a win. I definitely got over the game in it's current state and ended up not having fun with the meta.

Felt like at least half of my starts I either didn't spawn near a cache or I spawned in between 2 people that rushed for the same one and the first person to click it was able to get the loot before I could.

There's a huge difference in the power of the skills. One round I had a blight gem lying on the beach right in front of where I spawned and I was able to rush through and destroy anyone I saw until someone with whirling blades (and I assume almost equally good start) sliced me up in 2 seconds. Other game I've had nothing but heavy strike or frost bolt or ice spear. I don't know why anyone woul...

Read more

Thank you for the feedback! Most of this is stuff I'm noting down and can't comment on yet, but I will say:

I'd like for there to be better crafting options as well. Resonator and fossil drops would work out great in this mode and I'd also like to see scours so I can use bindings easier and regals so I can use chaos easier.

We had more currency types early on in testing, but it's a delicate balance to have enough currency types to feel flexible without diluting the currency pool with niche stuff or just dumping tons of items on you all the time and overwhelming you. Maybe a few more tweaks are needed though.

Comment

Originally posted by MrHara

For reference I have upwards of 7k hours mostly playing HC, 14 wins in the first Royale back in 2018, and around 6-8 wins this time around. (Mostly out of time and heat not playing more).

The positives: uniques, more gems and the passive tree are great additions. Variety makes for a lot of fun.

But any positive change is hampered by the change in the map (it feels smaller at least) and the placement of early loot that is creating a mad dash that never stops. It's a mad dash for a usable skill or in some rare cases a skill at all, leading into a mad dash for experience. For some people this might be fun but there's not much minor downtime and you feel constantly shoulder to shoulder with other people, especially in the 100 people games.

Bigger map is a tall order, so that is prob. not a great fix. A balance of mob density in the areas, %experience gained and maybe a sort off soft-cap on experience for after 10-11.

I looked back on the old Royale a...

Read more

Thanks! Just noting, the original Royale did indeed have a higher xp multiplier, but not only did it have much fewer monsters, it also didn't give nearly as much experience for killing players. Players being rewarding xp at all stages of the game is definitely a goal. I just overshot nerfing player xp for the live release I think, because farming players early was too good in our later internal playtests.

Comment

Originally posted by ZiocxOmega

Not sure if people will like my suggestion, but it would be cool if you can build up to winning the Rhoa Dinner or some other reward. Depending on what rank you place, you build up points for a reward. For example the old race reward system.

It's probably not going to happen for the rhoa feast, but if we ever do more royale rewards in future this is something we'll keep in mind. Something worked towards with kills instead of wins, as an easy example.

Comment

Originally posted by OldManPoe

First off, I not complaining, I glad that a lot of people are having fun with it. I did play it once, but only to compare it to the original version. I don’t plan on playing it again as I’m not a very good player, I take too long to do anything. I don’t want to spend my time being cannon fodder to much better players. Best of luck improving it.

Thanks! I'd be curious whether there's anything that could actually make this more fun to players like yourself though. It's naturally tricky to balance rewarding skill vs being fun for everyone, but if there are any specific pain points you noticed let me know.

Comment

Originally posted by cedear

People should drop corpses if they log out.

It's always hard to account for griefing, isn't it? I'll see whether this is reasonable.

Comment

Originally posted by NeverSinkDev

I'm definitely not good at PVP, never played royal games and my POE skills consist of more knowledge, than coordination and speed. I played around 20-30 rounds (I think? I have no idea) and got second 3 or 4 times.

Still: Overall I had a lot of fun and would play it again.

  • Please design or let me design a better filter please. It can be minimalistic and GGG-like, but the current one is highlighting RGB-linked items, has no distinction for flasks/jewellery etc.

  • More mobs, maybe even bosses, it'd be nice to see a bit more PVE to it. Maybe even "micro-dungeons" to enter and clear a bunch of mobs, to keep the mapsize the same. It gives you the chance to get some loot and change gear and others to ambush you, when you get out.

  • Skill balance is a big one. Many skills just can't compete early on in the race for experience and others hit like a wet noodle (divine ire). If you don't get a solid start, your chances to get experience an...

Read more

Thanks for the feedback! Allowing filter customisation is something we want to do if we can overcome some of the issues with the amount of advantage a finely tuned filter can give players, but an interim Royale-tailored filter isn't out of the question.

Comment

Originally posted by WayTooDumb

Glad to see GGG actively seeking feedback so quickly!

did you have fun playing Royale this weekend?

Largely, yes.

What prevented you from having more fun?

Skill gem rng and experience snowballing are probably the two biggest issues, as you pointed out. There's also a big disparity in movement skills - the difference between having any movement skill and none is absolutely enormous, and the difference between the good and bad movement skills is also enormous.

Also you killed me a couple of times, which wasn't very fun. If you could also tell Zaccie_GGG to go easy on me in future that would be great.

What could be better?

I think the mods on rares could probably be brought in line with the skill tree - currently so much of your power comes from skill tree and item bases rather than the mods on gear. I also wouldn't say no to the mobs in the last zo...

Read more

There are already some royale-specific mods on items that have much higher ranges than the low level would usually allow. Movement speed is one that you probably noticed. We can probably go further with the concept though.

Also you killed me a couple of times, which wasn't very fun. If you could also tell Zaccie_GGG to go easy on me in future that would be great.

My bad, killing you is indeed very rude of us. :P

Comment

Originally posted by YeastyBoizz

Really good job on the mode honestly.

Some feedback I have.

  • Please add more openings on the beach, the long cliff walls really feels bad and the map is already disorienting so it sucks to pick wrong and walk along the cliff side for 40 seconds to get to the next level.

  • Despite all the bitching about blight, the major offense is just how fast you can farm off the beach with it. It's far and above the best farming skill and has a knock on effect of just soaking up all the mobs on the map as a result. Moving this gem to level 4 would probably be the best bet.

  • Spammable movement skills are pretty hard to contend with if you don't have one. Not sure what the best solution for this would be. Feel like the one and done movement skill lends itself to better pvp though.

  • There is potential for 2 handers but that 2 hander node that makes it so you can't evade and you move slower feels REALLY bad in this mode. It's very h...

Read more

Thanks! The terrain RNG point is an interesting one, haven't seen brought up in previous feedback but it's coming up a fair bit in this thread. Will keep it in mind.

Something I'd like to aim for is to have every beach gem be potentially exciting, even if it's not what you're personally looking for. Try and avoid the feeling of current duds like Burning Arrow. Might take a while to get there though, especially since early PvP could be valid reason for wanting a specific gem but early PvP currently feels unrewarding.

Post

Hey everyone! I'm James, one of the game designers at GGG, and Path of Exile: Royale's return is one of the things I'm working on. The first weekend of Royale has just wrapped up, so let's talk about it.

Royale over the weekend went really well overall. There's been lots of participation and a lot of people have enjoyed it. That said, we're keen to continue improving it and are going to be making some changes before it's next available in about a week and a half. This is going to include balance changes to skills (both buffs and nerfs) and the odd bugfix like fake quicksilver flasks, but also most likely some other tweaks. Probable targets for these at an early stage would be stuff like skill gem availability and how punishing falling behind on experience can be, but the final changes may involve more or less than those.

I've been obsessively reading feedback everywhere I can all weekend, managed to play quite a few rounds myself (Hi, Aus gateway peeps!), and will b...

Read more External link →