Atlas Passive Trees in Path of Exile: Echoes of the Atlas

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ACGIFT wrote:
This actually looks better than I was imagining, because it sorta addresses a core issue that... Players have poor ability to control what sort of content they encounter.

This feels like a somewhat messy (and grindy, possibly RNG-based) way of partially mitigating the issue, but it's a step. Hopefully it works out well.

My main concern is in wondering if specific regions are locked to each tree, or whether there's a choice/control over where things go. As it stands, this doesn't fix the issue of "map choice is just to pick whatever is linear and fast (like Tropical Island, Beach, City Square, Mesa) and skip the rest," as each region as mostly garbage maps, and occasionally good maps.

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trixxar wrote:
Can GGG confirm you didnt nerf the background rate of legion, blight, meta encounters and replace them with a system where you earned the previous rates slowly?

This is a legit concern, really. It wouldn't surprise me that if in the misguided name of "balance," that... Content encounters got nerfed with them adding a whole new layer of grind just to get them back. That'd be a massive disappointment.

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Perschkinator wrote:
Is there any way we can get talismans back in some small capacity, It would make my year, even just a 2 node cluster to activate the stone altar at any percentage :)

This goes along with what had been one of my proposals before, which was to make a lot of maps actually have fixed content. (which'd help mitigate the issue with maps just being a "pick linear easy ones like Tropical Island and Beach" deal)

E.g, rather than every non-unique map being identical in function of "Find the boss room(s) and kill the boss(es)," there'd be different content to do; for instance, Infested Valley would *always* have a Blight Encounter instead of a boss, or Dark Forest would, instead of the normal boss door... Always spawn with the Stone Circle and at least 5 mobs posessed by talismans. It'd vary slightly from actual Talisman league in that case, where you'd -always- fight Rigwald, even for Tier 2 & 3 talismans.


There always a deflationary period in the economy when new leagues are introduced to the core game. The issue is are they going to expand the number of possible league spawns per map/area. The meta is speed and those who are not addicted to it get left behind. The 1% wins we all lose. That is the message they are sending loud and clear. The variety and things of old are dropped like unused toys in a toddler's sandbox to move on to the next shiny. Shiny chasing at warp speed with no gratification is what the game has become even in SSF.
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muzein wrote:
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wolfwing wrote:
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muzein wrote:
This honestly looks like it'll wreck the economy. I find that concerning considering this is an expansion feature and will be around for the next year.


Yeah heaven forbid people can ACTUALLY play the main game, and not path of auction house.


Do you all play SSF?

I actually play the main game - and finding rare valuable drops is a great feeling. Finding rare worthless drops, not so much.

Was it awesome in Heist when you finally got an exalted orb to drop, only to find out it was worth 24c?

Breach stones, timeless emblems, fossils, blighted maps... these will all diminish in value more so than Heist league flooded out--and Heist is now core too. If the stones/maps are worthless, so too will be the unique items gated behind them. Who is even going to bother picking up breach splinters if 100 turn into a stone worth 2c? Simulacrums will still retain value simply because Voices are such a lottery ticket that they'll never flood out.

I don't want to have to farm Sirus for drops anymore. I hate the spawning method. I hate the fight. It was last expansion, it should be as gone as War for the Atlas. Echoes didn't bring anything of value to the player. On paper it looks great because you're seeing an increase in everything but it comes at the tradeoff of your time invested being worth less. That's not a good thing - I could go play D3 if I wanted to sprint on the treadmill of wasted time.

I think Ritual has a really cool reward structure but once you start eliminating all the loot which will have little to no value, it won't be as grand as it could have been a few leagues back.


is it fun never beating the game because you can't get the maps or gear to drop and don't find spending half the game finding if something is worth selling just so you can actually have a chance to play the game?

The worst aspect of this game is how impossible it is for casuals even non SSF to just beat the the end game. Not because their build sucks, but because your expected to be able to find enough items to buy maps rather then getting them through the game.

I love this game, but the game relies WAY too heavily on playing the Ah and getting lucky drops to be much fun half the time.
I'm curious, do the small passives give anything?
Wow.

Just...wow.
My Dervish guide: https://www.pathofexile.com/forum/view-thread/3127187
I'm curious about the phrase 'maps found in area'.

Does this mean only maps that open within the area (ie Zana) are affected, or will maps dropped have an affix for that content that could be rolled over, or will the maps dropped have some other indicator that they contain a given piece of league content, or it is a flat effect to all maps opened into that region?

The Blight anointments makes sense and is a visible modifier on the map
If the Delirium addition is effectively a free Delirium Orb, that would also be visible
I suppose I'm wondering specifically about the 'additional blight encounter' and how it would be identified
Last edited by YaghAnt on Jan 10, 2021, 11:31:49 PM
As much as I think they're a great idea... they're going to be so *insanely* grindy and RNG gated that the scrubs will not be able to achieve them and even the casuals will find it a headache.

What they need to do, now that there are *so* many league mechanics out there, is let people choose 2 past league mechanics for each character they create and those will be active throughout their game play. When in groups the leader of the group determines which league mechanics will be active.
Including the current challenge league mechanic.
In standard characters can choose 3 mechanics when created, and those migrated from a challenge league will retain the three active during that league.

Patch Notes 3.15:
Fixed a bug where players believed the game was playable. This has been corrected and made retroactive.
Patch Notes 3.19:
Fixed a bug where players adapted to 3.15. This bug cannot be corrected, so we have implemented a 90% reduction in item access as a punishment.
Thats all i wanted in the game to make me have fun farming the Atlas again and dont get bored of it fast as usual! Those bonuses look so good, like its a rework of old league which is awesome. Cant wait to try 'em.
Slow down for a minute to enjoy the beauty around us.
GG
Few questions i'd love to know the answer to before the expansion goes live if possible! (bex? wink wink nudge nudge puppydogeyes)

Will league flags be active in area's that spawn specific league mechanics? Confused by the delirium node that mentions the chance to drop unique cluster jewels mainly.

Will the map shuffle be revealed pre-launch?

Are the replaced beasts in the area going to be the "Einhar" beasts (ie: yellow and/or red capture beasts) or will they be just monsters with the subtype beast (as in the mapmod inhabited by animals)

How big of a chance is there that any of these will change over the coming week? Realize there's the entire alpha testing thing going on, but also assuming there has already been some proper testing done by the in house testers.

So far these look amazing all in all, really looking forward to tomorrow's ascendancy reveals so i can start planning out a few characters =)
awesome

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