What We're Working On

I've been playing self-cast Blazing Salvo, and I really like the feel of the skill. Launching a barrage of fireballs at a group of enemies is extremely satisfying, especially with Herald of Ash to spread the damage around and clear up stragglers. Now that the issue with projectile damage is fixed, I've been experimenting with all the different ways it can scale making it an interesting puzzle to solve.

I have noticed that many of the supporting gems don't synergize well with each other or boost the skill's damage as much as someone may think. Repeats from Spell Echo and Unleash don't scale Intensity stacks for Intensify or Pinpoint. Reducing the AoE with Conc Effect or Intensify can actually reduce damage by limiting overlap on the projectiles. Pinpoint and GMP are both strong, but multiple sources of increased number of projectiles are a linear scalier with each other so it has diminishing returns when Intensity isn't stacked up. These conflicts have me somewhat worried that it will get harder to scale than other skills at the top end, but I'm not there yet so I can't say for sure.

I do suspect that mines are a better way to play the skill. In its current state it's terrible against enemies in melee range, while mines would let you start the initial cast at the right distance from the enemy to maximize impacts. Mines also have easier AoE scaling, which I've come to realize is critical to making the skill feel good. My solution would be to allow them to fire vertically at extremely close range, landing in a spread around the target no matter how close they are (with some scattering to the sides and behind you). The minimum distance really hurts the skill when self-casting against melee enemies.
Feedback about new Steel skills. The return of shards (additional skill) should not have a cast time.

Nonrelated, flicker strike is in a very bad spot for a very long time, attack speed nerfed from multistrike, bad target finding nearby objects such as trees, desync of visuals (sometimes on screen it shows that you are in one place, while game sees you in a different spot)
Skill feedback: new Particle cloud for desecrate still kill performance to ridiculus degrees, which makes the game unplayable. Im on a gtx 960m, so right around minimum requirement, which has been quite good prior to heist. However now when i stand still, in my non decorated hideout corner, and spawn 3 desecrates(desecrate+ spell cascade), the usage on my card goes from a stable 40%-60%(which is again worse than before) up to 95%-100%. I have been playing desecrate + detonate dead selfcast, to lessen the strain of spammier skills for my pc, with great success, it has been very fun in standard before the league, and its "performance" patch.

At this point i have migrated my only char in the league, from a private league i got into, so as to free up a spot for someone else. I had hoped to play in the launch weekend in it, to get the private league experience for the first time. Then i hoped this issue would be solved, and made some threads and comments about it. Im still hoping to some degree, that youll look into it, but ill be honest, my hopes arent high.

Its a shame really, this is the first time, I have really considered to uninstall, which idk, is more a lose/lose situation than anything.

Plz look into the particle cloud effects used in the game, and lessen their strain for graphics cards. Desecrates new effect, and to some degree the generic "smoke" for detonate dead too.

I hope the game will become playable again soon.
"

Slaying Monsters Increasing The Alert Level
We killed this. It's not a thing anymore.

So it is a permanently solution and not just a temporary fix? You are not going to try to fix stealthing and properly fix alert level? Well, what can i say, congradulations on converting a league into "it's maps but more cramped, with less mobs and also all of the loot is in chests". I'm guessing braindead loot-hungry zoom-zoomers have really conquered PoE. Too bad.
Last edited by DeepSpaceWanderer#0155 on Sep 22, 2020, 6:02:28 PM
No word about the Problem that a few hundred player cannot play Heist at all not some Crashes but the Ally´s just dont spawn. If your game crashed on one of the "get a new ally" heist runs thats it for you on all chars for ever....... Pls focus on these before you think about -Prompts before leaving heist, Crafting Bench dont grey out, Items stuck in Inventory after Failed heist or Skill balancing.
Crackling Lance feels like a skill that came out 1-2 leagues ago and was super OP and everyone got to have fun with it until it got meta nerfed... except there was no OP fun had.

I'm speccing out of it, and even ditching the 6 versions I am leveling in my off-weapons because they are worthless. For that level of balance why even spend the time on the art/sound/animations?
I've been playing self-cast firestorm.

Currently, with quite a bit of AoE (around 40 with 0 intensity according to PoB) on the tree and a carcass jack, the skill feels like the damage is literally only the meteor right now. It is extremely inconsistent (mostly against rare mobs) when I feel I am doing decent damage vs no damage at all because the only damage was the big frontal meteor.

I think that either the frequency of the secondary meteors or the firestorm limit should be increased, even if the damage of the skill is lowered, just to make it more consistent.
Call of Steel:

Please stop making me reapply it every time I change area/instance. Open hideout, Call of steel, open a map, enter portal, need to press call of steel again etc.

Splitting Steel is fun, but quite hard to kill single targets with.
"
Voctor wrote:
I've been playing self-cast Blazing Salvo, and I really like the feel of the skill. Launching a barrage of fireballs at a group of enemies is extremely satisfying, especially with Herald of Ash to spread the damage around and clear up stragglers. Now that the issue with projectile damage is fixed, I've been experimenting with all the different ways it can scale making it an interesting puzzle to solve.

I have noticed that many of the supporting gems don't synergize well with each other or boost the skill's damage as much as someone may think. Repeats from Spell Echo and Unleash don't scale Intensity stacks for Intensify or Pinpoint. Reducing the AoE with Conc Effect or Intensify can actually reduce damage by limiting overlap on the projectiles. Pinpoint and GMP are both strong, but multiple sources of increased number of projectiles are a linear scalier with each other so it has diminishing returns when Intensity isn't stacked up. These conflicts have me somewhat worried that it will get harder to scale than other skills at the top end, but I'm not there yet so I can't say for sure.

I do suspect that mines are a better way to play the skill. In its current state it's terrible against enemies in melee range, while mines would let you start the initial cast at the right distance from the enemy to maximize impacts. Mines also have easier AoE scaling, which I've come to realize is critical to making the skill feel good. My solution would be to allow them to fire vertically at extremely close range, landing in a spread around the target no matter how close they are (with some scattering to the sides and behind you). The minimum distance really hurts the skill when self-casting against melee enemies.


I'm playing mine blazing salvo, and yes it's so much better, and so far it's doing great, 19 mines * 7 projectiles each is like nuking enemies, just hit maps yesterday, but it feels very strong, and I'm still with story items... Let's see latter how it scales
been playing steel skills, and while i think they are good, its call of steel which really makes the playstyle feel a bit off.

making it an instant skill (or conditionally instant, like flame dash) would go a long way to making the game play loop much smoother. having to pause to cast in the middle of a fight really takes you out.

you can increase the cooldown or decrease the speed of shard generation to compensate as the stacks gained from impaled corpses/enemies is generally more than enough to cap or almost cap.

conceptually, the shards having a moderate chance to re-impale enemies in the area of effect would be cool or having the shards pierce enemies on their way to you, like a reverse sire of shards.

either way, they are a good start.

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