What We're Working On

I know whether it's intended or not but Intimidating Cry (and all other Warcry) can't be used in a Steel (Especially Splitting Steel Build), because the wording says it exterds only Melee attacks. But the Tags on Intimidating Cry say just Attacks?! Hope it's just a wording issue or maybe intended.

Would be fine to get this clear
Loosing heists through going out by mistake is so bad.
Just happened again. Before I had a try where I could get back in I thaught... hoped it was fixed...
during heists we have infinite enemies spawning. if you cannot manage to remove their corpses from the screen, then they start piling up until everything freezes (and you die/get disconnected/crash). a reasonable corpse cap per level would be nice :)
no third challenge reward since beta lmao
while you're working on stuff.. maybe reddit will see this and write a post there.. you can still get trapped behind doors once they open and you can't do anything but lose the heist.

brilliant mechanic not being able to be back to the stupid place I'm robbing.. but hey keep experimenting I suppose.
"Parade your victories, hide your defeats. Mortals are so insecure."

Once you break the cycle of fear no angels or demons can whisper you their sweet nothing words.

Retired since crucible.(Not a free tester anymore for a multi billion dollar company).
Hey GGG,

Since you asked I have some feedback on the hexblast and doom skills of the patch.

Before I start great job on PoE generally one of my favorite games.

Now on to the hexblast.
On paper this seems like a fun and potentially powerful skill to use as I love comboing abilities and their interactions say ED+contagion or the last patches slam skills and warcrys.

However it becomes very fast apparent that there are some major hurdles to make this work adequately compared to other options.

- Comparing hexblast to slams in a way, there is a lot more constant setup instead of doing warcrys every now and then you are stuck in a curses and blast loop while dealing less damage than slams, sure we are doing this out of distance so I suppose we cant hit as hard

- Indication of Doom level is very hard to see, at no point of leveling with this skill did I know what the doom levels on enemies were

- I don't mind tactical gameplay but when I have to self cast 2-3 curses on enemies then run around them for 3'ish seconds to blast them, then rinse and repeat I just get the creeping feeling that there are a lot more powerful skills out there to play with. Especially when the damage turned out not to be particularly amazing considering the required setup and clunkiness of it.
--> Any DOT skill compared to hexblast (bane for instance) just rinses the hexblast on the usability and overall damage you do in same period of time.

- I also played around having my hexes supported with the new impending doom support to amp up the damage so when the hexblast ends the curses the impending doom would play into it, or so I thought. This was a bit lackluster it turns out as it did not really make a big difference.

- The notable talent to make the curses into an area that after a second maxes out the doom was also not great as that means no curse stacking that makes single target damage even worse

So some ideas to make it better:

- Support gem/s that could
--> Increase doom gain speed
-->Casts all linked curses at once when hand casted.

- A notable etc.
-->that instead of you blasting the whole doom away at once eats it away at X amount of doom per hexblast this could be a bit too good as is a you could machine gun quite good single target dps possibly would be fun though?

- Support gem / notable / etc.
-->pestilence, your curses now spread to nearby enemies within X tiles of it after reaching Y amount of doom

- support gem/ notable /etc.
--> five to midnight, pre-emptive strike, when your doom reaches max-5 doom your hexblast is instantly cast on the target

And so on, I think the main areas to make it more fun and exciting is to make it less clunky, and/or increase the single target damage.

Cheers!



Crackling lance feedback

this spell's base damage is too low. Its base damage is 246~737 at 20 level, considering arc's base damage is 133~754 at 20 level, it is never too strong.

you may argue that crackling lance gets 120% more damage at 4 intensity stack, but are you also aware that level 21 arc deals 120% more damage to its first target?

considering arc does not have to care about intensity, crackling lance rewards nothing to player compared to arc. you can easily deal just as much damage with arc while crackling lance is struggling with boss just to stack intensity.

what's more, getting that intensity stack is not easy. since unleash and spell echo does not help with getting intensity stack, the only way to get intensity is to stand still and cast 4 to 5 times. Which is equivalent to suicide in this current meta!

there is also AOE problem. crackling lance cannot hit targets that are close to player. considering this spell should be cast few times while standing still, this should be fixed also.

In short, there is 3 problems with crackling lance

1. getting intensity is not easy. it's time consuming and dangerous

2. even if you get intensity, it is not rewarding(where is incredible single target damage you promised?).

3. you need to move (and lose intensity) when enemy is so close.

To solve these problems, I suggest following;

1. I suggest crackling lance gets more casting speed per intensity stack. so it can stack intensity much faster.

2. I also suggest damage boost to crackling lance. it can be simple boost to its base damage, or it can be 50% more damage per intensity

3. I suggest tweaking its AOE, so it can hit target located at near proximity

that is all I have to say about crackling lance. Please, don't let this cool spell go to waste.
Last edited by 헬마왕#3921 on Sep 23, 2020, 3:45:13 AM
About firestorm.

I risked it and played firestorm from the start of the league. I must say I was pleasantly surprised by visuals, but I cannot call it firestorm any more, limiting it to 3 means scaling it becomes meaningless for me, as it stands now it is more like Meteor skill, which is fine I guess, I do like it, especially with MTX (which was a surprise too).

But Meteors damage is lacking, I feel like I need Martyr of Innocence staff just to do enough damage to fluidly clear white maps (maybe its not that bad, but still I don't see myself doing well on higher tiers), I don't think my build is the issue here (of course it isn't), at least as maining Meteor goes. While I do accept that alt quality gem can be expected to focus on meteor itself I still think too much power is locked due to counting for full duration of firestorm, which doesn't happen at all when you focus on the Meteor.

On the other note. Traps need help, simple "throw additional trap" mod on equipment would help a lot, both with damage and with distinguishing them from self cast and mines.
Last edited by MrokPandy#1977 on Sep 23, 2020, 1:26:24 AM
Hexblast Feedback

First, what I'm playing is Freeze-Prolif Occultist. Frostbite + Elemental Weakness (Selfcast)
Also Enfeeble and Temporal Chains (Auto-Cast through Vixen's Entrapment)

Selfcast are supported by AoE and Impending Doom.

Hexblast itself is supported by Controlled Destruction, Added Chaos, Void Manipulation, Energy Leech and Elemental Proliferation.

I'm only in white Maps and early yellow.
Now feedback:

Clear feels great, I cast Hexblast once and more or less the entire Screen dies if there is no super tanky mob in it.

Bossing now feels somewhat underwhelming.
I have the feeling, that the doom mechanic does not work properly, because I have every single passive with doom gain, which should make my doom full in about 1.5 seconds.
Yet it seems that waiting about 1 second does not make much of a difference in damage, letting it stew for 4-5 seconds instead make the damage go much higher.
At least it feels like that, when I cast both curses, wait about 1 second and hit, it deals about 10% damage to the boss, if I have to dodge a while and it builds up over 4-5 seconds it takes more like 30% of the health down. (and with ~1% crit chance it seems unlikely that I always crit in especially those moments)


Regarding the targeting: It seems, that Hexblast seems to prefer unhexed targets, like I cursed the whole screen, and the thing that gets attacked is the unhexed support totem somewhere in the mass.


One thing, that's slightly annoying is doom resetting through the same curse.
If you cast more than one curse with doom, you want to rotate them and delete them accordingly in rotation.
In the heat of combat it may not be possible to always rotate perfectly and you cripple your damage with that.
Also the rotation does not seem fixed.
It says it removes the curse with most doom, but it seems when all curses have max doom it does not take the placement order in consideration.
Sometimes even with perfect rotation, when I have to dodge and let the curses stew a bit more, it removes not the curse I expect, but the one I added most recently. It takes a while to notice and basically reduced the damage I deal by a good amount.
Can u stop the 'non stop respawn' when u escape. So many time ur just uh nable to open the doors they always hit the rogue... And again WHY, WHY in hell the new content on league are always too much op, too much life/dmg/resists when u trash t5 boss easier then a single yellow one in heist, its pretty frustating the most part is that uve too escape alllll of them even if they are that must op. Its not like just in the escape, just every fuckin mobs feels wayyy more stronger then even mobs on map 2 lvl higher. And pls can u stop make small doorway when there is a pack of 10+ all hitting u at the same time when urlock is the door. Thats my big issue with the hiest, after the damn crash/disconnect when u tey escaping heist. Ive hard time making 'easy 3 reduce time/alerts blue one 2 lvl down of my current mapping one, and faill to too much op compare to even yellow map+2. Never even try a yellow heist way too abused. Why is it not hard like mapping lvl okay maybe a bit harder for the risk/reward, why just damn retard... Stupid designs like that make me wanna quit playing its just not fun, when u trash boss map, end just rip every time to stupid nonsence op heist. Even the green "storyline" heist are totally stupid to do, cant remember how many ive lost/died just because i was surrounded by op pack with 7-8 yellow, one hit (8 op explosition, being stuck in small doors or block because we cant "work the door" the mobs always hitting the rogue... And why in hell there is doors to open on the way back... We just broke them... Eand for those who would say learn the game, ive played both 3 last leagues on soft and hardcore, made my way to 80+ everytime even on hardcore. Its just feel that every league mos in league/content is always broken, feels like when the league end and the ckntent goes to core they always get nerf. Feels like u need to wait the league end's to have descent content to enjoy in the game. Heist from lvl 60+ feels just like atleast 2times harder then any storyline/mapping and ive a damn dps iceshot crit, that one hit most blue pack offscreen, 2hit yellow one and almost kill boss even before they cant plan to make there hit. Back in heist, 2-3 lvl under, destroy by too many aoe visual explosion, on death one hit 4years after the kill, visual is horrible. Same foe delirum, fps drops are ust damn pain. Didnt get those trouble in harvest and even 2 weeks before heist. Dont have a damn clue what have changed with heist, delirium is fps drop everytime. Visual is same in heist, so many fps issues sence heist.

Final note, yes im hard on those aspect but before that i was loving heist it was really fun to 'play' and have fun in heist, not rushing the lvling (bad when ur forced to storyline) con ept is awesome if the game was like this with the lvling would be awesome. Hope PoE2 goes that way less storyline 'lvl focus' but intance created in fonction of the caracter lvl. Not zone lvl specific. Lets says u could be doing ledge/heist, lvl 20 still fighting mobs ur lvl. Thats why i like ESO its not limited by your lvl but raising for u. U could do the kitava 'storyline' lvl 20 or fight it lvl 80 and still enjoy the content. If PoE2 goes that way with what they say with the 'no fix intance and game choice affecting the gameplay' like instance following ur progression, the game would be so much fun !! In my point of view the league concept is awesome, pretty fun (made me completly forget the storyline/lvling (43-52)) just because i was having so much fun destroying and stealing everything i could, there is just too many frustating part in. Why the confirmation room, when u cna easily had the confirmation/selection of rpgue directly at activation point, why no wp like delve or menagerie (put the coin cost fix on activation of the wp, why sometimes the lvl of mastery are lock/cant xp anymore, why not just 1 rogue for each speciality too many 'same mastery too raise' no real gain cause your mastery lvl 3+ on the other is more rewarding in ur eyes. Ive plenty of items i cant use cause lvl of job is way too higher that ehat ive been able to master. Stock with the green heist in inventory just because i dont have raise this rogue mastery to the appropriate lvl (due to the previous point of mastery is raising elsewhere). Theres still bice thing to modif even in heist. The sell/walk/confirmed thing makes its realy ackward, like 'why ggg always made the things complicated' like make the heist has the map system craft the map, put contrat/blueprint in heist activate select rogue, click go teleport in, why the mini walk ? Put in like direct in like maps. Stop the job out, uve already destroy them, focus on eacape and dodge/kill thoses guards! Why not rogue labour a new 'hideout' alike. Lets u replace the rogue location of rogue to not waste times moving to them. Thats just some lil things that could make everyone gameplay way more easier and more enjoying the content. Pls pls pls in jell reduce the agility time for the opening part its realy annoying when u cna take a nap between the click activation part and the actual opening.

Keep the good work, i like what i see and the direction ggg going for the long run ! Been a long time ive not been into a content like this (like really focus into the content and enjoying it) pls dont do the same trash ' challenge like mapping past T10, op life op resist and insane one hit aoe punch) it feels really but to be force to know all content/attack and million of boss mechanic to be always dodging everything or die one hit...

Peace ! My 2 cents (even if its could be colse to a book) 😂😂😂
Feedback on Glacial Cascade :
GC tend to stuck blight mobs inside walls making them invulnerable and so you cant complete the event.

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