State of the POE 3.4 For The Problems and The Potential

MMO Guides
19 min readOct 8, 2018

Path of Exile has taken the spotlight as probably the most innovative ARPGs in the marketplace. Each and every season the player base grows consistently, and with each and every new content release (each and every 3 months), the game evolves far beyond what the competition is in a position to create. PoE is with no question probably the most enjoyable, ruthless, frustrating, complex and innovative ARPGs ever created. And with all the current 3.4 Delve expansion, there’s no doubt the game is going to continue to develop, specifically with all the Chinese and XBox marketplace releases. As a person who has been playing PoE due to the fact BETA, I believed a state of the game overview was warranted in conjunction having an assessment of the new Delve content material.

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Chris Wilson, as well as the group at GGG, have set a brand new normal on the most active patching and content material evolution release schedule inside the business. No one even comes close. Many other firms could study a great deal by they way GGG has built and continues to expand PoE. This incorporates new Leagues every single four months (using a fresh start off) where each league is virtually constantly superior to the final one. Races are also fun events that players completely get pleasure from. And more importantly, Chris listens for the players. He’s extremely active and responsive on Reddit, and the handful of games within the market have such fantastic representation.

The Neighborhood Interaction in PoE is also a major notch. The forums and subreddit are always bustling with activity, and most are extremely useful to new players and delight in engaging in thoughtful discussion or have standard inquiries to ask. This is reaffirmed by looking at builds posted around the forums and how players work with each other (commonly together with the author) to create it even greater. But there is also a dark side towards the neighborhood; elitist hardcore players who think any person who can not appreciate end-game, get to one hundred, or play hardcore mode are “idiots”. Even though this is a modest percentage on the community (I’d say significantly less than 5%) they are really vocal and immediately attack players who complain about game-related concerns and capabilities. But the majority of the community is strong and welcoming.

Diversity in Character Builds is unprecedented; no other ARPG comes close for the mixture of play styles you could create in PoE. Now, you can find some viable arguments that the diversity can be a bit of an illusion because so few builds could make it to end-game, but the reality is a lot of from the PoE players who cry “meta” happen to be desensitized to how diverse the game is. Attempt 20 distinctive builds in PoE then go back to D3 where there is actually only a handful (1–2 per class) of viable end-game builds. Looking at the league ladder, we are able to also see how diverse the builds could be.

Wealth developing is often an important element of PoE and permits players to open new builds as they obtain much more currency, find highly valued uniques, and trade with other players. Although most one of a kind products generally find yourself being useless and vendored or traded for the 5-item prophecy, there are actually sufficient to keep the game very exciting, and that rare Exalt drop normally makes issues more enjoyable.

Hard Content (solo) for essentially the most skilled players rests in the core of PoE. GGG has constructed map and boss fights that only a fraction of the players will ever have the ability to complete. This is a very good factor for the genuinely devoted and pretty skilled players. In addition, it offers casual players something to strive for, although the majority of them will in no way get to (and defeat) such content material.

I do wish to cover the positive side on the way Trading currently functions. In its current kind, it does bring players collectively; you get to view other people’s hideouts, their characters (MTX), and usually finish of chatting, which can in some cases result in new friendships.

The Crafting in PoE can also be unprecedented and just about the most revolutionary attributes. I’m not conscious of any game (namely ARPGs) that has a crafting program like PoE; paired using the Masters, it is a great technique; and rolling chests is amazing. Let us also not forget Prophecies, which entice players to fully explore maps and game zones.

The Planet Atlas is actually a really solid design and style; providing a path for players to comply with at end-game and enabling numerous augmentations to produce the game much more difficult and rewarding. Along with the current Zana enhancements with Delve make mapping much more enjoyable.

Hideouts are a great function, and even though the technique could be expanded (covered below), it’s generally enjoyable to take a look at other player’s hideouts when trading. I’ve seen some very exclusive, crazy, cool, and strange layouts from players.

The Item Filter program can also be amazing and actually “required” using the sheer volume of drops the game now presents; however it could use some enhancements (which can be also covered beneath).

There are numerous other positive aspects to PoE, but I think the above references cover the core of what persons appreciate regarding the game. Make no mistake; the excellent list and accompanying content material getting shorter than the below list is no way indicative of PoE getting a poor game. The reality could be the good drastically outweighs the challenges. PoE is often an excellent game and is effectively on its way to being the ideal ARPG ever produced. That’s saying lots.

The Problems:
The lack of a Right Tutorial is probably the biggest situation that drives new players away on account of the complexity from the game; studying about talent gems, socket hyperlinks, crafting and augmenting things all overshadowed using the substantial skill tree frequently overwhelms and confuses new players for the point of merely quitting ahead of they even definitely start obtaining in to the game. This brings a really serious query — how does one take such a complicated game (exactly where the complexity makes it awesome) even though also slowly introducing the complexity towards the average player in a fashion they’re able to absorb, assistance, and ultimately have an understanding of? It’s simple for those who have already been playing ARPGs, MMOGs and also other such games for years (or a lot more than a decade) to forget how confusing a game like PoE might be for the “new player”. That is no easy process, having said that, the Construct Template Technique proposed under would assist address many of these problems and walk players by means of predefined starter builds.

When players find out the basic mechanics, the second most problematic feature that drives players away from PoE may be the Death Program. First, let’s speak about why it exists. GGG desires the game to become incredibly tough for the 1% (or less), and for real handful of players to ever accomplish level 95–100. Considering the fact that there is no alternative leveling program (which include paragon from D3) the core design in the game revolves around generating level 100 getting as challenging as possible. This core mechanic is flawed in today’s gaming marketplace due to the fact numerous players want to just play and not compete, and will never ever be component in the 5% let alone the 1%; however they desire to progress and develop their characters, and if they adore a certain creature, they wish to stick with all the playstyle. PoE doesn’t let that. Most players hit a “brick wall” inside the late 80’s where they feel progress with their present make is just also tedious (as a result of deaths and loss of XP), so they normally quite the character and go play one thing else (one more character or game). This is a large problem for players who enjoy a certain playstyle (and character) and really feel “stuck” because they’re constantly dying and not progressing in any capacity beyond currency/equipment drops. But it’s more than just dying; a key issue is how it impacts other aspects of the game, such as grouping with other players and prohibiting character progression. PoE has far more 1-shot mechanics than any other ARPG (and these mechanics continue to grow as functions and dynamic permutations to mobs and environments are expanded), and men and women don’t need to group with other people since it normally ends up acquiring them killed. What’s intriguing is GGG states the PoE death method is determined by the D2 death program, but that game is 18 years old and didn’t have the 1-shot mechanics that PoE has, so a player can die numerous instances in a row and shed hours (or a lot more) of character growth. This causes rage-quits by a lot of. A further dilemma is the death method prohibits reckless enjoyable and true exploration; around level 90, most players turn into overly cautious relative to running new maps or tackling new bosses simply because they don’t wish to die and lose their expertise. On top of that, the fact the game makes it possible for Alt-F4 logout to circumvent this penalty is usually a symptom of an underlying style flaw. The truth is PoE’s end-game is solely created for hardcore players, and really handful of are in a position to tolerate and progress in such a system (typically resulting within the abandonment of their character, even though it is entertaining to play). Games are supposed to challenge, limit, and give to players — but (in my opinion) not take away. It is a single thing to shed access for your map once you die, it is another to drop hours (or extra) of character development resulting from a death that even several of the most skilled players would have difficulty in avoiding. This isn’t a challenge, it’s punishment. The game is created to reach level one hundred with no other signifies of growth outside in the Labyrinth (that is a further important problem, covered under). This is why most modern day games have some kind of secondary leveling mechanic beyond core character level. After your character hits 100 and you have completed Uber Lab, you are accomplished together with your character growth (outdoors of equipment). Now to be fair, the existing design is so only by far the most skilled and hardcore players can reach end-game. GGG does not want all players to produce this achievement (that is a major deal). Nonetheless, this guarantees casual players who never get the level of skill essential are unable to grow their characters beyond a certain point, save equipment upgrades (which certainly tends to make a distinction, but that is gear, not character growth). On the subject of retention, the Death Penalty drives players away. If the death penalty was the portion of Normal difficulty, how lots of players would quit early on? I think several; it’s a type of bait and switch — let the player go through the start out in the game (Normal) and don’t hit them with all the penalty until later on — when it matters. That’s not a superb design for retention. A lot of (hardcore) players think the Death Penalty is also easy, or the Lab is great and must be applied to cull the herds to separate the skilled from those who are not as quick. The very simple truth is men and women play games to have fun, and taking from a player’s time, power, and work is counterproductive to all-round game design. Certainly the hardcore (not speaking HC mode, but “hardcore” players) base of PoE will be the most vocal, and GGG somehow thinks their feedback represents the casual gamers (which are the majority of PoE players). This is not the case. You practically in no way hear from the casual gamer that quit PoE resulting from the death penalty or labyrinth — for the reason that they quit and are gone. Heck, you can 1-shot kill your self in your own hideout by using the incorrect flask. Even veteran HC players have accidentally carried out this. I think balance is essential. Keep Hardcore the way it can be (and let players who want such a challenge play in HC), and make some sort of adjustment to “standard” that doesn’t punish players by taking away their efforts. 1 exciting note will be the Chinese release of PoE includes a acquire that either prevents or restores the death penalty XP loss. This shows an additional marketplace believes alternatives towards the practical experience loss are vital for the game.

I desire to mention one-shot deaths once again on its personal. This can be a big issue in PoE; it’s not even possessing a lack of a combat log, it is the sheer complexity of mob skills paired with specific elements. I’d say the huge majority of deaths in the most seasoned players are all resulting from 1-shot mechanics. Events that happen to be generally not possible to avoid or even a mixture of math (added damage+crit+multi+whatever else) executed by an off-screen purple ranged group that hits you before you can even see them. When the game has gotten much easier as one levels their character, the 1-shot deaths are happening additional generally as GGG keeps compounding augments and complexities to mobs by means of map modifiers and other things. This is a unsafe path that does not have any present side roads. Because the game continues to evolve in its present direction, this dilemma is just going to acquire worse — and that’s not a fantasy factor. Nugiyen’s face says it all here.

Related to the above may be the concern with Detonate Dead. It’s intriguing that GGG finally addressed Volatile monsters, which would 1-shot even essentially the most experienced players (the system now creates a giant ball you can dodge, paired having a quite special sound FX). Detonate Dead is now the new Volatile. It supplies no warning (of any type) and can 1-shot characters (and does, frequently). This needs to be fixed just as considerably as Volatile did, but GGG appears to feel building new content is more crucial than fixing broken mechanics which include this.

An additional issue is definitely the fact GGG has forced gambling upon its player base for the latest (and greatest) microtransactions by means of MTX Boxes. It doesn’t matter how much you might have spent or choose to spend if they release something new and amazing, it is all as much as RNG. Numerous on the lead streamers have spent in between $400 — $800 simply to get the most recent “awesome MTX set” because… gambling could be the only strategy to get it. Of course, typical paying players can wait nearly 4 months to get the MTX they want straight (GGG lately released the Sin and Innocence MTX, which was originally only obtainable via the Mystery Boxes on March 3rd, 2018). Leaving the ideal new MTX all as much as forced gambling (or waiting 14+ weeks) isn’t a good model to endorse support from people that like the game.

Subsequent, we have the Labyrinth, that is the most controversial (and hated) function inside the game, shown by this ongoing thread with much more than 700 pages of discussion (and simply doing a google search around the topic). Thousands (if not additional) of persons have complained about it, and rightly so. Forcing players to traverse a trap-based puzzle maze which has no relation to any other content material within the game as a way to safe ascendancy character progression (which can be necessary to play end-game properly) is ridiculous. No, it’s absurd. Because the lab content is fully disconnected from (and unrelated to) the rest in the content in PoE, the game is essentially thrusting and forcing players to endure a procedure that just doesn’t belong as a requirement inside the game. Whilst a handful of players get pleasure from running the lab (the majority of who make builds particularly to survive the lab and acquire/farm the enchantments and loot drops, which may be very lucrative), that is fine for all those who want to pursue such rewards. Get rid of the ascendancy acquisition requirement, but preserve the enchantments (and treasure troves) locked behind the lab; players who do not desire to run it might farm currency and acquire the enchanted gear from the handful that prefers to run the lab. It is no various than shaper and elder drops — let essentially the most skilled and hardcore players get and sell these things to individuals who will never ever be skilled sufficient to victoriously fight the end-game bosses. Statistically, less than 1% of all players ever full the final (Eternal) lab. That is yet another indication with the general difficulty. Because the lab forces a totally diverse set of mechanics and plays style around the players, many builds simply cannot comprehend it without having sheer luck. Another important point is definitely the Labyrinth technique goes against the core of just about every current content material release, which has focused on world/explorable content material, character progression, build customization and expanding the end-game program (as an entire). With every single release, the Labyrinth becomes more and much more outdated and pulls further away in the essence of what PoE has to turn into and strives for.

In the long run, each and every player that I have identified to “quit” PoE (either a character or the game) has accomplished so either as a consequence of the death penalty or the labyrinth, or each.

Lack of Queued Command Execution is problematic as well as a mechanic that actually needs to be inside the game. You’ll be able to be 100ms as well early on an action/click and it won’t execute for the reason that your final action isn’t completed just however, but other ARPGs deal with this challenge additional gracefully (this really is one particular explanation D3 feels so smooth compared to PoE — it has a smart interpolation command execution queue). PoE should really allow a player to foresee an event/action and execute a different action being aware of it’s going to become executed as soon because the action is offered. Employing a flask and getting it to activate when you’re at full health/mana would also be useful, permitting players to activate the restoration just as they jump into combat rather than having to wait to take a hit or shed mana.

You will discover a number of skill-based difficulties nevertheless in PoE. Freezing Pulse fails to undergo doorways properly (which can outcome in a swift death), and Shield Charge has the old Cyclone issue of having caught on each and every single minuscule item/object. Cyclone can also be clunky as all getgo and must be converted to a real-time channeled talent. GGG must address these troubles to create gameplay additional smooth and enjoyable.

PoE truly has no real Guild Options above a stash and tag. This is disappointing because so much may be done to bring players together. Folks happen to be asking for the guild method to be enhanced for many years. I am hopeful future releases improve the guild system and make getting in a guild in fact imply something. This brings us to a connected challenge: there isn’t any true reason to Group with men and women in PoE. This can be a major difficulty that tends to make trading the only true community-centric aspect of the game. As described above, a huge cause for that is resulting from the death penalty at end-game. Even so, there is certainly also no content material particularly created to be tackled by groups.

And lastly, we’ve got the Lost Mouse Cursor. This can be a problem exactly where the cursor is so modest, it’s typically impossible to see its location on the screen during active combat events. Diablo three addressed this problem (and did it well) by adding a “large cursor” option to the UI settings. PoE desperately requirements this function as players are continually losing the location of their cursor around the screen during battle.

The Potential:
I think a Build Template Program would possess a monumentally positive effect around the game. It might be integrated like the Item Filter system (i.e. downloaded and selected), allowing for players to pick a particular construction to adhere to, and also create a fully new community dedicated to designing and sharing certain builds, full with level by level talent point distribution, defined abilities, hyperlinks, and gear. GGG could even contain a few core starter builds with the deployment with the game and provide predefined builds to follow during character creation. Because the character levels up, the “build guide” would highlight the recommended subsequent capabilities, links, as well as things to equip. This guidance would entice new players and give them something to strive for. Yes, players can follow the builds from the forums on other websites like the Develop Browser (which just points to forum posts), but new players don’t know about these sources and create guides are generally incomplete and not made for new players. Integrating a program like this would skyrocket the retention of new players and could act as its own tutorial.

Among one of the most popular feature request from players is some sort of Auction Property or Enhanced Trade system. Some have asked not for an Auction Home, but want a much more automated trade program for those who’re on the net. As talked about above, the current trade system does bring players with each other and shares hideouts with other folks; I believe a hybrid system is in order, exactly where players can either trade old-style (since it is these days) or use some sort of online queue/auction system. Possibly a fee per transaction for the auction system will be in order (1a or 1c per transaction via the auction house depending on the value from the item).

PoE requirements a proper Low Life Indicator. What’s pretty fascinating is the game currently has this in dimly lit areas (the lighting goes down as your well being does) so the mechanic exists, but when you’re outdoors, it just doesn’t operate. I consider Grim Dawn does it the top by drawing red that grows about the edges as your health lowers. Corrupted blood consistently kills players, even those that are seasoned, due to the fact they merely don’t see their wellness drop as a consequence of a number of components (in combat, running and seeing a chest in the upper correct corner of the screen, etc.).

Yet another key challenge is players usually have no thought what killed them due to a lack of notification. Even veteran streamers are left scratching their head “what just killed me” That is very crucial; it’s tough for players to learn how you can play greater once they don’t even know what killed them within the initial place.

Cleaning Stash Space within the Common league is such a tedious process most players keep away from playing in normal altogether. GGG needs to add some strategy of cleaning stash immediately after a league considering that it all starts piling up ¨C and most players just would like to delete it. It also tends to make me wonder just how much storage space each of the unused migrated league things is taking inside the PoE item database; I’m guessing it’s well over 50% of your entire database.

The capability to toggle the User Interface would let players take much greater screenshots, in particular now using the gorgeous new lighting system.

The ability to Pause the Game when playing solo could be an incredibly good addition; it’s not exciting coping with the telephone or doorbell ringing while within the middle of a boss fight (yes, one particular can port, but pausing will be the significantly superior option). From a technical viewpoint this could increase the space needs for the server infrastructure (considering that a player could pause an instance for hours, tying up server resources), so such a feature would need systems consideration; on the other hand with today’s low-cost hosting costs (and also the truth a paused instance wouldn’t use any processing energy), it should be viable. On the other hand, such a function might be utilized to abuse end-game boss fights where a player could pause the game in the middle of an incredibly intense battle simply to strategize on what they may be going to complete next. So there are actually reasons not to have this, but if a balance of implementation could possibly be met, I’d absolutely assistance it.

As covered above, there seriously isn’t any content in PoE especially made for groups. This does the link for the Death Penalty issue exactly where players typically don’t prefer to play with other persons because it can conveniently get them killed, but there aren’t any fights or elements on the game designed particularly for a mixture of different builds (or that require collaboration to finish). Then again, this also references the community aspect on the game failing to truly bring players collectively as a group.

As covered above, PoE wants much more Guild-based capabilities. Such capabilities could contain custom maps, augmentations, bonuses (for achievements), master solutions, and also vendor enhancements.

There has also been the discussion about Automatic Item Pickup by Pets. I personally think this is an excellent idea due to the sheer volume of products that drop; they could even allow pets to act as storage. But would this break the “no advantage to players who purchase MTX” towards the game? Hard to say as those that spent dollars will be in a position to progress at a much faster rate, but only via clean-up. One alternative is usually to present pickup pets as a single (or additional) rewards for completing particular game content material. Granted this can be an exception to the rule, this video shows what a mess the game can generate. Players would rather invest their time playing and fighting rather than operating around and cleaning up their mess. And just right now, it was posted that the Chinese version of PoE either currently presents or will offer this function.

An alternative to Turn off the XP Bar could be a nice function for those players get enraged after they see the XP loss upon death.

An additional common request is for the saving (and sharing) of Hideout Layouts. Loads of time, energy and effort can go into building them, and I’ve observed many requests from players who want to save and share templates.

A Sort Inventory button could be wonderful, in particular for the 4x size stash tab. Those that play Grim Dawn know how awesome (and useful) this feature would be.

The capability to Run planet zones at various levels would boost the game drastically. Whilst 1 can shape a distinct map to raise its level, some players need to run Dried Lake or other zones at a larger level. I hope future versions implement some kind of feature permitting for the augmentation of world zones to make them terrific farming zones for all levels.

And ultimately, we’ve the notion of an Exile Companion that a single can equip and define the capabilities for. Not a guardian, but a full-fledged companion we can throw products on, level up and equip abilities with. Granted such a function would possess a monumental effect around the game (and open a wide door of abuse-potential mechanics), if it had been done correctly, it would be an awesome enhancement and let the players possess their very own accurate in-game “buddy”. This could also open the door to “mini-group” content material; boss fights that require the help of an Exile Companion (or a further player).

Conclusion:
There’s no question the current releases of Path of Exile have been exceptional, with Delve top the way as one of the ideal enhancements towards the game. Having said that, it is one issue to boost and expand the content material from the game, but one more to ignore crucial concerns that drive players away or take as well extended to address common sense top quality of life attributes players have requested for many years (for example the recent new loot filter minimap icon method), especially when a great number of casual players are leaving Diablo three and seeking an alternative game to play. I’m an avid supporter of GGG and PoE, and I want only the most beneficial and results for the game; of course it is uncomplicated to armchair quarterback a game of this complexity — several of these concerns will take some significant consideration to correctly address, but given the future growth of PoE, I think producing choices that adhere for the core principals in the game though also evolving to address core mechanics, complications and complexities that drive players away is crucial. Here’s towards the bright future of Path of Exile!

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