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Wow, da ist mal einiges Gutes bei!
DODGE ROLL CHANGES
A lot of players have expressed frustration about being trapped in by monsters. While it is intended that monsters are able to trap and kill you, we felt that the frequency of this was a little too high.
We will be deploying the following changes in an upcoming patch:
• Player size is now set to Zero units while dodge rolling instead of One unit
• Some smaller monsters can now be pushed while dodge rolling. This includes monsters such as the Adorned Beetles in Keth.
This should result in getting trapped less often.
Note that you can still be trapped. A player size of a zero can still not phase through monsters, but it can get through even the smallest gap between them.
CHECKPOINT CHANGES
A lot of players have been reporting that it can be tedious to need to retread areas of maps in order to get back to objectives that they already found.
We will be deploying the following change in an upcoming patch:
• Clicking on a checkpoint will allow you to teleport to other checkpoints in the area that are explored on your minimap
• Checkpoints have been added to all entrances and exits of zones to allow for teleportation
• A Checkpoint has been added to the midpoint of the first Dreadnaught area
We will be making further adjustments to checkpoint positions as we continue to gather feedback.
ITEM CHANGES
One of the major problems that players have been experiencing is feeling that the game is not rewarding enough. This is an area that we have to be very careful when adjusting because it's very hard to reduce drops if we increase them by too much.
We have identified a few key areas that we believe will significantly improve the experience that players are having.
RARE MONSTER CHANGES
We felt that Rare monsters were not rewarding enough. This didn't affect the campaign as much because there are more Unique bosses, increasing the overall amount of drops, but it's especially noticeable when playing in the endgame where Unique monsters are less common.
In particular, the reward that you were getting for the increased difficulty of rares wasn't lining up.
We have deployed the following changes:
• Rarity bonus per rare mod has been doubled
• +10% Quantity bonus per rare mod
• Increased the chance of rare monsters inherently having more modifiers as you progress through endgame
These changes will cause rare monster rewards to naturally scale up as you get to higher levels because the number of mods a monster can have increases throughout the campaign and into endgame. In addition, many other forms of map juicing will indirectly cause rare monsters to have more mods as well, increasing the rewards of these other mechanics too. Also note the change below to make sure each map has a minimum number of rares which will also increase the average number of rare mods, and thus increasing drops further.
CURRENCY CHANGES
We felt that players were not getting enough of certain currency either in the early game, or to sustain adding mods to maps.
We have deployed the following changes:
• Regal orb drop rates increased around 40%
• Disenchanting of six mod rares to give two regal shards instead of one.
• Lesser Jewellers orbs drop rates increased around 33%
• Reduced the drop rate of Chaos Orbs slightly as they are less valued and so that it doesn't consume so much of the "rare currency" drop pool. This causes currency such as Exalted Orbs to increase somewhat.
• Gemcutter's Prism drop rates increased by 500%
• Gemcutter's Prisms now increase quality on gems by 5% instead of 1%
Early Access Announcements - Addressing your Early Access Post-launch Feedback - Forum - Path of Exile
Path of Exile is a free online-only action RPG under development by Grinding Gear Games in New Zealand.
www.pathofexile.com
DODGE ROLL CHANGES
A lot of players have expressed frustration about being trapped in by monsters. While it is intended that monsters are able to trap and kill you, we felt that the frequency of this was a little too high.
We will be deploying the following changes in an upcoming patch:
• Player size is now set to Zero units while dodge rolling instead of One unit
• Some smaller monsters can now be pushed while dodge rolling. This includes monsters such as the Adorned Beetles in Keth.
This should result in getting trapped less often.
Note that you can still be trapped. A player size of a zero can still not phase through monsters, but it can get through even the smallest gap between them.
CHECKPOINT CHANGES
A lot of players have been reporting that it can be tedious to need to retread areas of maps in order to get back to objectives that they already found.
We will be deploying the following change in an upcoming patch:
• Clicking on a checkpoint will allow you to teleport to other checkpoints in the area that are explored on your minimap
• Checkpoints have been added to all entrances and exits of zones to allow for teleportation
• A Checkpoint has been added to the midpoint of the first Dreadnaught area
We will be making further adjustments to checkpoint positions as we continue to gather feedback.
ITEM CHANGES
One of the major problems that players have been experiencing is feeling that the game is not rewarding enough. This is an area that we have to be very careful when adjusting because it's very hard to reduce drops if we increase them by too much.
We have identified a few key areas that we believe will significantly improve the experience that players are having.
RARE MONSTER CHANGES
We felt that Rare monsters were not rewarding enough. This didn't affect the campaign as much because there are more Unique bosses, increasing the overall amount of drops, but it's especially noticeable when playing in the endgame where Unique monsters are less common.
In particular, the reward that you were getting for the increased difficulty of rares wasn't lining up.
We have deployed the following changes:
• Rarity bonus per rare mod has been doubled
• +10% Quantity bonus per rare mod
• Increased the chance of rare monsters inherently having more modifiers as you progress through endgame
These changes will cause rare monster rewards to naturally scale up as you get to higher levels because the number of mods a monster can have increases throughout the campaign and into endgame. In addition, many other forms of map juicing will indirectly cause rare monsters to have more mods as well, increasing the rewards of these other mechanics too. Also note the change below to make sure each map has a minimum number of rares which will also increase the average number of rare mods, and thus increasing drops further.
CURRENCY CHANGES
We felt that players were not getting enough of certain currency either in the early game, or to sustain adding mods to maps.
We have deployed the following changes:
• Regal orb drop rates increased around 40%
• Disenchanting of six mod rares to give two regal shards instead of one.
• Lesser Jewellers orbs drop rates increased around 33%
• Reduced the drop rate of Chaos Orbs slightly as they are less valued and so that it doesn't consume so much of the "rare currency" drop pool. This causes currency such as Exalted Orbs to increase somewhat.
• Gemcutter's Prism drop rates increased by 500%
• Gemcutter's Prisms now increase quality on gems by 5% instead of 1%