Ascendancy

Then read again. They say it helps ) I wasn’t talking about ‘convenience’ but about ‘a feature’.

Eh? The method the seller uses to put their items up is completely irrelevant to the buyer. The process of find item on index site, contact seller & then meet to buy is still the same whether the item has been listed via a public stash tab or manually or using a third party tool like Acquisition.

There is no in game trading feature, you still have to use a 3rd party site to find the items. Using a public stash tab just gives your more convenience in getting your items listed on these 3rd party sites.

Don’t want mule accounts - buy stash tabs
Want more than 24 characters on one account - buy more character slots
Don’t want to use 3rd party tools or manually post your items for sale - buy public stash tabs

I don’t see a difference in any of those things, you are just paying for convenience. There is nothing you can pay for that you can’t do for free.

Having extra stash tabs “helps.”

Trading is already a feature in the game, so maybe I’m not understanding what this feature you’re talking about is…

There is. 3rd party sites are not the same as 3rd party software which can risk your safety.

Was there an option to mark a tab as public and trade via that? No

You are conveniently ignoring that fact you can get your items indexed by posting them manually. 3rd party tools are optional just as use of public stash tabs is optional - the end results are still the same.

You’re right, I didn’t realize that. Then I guess it’s not that bad at all.

Just imagine GGG would sell an item giving a player 20% exp bonus. So ‘the end result’ with and without that item would be the same - anyone still can achieve lvl 100 . You argument of ‘the same result’ is ridiculous. Trading via tabs is much more simple and convenient giving the player an advantage. When one has to create a forum topic and update it wasting time another player just farms. Times is also valuable in PoE. However slight advantage it could be it is still an advantage and now you can buy it.

You can’t color code and rename tabs without buying premium ones, but some people still manage to organize their shit without them. According to your logic premium tabs should be free as well.

Agreed it is a waste of time to create a forum thread manually, better to use Acquisition or Procurement where you can set up some tabs with buyouts and dump your stuff in them or individually price items just like you can with the public stash tabs. But wait you cry, I’ve never bothered to spend the two minutes it takes to download and set them up so they are useless. And what about security? Even though the source code is freely available for anyone to inspect and I don’t need to use my in game username and password to use them they are somehow going to magically conjure my login details from thin air so someone can steal my stuff :cry:

yeah… felt the same way. moving trap “puzzels” are not really fun.

I can’t say Im impressed either, the thing is, you can do the random dungeon as many times as you want, but once your in, you can’t get out unless you die or portal? but if you do, you got to do the whole thing over, what kind of fun is that? especially on the third difficulty? sure you can enchant your different bits of gear, but I don’t see the point if you can’t reach the end, and got to grind over and over until you find your way through.

that isn’t fun, that is just bloody tedious. plus the dungeon will change per day, so you got to do the whole thing over again. what a bad design. not touched the game apart from once and not logged in since.

oh, yes, you got to do the 6 trials per difficulty as well. really not sure what went through GGG’s mind when they come up with this?

The dungeon works pretty much the same as Grim Dawn the steps of torment, and was made with same philosophy, to make a rouge like dungeon where you need to finish it without leaving, a soft HC and new type of end game that people can run.

I finished normal and cruel versions. Before opening it you need to finish 6 small trap section that are always the same (so no randomization here), but do get little more complicated in higher difficulties. But overall they are still easy and fast to do.

After that the labyrinth will open in act 3 for that dif. Its mix of monsters, traps, and simple puzzles. Now they did this part really good, there are a lot of secrets, hidden doors, shortcuts, mini bosses, areas where you can get silver keys with wich you open extra loot chests, shrines that give global negative or positive bonus. The boss mechanic is extremely innovating for arpg, it has 3 stages. The stages are slightly random. In one fight there are 3 portals from where monster come, in other 3 charge statues that cast area spells, on other 3 totems that cast curses, in another 3 golems and similar. The boss has always the same moves and gets i think 1 new move for every stage, but its not random, but depending of how you did the first two (did you destroy all the portals, deactivate all the statues…), he can be buffed or some other environment mechanic added to the last stage. So if you do not, let’s say destroy the portals, in last stage he will be helped with spawns from the portal and similar. But even more interesting is the risk/reword. If you on purpose don’t clear the zone and leave so the last stage is the hardest you will get more treasure keys after you kill the boss(3 key drops). This keys are used to open chest in the last rooms that will explode with loot. You can get more keys if you find the mini boss in the labyrinth, and maybe there are more ways (dont know).

Also very impressive is the enchantments that you get rewarded with. You can put trigger and proc skill on your glove items, and all skills are afected by your passive tree and items you have. There are some other benefits if you put them on helm/boots. The problem is its totally random, so to get the one you want, you will need to redo the labyrinth a lot.

The sub classes are also really good. Because some of them remove the need for unique items to make your build work. And they are a huge buff to any build, and as the difficulty of the game didnt change, this makes a lot of less viable builds now a lot more usable, but also broken builds even more broken.

And the last thing is the new league modes. It adds a random chest that is guarded by unique mobs. And reword for opening are coins, new type of currency. This coins can only be used for buying items from a random NPC that can spawn in areas. And he will sell really good stuff, for relatively cheap price, from rare rings to unique items and even currency like exalted orbs. People are complaining that its to easy to get uniques and good loot so they cant sell shit :D.

This is all nice and all, but the problem for me is that I just dont like heavy trap/platforming type of gameplay for the new dungeon. As this is a subjective thing that some will like some not, but the community is already split about this. I didnt see this big uproar since maybe the invasion league and how badly it was balanced back than.

Its good that there is diversity in gameplay, but it needs to be very optional, similar to how torchlight 2 puzzles where optional. The problem is that the new subclasses are behind finishing the dungeon, so you need to finish them at least once on every dif to get all the points. Also it is somewhat long. There are people that can do it in 10min, but on average you will take from 40 to 60 min. So to fix it, this should really be more a optional content (so the subclases should be reworded in different way), and also have checkpoints after every boss fight. Its shame because I really like the boss mechanic and overall secrets and small things you can find in the dungeon. If there where no traps would be playing this non stop

EDIT: On unrelated note, PoE broke the record of most players at same time (on steam there where 37 000 players), and was even higher compared to when the game was released (34 000). And with it came first day server crashes.

I’ll agree with this. They should have just awarded 2 points per finishing a difficulty or something.

Haven’t even tried the dungeons. Simply couldn’t be bothered after watching playthrough vids on youtube. IMO such platforming/puzzle/avoidance style content has no place in isometric ARPG type games.

I’m sure a part of the player base enjoys it but for someone like me such updates to content are really disappointing.

Oh well, good luck to POE.

From Chris:

The goal of Labyrinth’s design was to make a section of a game that players have to complete in one run. This means that we don’t need to design around Alt-F4ing in combat or refilling flasks via portals. This makes for a very different experience to regular Path of Exile play. It also give Standard players a taste of the adrenaline experienced by Hardcore players.

If I wanted to feel the adrenaline of Hardcore mode, I would play with my Hardcore characters whenever I felt like doing it, not when they feel that I should do it.

Ahhaha today visited the official PoE site, they have added currency exchange rates cycling on top. Can’t fucking stop laughing, just can’t rofl.
At least they got a nice sense of humor.

my biggest gripe with the new end game dungeon is that you basically HAVE to succeed 3 times to get to most of the new content aka the new classes. this gates a lot of content for a lot of players me included. also i absolutely despise games where mobs fall down in one hit and a boss needs me to kite him ad infinitum… unless you are melee then you are fucked either way. grim dawn is guilty of that to some extend as well.

balancing is hard but the way ggg does it, is the nerf hammer and it just makes fun builds less fun while keeping interesting builds just bad. melee is the ugly step child in poe for ages now. they just can’t figure out a way to make most of the melee skills viable compared to ranged/spells and the lack of even the possibility of kiting a boss makes it even harder to endure.

poe does a lot of things right though and i keep coming back… if only they could fix their damn memory issues. the game keeps crashing which makes running the new dungeon even less appealing.

I just “left” POE for GD. I’m only a few hours into GD and hope I like it enough to stick around. POE just got old for me real quick. As much as I loved the challenge, I hated that if you funked up your build… you might as well start a new character. It took so long to learn the game, that I had to just follow peoples builds forever in order to even make it into end game content. Labyrinth kind of really sucked IMO. Lost a few HC characters because of a lag spike while navigating stupid spinning spike traps.

Anyway. It was fun. Look forward to seeing what GD has to offer, though the forums here seem to not introduce much of the game so I can’t get much information while I’m bored at work.