Atlas Changes in 3.10.0

Nicely done. I'll consider donating my usual $50-100 and try the league now.
SSF, because Path of Trade RMTers and bots suck.
has anyone mentioned hexproof? i personally dont like it...
Life will be technically better Soon TM
For the cartographer seals you can just make it so that they block a sealed map from having any form of activity or drop chance. So you will never get map drops from that map and conquerors or whatever other mechanics never will have to force you to go that map. Some people lock maps to influence a certain map drop because they enjoy farming that map they singled out from the other tiers near it, or just simply don't want that map to drop for them cause they know they will never use that map.

I remember people used to make use of Shaper and elder orbs for 80% successful sustain on a map they always wanted to farm. With the changed to the atlas in 3.9 sustaining a specific map is not as possible anymore. As we all know various maps are either more enjoyable or just better for farming due to how linear they are with minimal backtracking.

Those might be some ideas to keep in mind when thinking about a new method for using cartographer seals or maybe deleting that but adding two new currencies that might block maps and the other maybe buff map for your atlas to influence those map drops.
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Mark__75 wrote:
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Marluxiar wrote:


you're doing exactly what i said : focusing on the meta. Forget about it for a second and think. Is phys cyclone not viable for exemple ? it's so strong it got banned from the melee private league of steelmage and zizaran.
And also what's the point of always playing the most efficient build ? is fun allowed ?
Also some skills can do all content, and some skills can't. Some skills are made to trivialize bosses, some others are made to map faster with shit single target.

The real complaint is about skills that should be viable, but arent.

There is a ton of skills, unique items, support gems, and limitless combinations of them that end up being viable at either fast maping, good boss killing, both, or meme builds.

If you seek perfect efficiency, you'll always end up playing only 1 build. GGG can nerf and buff whatever you want, there will always be a meta and you will always hate it... So why bother ?

But that's not the point of this thread anyways


The game balance is important.
When I have discovered PoE 6 years ago I was so impressed, so happy - so many active skills, so many support gems, so big passive tree... - unlimited combinations and opprotunities. Currently I am not impressed, because most of those things do not provide variability - I have shown some statistics. It is not a fun to play a weak build while the game content is designed for meta-builds with millions DPS and/or massive clear speed, never achievable for many skills, no matter how they are supported, no matter with what passive tree and no matter with what uniques. If 1/3 or more players play similar type builds, means that a game mechanics require an overhaul otherwise there will never be a proper variability of builds and flexibility to play the game in the efficient and enjoyable way for everybody.

Agreed. In fact many of the skills are simply broken due to the endless buff-nerf cycles. Take for example lightning warp which used to be a viable movement skill for casters. Now no one uses it. As casters people either use other movement skills (which still cannot compete with the speed that dex or phys characters use), or go delving where movement speed matters a lot less. In a game where movement, survivability and damage are the three pillars, one of them has been broken for a long time.
I really don't understand the desire to just farm a single map. To me that is just boring. Do people actually find it fun? Or is it just because it is (was) more efficient/rewarding? What if they added a way to target farm a single map, but it was significantly less rewarding than playing different maps? Would that satisfy the people who want single map farming to come back?

Certainly it was the case previously that the most efficient/rewarding approach was to target farm a specific map, but many people opted to just run various maps because they found it more enjoyable.
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Wulgar55 wrote:
I really don't understand the desire to just farm a single map. To me that is just boring. Do people actually find it fun? Or is it just because it is (was) more efficient/rewarding? What if they added a way to target farm a single map, but it was significantly less rewarding than playing different maps? Would that satisfy the people who want single map farming to come back?

Certainly it was the case previously that the most efficient/rewarding approach was to target farm a specific map, but many people opted to just run various maps because they found it more enjoyable.


+1
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Wulgar55 wrote:
I really don't understand the desire to just farm a single map. To me that is just boring. Do people actually find it fun? Or is it just because it is (was) more efficient/rewarding? What if they added a way to target farm a single map, but it was significantly less rewarding than playing different maps? Would that satisfy the people who want single map farming to come back?

Certainly it was the case previously that the most efficient/rewarding approach was to target farm a specific map, but many people opted to just run various maps because they found it more enjoyable.


If they want to do it and if it doesnt allow all conqs to spawn from the same region why not let them?

Spawning Sirus should the benefit of mapping the entire atlas.
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d1rtiq wrote:
They nerfed master encounter rate where it matters most (early on in progression), and buffed it where it doesn't really matter (end of progression) because at that point no one really needs more master missions, especially not at a meager 5% increase.

I want to reiterate this point. Reducing chance to get master mission early will make progression through Atlas harder early. These days I do not even run my missions other than Einhar and occasionally Zana because I do not need them.

If GGG wants to add bonus to master mission appearance tied to Awakened completion bonus just add it at backend and do not reduce early appearance %.
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d1rtiq wrote:
They nerfed master encounter rate where it matters most (early on in progression), and buffed it where it doesn't really matter (end of progression) because at that point no one really needs more master missions, especially not at a meager 5% increase.

I want to reiterate this point. Reducing chance to get master mission early will make progression through Atlas harder early. These days I do not even run my missions other than Einhar and occasionally Zana because I do not need them.

If GGG wants to add bonus to master mission appearance tied to Awakened completion bonus just add it at backend and do not reduce early appearance %.
I run Ultimate Crit hit cyclone level 98 as far as I play POE. I hate leveling in this game and next time I level a new character is D4. I like the games where I can level to max easy and then start to develop my char better and better like in D3 (paragons).

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