Game Mechanics Q&A

what will be the mechanic with uniques that has mods like "socketed gems are supported by level # # support gem" aka 7link+ items in poe2?
Why doesn't sweep supported by multistrike initiate exert attacks prompted by intimidating cry (it does if not supported by multi)?
What did happen to Dr. Disrespect?
As vendoring items is a big part of everyone's gameplay, how does the team approach implementing new vendor recipes? How does the team expect them being figured out?

Some blight towers seem to stop attacking if they're far enough away from the player. How far away do you have to be for them to stop? Is it the same for every tower, or will some operate farther away or never stop?
I am really pleased to see major animation updates coming in PoE2. Is there any chance we might see some animation updates in PoE? For example the melee gem Vengeance would be much more satisfying to use if there was visual feedback (ie the melee weapon spinning in a circle at the range of the gem) to it.

Do you plan to make this sort of change in PoE? If not, are such visual upgrades in the works for PoE2?
How do mob spawn mechanics work in simulacrum? I've been farming them and it seems very inconsistent. Sometimes nothing spawns for a couple seconds. Other waves have significantly more spawns then others as well. I'm struggling to understand the pattern.
How does trinity support work? Can I have missing elements proc it externally on a seperate skill? Can an ailment like freeze allow cold to be in resonance even though im dealing 0 cold damage with my main skill?
Could you elaborate on QoL and crafting and what the intentions for this are?

I strongly feel atm that PoEs item and crafting system is complex enough to not be burdened down by an excessive amount of clicks (resonators, running to harvest and back with 15 crafts stored -> to the whole trading experience)

If you had infinite resources/time etc what is the definitive goal of how this system should look and feel like?
With the small amount of life available near the ranger tree and uniques such as Hyrri's Ire, Hyrri's Demise and Fractal Thoughts, The Taming how do I sustain a large enough life pool to support the evasion/dodge as the primary defence? Must I choose between one or the other?

What energy shield and physical reduction options do attack builds have?

Why do attack builds require the extra investment into accuracy, flat damage and flat crit, and where is flat damage and flat crit obtainable in the tree?

What "More" damage multipliers do attack builds have available in the ranger area?

Why are many modifiers conditional and how can I work around this so that my initial shot does damage?
"Curse on hit" "Chilled enemies.." "On Crit.." "On kill"

What is unique in the Deadeye ascendancy?
(By unique I mean not easily replaceable by other sources)

Sorry for the off-topic questions

Report Forum Post

Report Account:

Report Type

Additional Info