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mOOOOARrrrr!!!! :worship:

Path of Exile's Race Season Three starts next weekend! We've designed a new signature event for this season - the Descent league that PC Gamer announced over the weekend. Today's news post goes into more detail about the development of this league and how it works.

Path of Exile race leagues are short duration events where players compete in a fresh economy to win prizes. With durations ranging from minutes to one week, they allow players to demonstrate mastery of the game. We group them into Seasons and have run two of these Seasons since entering Open Beta in January. For more information, please check out the announcements of Seasons One and Two.

After the last two seasons, we surveyed our racing community and took a lot of feedback on board. During the design of Decent races, we tried to take into account the following pieces of feedback:

  • Players asked for leagues that didn't filter back into the regular leagues upon death. This would mean that we could potentially change item drop rates and how items are given out. Many players said they felt that the choice between using currency items in the race or keeping them for regular play diminished the fun of a race.
  • Hardcore racers really loved signature races. Being able to improve on a record throughout the season was very popular.
  • Players asked for races with different starting locations and area progressions.
  • To reduce the RNG effects of shops (and attrition strategies related to using waypoints/portals to fill flasks), a common request was disabling town.
  • Some players wanted difficulty through means other than crazy combinations of league mods.
  • A frequent request was a steeper level progression so that players were discouraged from just skipping monsters.
  • Some players asked for no instance management so that the player has to push forward and can't just farm a safe area.

DescentTopAction.jpg

In the first two seasons, players competed by racing through the standard Path of Exile game as quickly as they could, trying to gain more experience than other players. We occasionally added interesting properties (special game modifiers, super fast monsters, random ancestral totems) to these races. These events have been very popular, but when designing Season Three, we wanted to offer an experience that differed from running through the core Path of Exile plot.

Our random level generation system allowed us to easily string together a new set of levels and build a minigame around it - the Descent league. It's an alternate shorter version of Path of Exile designed specifically for our race events.

In a Descent event, you start in the outskirts of the Phrecian Forest and must search out a forgotten cathedral. As you descend into its depths and explore dungeons, caves, ruins and more, you encounter challenging combinations of monsters and bosses from all areas of Path of Exile.

DescentCropChest.jpg?v=1

There is no town to return to. There are no waypoints or portals for travel. Players cannot party up with each other - they start out alone and will perish alone. The only way to restore flask charges is to kill monsters or to level up. You can't backtrack to previous areas or re-run an area that you have completed.

At the end of each Descent level is a pair of a special chests. Each contains a different set of predetermined items that help focus your character build in specific ways. The catch is, you can only choose to open one of these chests per level. While almost all of the resultant items are useful, the choices that are made can drastically change how the event is played. For example, the chests at the end of the first level contain a choice of either Life Flasks or Quicksilver Flasks (which increase movement speed when consumed) and Scrolls of Wisdom. As the event is timed, a decision to focus on survivability over racing speed can have large consequences. The predetermined items from chests (and lack of NPC shops) reduce the random variance that players often experience in traditional races.

In Descent leagues, the normal hardcore rules (where hardcore characters just become non-hardcore ones on death) do not apply. Characters and their items are permanently destroyed once a Descent event ends, regardless of whether they survived or died. We wanted to design Descent as a standalone experience where we don't have to worry about items making their way back into the regular Path of Exile economy. This freedom allows us to structure how characters receive items so that there are interesting choices as they progress. We're able to give out complex crafting items at certain levels without it being unfair to players who don't play the Descent events.

Because the goal of Descent isn't to accumulate wealth, we've designed it almost like a traditional single player RPG where the fun is working out what character build for each class stands the best chance of surviving through the difficult content.

Descent events last for one hour each and are the Signature Event of Race Season Three. This means that we'll be running approximately fifty of them over six weeks, spread over a variety of timezones. We'll be keeping track of the players who have reached the highest levels with each character class over the whole season so that we can give them prizes at the end.

Allowing players to replay the same event every few days is really interesting from a game design point of view. We've designed the Descent events so that they're difficult at first but get easier as players work out better strategies. The contents of the special chests are not known in advance, so players can pool their community knowledge to work out which ones are best for their own play styles. We expect that as players work out the best ways to build characters to handle the challenge we've constructed, they'll get deeper and deeper into the cathedral.

DescentCrop2.jpg

Because there's no backtracking or repeating areas in Descent, there are many tough choices when deciding which monsters or bosses to kill on each level. We provide support for skipping areas by having a choice of Quicksilver Flasks early on and by not restricting entry to the next level based on any criteria other than discovering the entrance. The higher levels are very hard and scale up quickly (as well as technically being designated as Cruel and later, Merciless), so you're going to want all the experience you can get from previous levels.

Note that because Descent races are the Signature Events of Season Three, there will be alternate-art Demigod's Stride items given to the top-three characters of each class at the end of the season, based on overall experience. Only the highest result of each character class on an account is compared.

Race Season Three runs from Saturday June 29 (New Zealand Time) for approximately six weeks. We'll be posting a schedule on events within the next few days!

Forum - Announcements - Descent Races - Path of Exile

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Version 0.11.1

Features:

  • Helmets have been updated with new names and art. There are no longer any repeats of helmet art in the progression. Note: Existing helmets have had their name and art updated, but higher tier ones (that previously had repeated art) will show new art from the lower tier. This will be fixed in a future patch. To fix your helmet manually, put it on the cursor and type /fixmyhelmet
  • Support for the upcoming Descent race league has been added.
  • Stats refactor - The way in which damage is calculated has been changed, to make future expansion easier. Most of this is internal and won't affect gameplay. The following effects will be seen in game:
  • Melee skills with Damage Effectiveness have been changed to having a "Deals % of Base Damage" stat.
  • Spells with Damage Effectiveness no longer have their own damage affected by Damage Effectiveness. Damage values on these skills have been updated to reflect this.
  • Physical damage on items is now scaled by physical damage bonuses (in a similar way to how elemental damage worked before).

Content:

  • Diamond Utility Flasks have returned! They make your Critical Strike Chance "Lucky" for 3.5 seconds (that is, your Critical Strike Chance is rolled twice, with the best result taken).
  • Added five new Unique items, three of which were designed by our Diamond supporters. One of them is a Unique flask. The fifth unique is the new race reward item, Demigod's Stride.
  • Added alternate art items for Season 3 race rewards.
  • Added four new cosmetic microtransactions effects: Raise Mummy Skin for the Raise Zombie skill gem, Necrotic Footprints, Vampiric Footprints and Lightning Footprints.
  • Added 3D art for the Zahndethus' Cassock, Heartbreaker, Nycta's Lantern and The Supreme Truth unique items.
  • New audio has been added for currency item drop sounds and various impact sounds, including Energy Shield impacts.
  • Continued to incrementally improve the sound, art, effects and environments.

Balance:

  • Increased Flask drop rate slightly.
  • Torr Olgosso's damage, survivability and AI has been reworked to make him a more challenging Rogue Exile.
  • The Melee Splash support gem now works with Shield Charge.
  • Shield charge can now be evaded.
  • Rebalanced the damage Infernal Blow deals when exploding a monster. It was affected by the Stats refactor and now needs to be calculated differently. It should still be the same overall damage as before.

Bug Fixes:

  • Fixed a bug where Knockback could force a monster into an inaccessible area.
  • Fixed a bug where Melee Splash did not always apply to all monsters in the radius.
  • Vendors now assess stacks of currency items correctly and offer full price based on their contents.
  • Selling items with 80+ total quality now correctly separates two 40 quality sets if possible.
  • Fixed a recent bug where Raised Zombies had 75% resistance to all elements.
  • Fixed a bug where hidden monsters showed buff effects
  • Fixed an issue where the Divine Weapon Effect on claws looked like the Regal Weapon Effect.
  • Minions of player minions no longer count towards monster count and no longer receive the monster buff for multiple players in the instance.
  • Fixed a bug where Energy Shield regeneration through Zealot's Oath worked in Maps that restricted life regeneration.
  • Fixed a bug where the Energy Shield recharge timer would still pass even when the ring that suppresses it was equipped.
  • Fixed several crashes.
  • Fixed a case where a kill from a totem or minion might not be assigned correctly.
  • Fixed a bug where monsters killed by converted monsters would not grant experience.
  • Fixed a minor bug with extra gore where critical strikes were not causing extra gibs.
  • Fixed several issues related to skills greying out at the wrong times.
  • Footprints will no longer make sounds when you're not walking around.
  • Fixed a bug where footprints left decals on the ground in town areas.

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δοκίμασε αυτό εδώ το build στην witch σου...

Passive skill tree build

μπορώ να πω με σιγουριά πλέον ότι είναι viable στο hardcore :big_boss:

Σύνοψη των γενικών skills:

18 minions παρεάκι (raise zombie-summon skeletons-chance to ignite-elemental prolif-added fire dmg)

2 spark totems (spark-spell totem-faster casting-fork)

2 curses (conductivity-flammability)

2 fire traps (increased area of effect-concentrated effect-increased burning dmg)

5 Auras (Purity-Clarity-Discipline-Determination-Grace) + Arctic Armour (χτυπάει γύρω στα 20-25k armour με granite+mod armour/eva flasks)

Γενικά items:

energy shield/evasion ή armour

mana regen (είναι must)

spell dmg

cast speed

και αρκετό life..αφού δεν έχει energy shield λόγω eldritch battery

Flasks:

2 Life Flasks - Bubbling (life recovering to minions) και Seething (removes bleeding)

1 Quicksilver - Iron skin (%Armour mod)

1 Granite - Iron skin (%Armour mod)

1 Amethyst - (%Reflexes mod)

Κτήνος σκέτο η witch :hehe:

Επίσης μπορείς να δοκιμάσεις τα race events στο season 3..και συγκεκριμένα το descent mode race...

ή τα 4μηνα leagues που έχουν ήδη ξεκινήσει..

ή να κάνεις 28αρι char για το low pvp cap..

ή να φτάσεις στο επίπεδο να κάνεις extreme maps..

- έχω καταστραφεί..επίσημα..:slap:

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Version 0.11.1b

  • Fixed a crash with Shield Charge and Melee Splash.
  • Fixed Rain of Arrows not getting projectile damage bonuses.
  • Fixed a bug where spell damage bonuses did not affect skills immediately.
  • Fixed a bug with how Attack Speed was applied on some monsters and minions.
  • Added support for Signature Race top three accounts by class to be shown on a ladder on the website.

Version 0.11.1c

  • Fixed a bug introduced in 0.11.1 where magic/rare/unique monsters did too much damage.
  • The Demon King Horns microtransaction effect now fully replaces the existing helmet art of the character.
  • The unique item Tipua Kaikohuru has had its name changed to The Goddess Bound. Hellbringer has been changed to Voidbringer. Old items will still have the old name, while new ones that drop will have the new one.
  • Fixed a bug with the Energy Shield depletion sound repeating when degenerating and regenerating simultaneously.
  • Volume adjustments have made to Energy Shield sounds based on community feedback.
  • Fix a bug where Shield Charge Multistrike hits after the first did no damage.

Note: The challenge for Tipua Kaikohuru/The Goddess Bound will still list the old name, but will work with the item with either name

Version 0.11.1d

  • Fixed a bug with damage conversion in Immolation Races.
  • Fixed a rare bug where the Sarn Slums could generate in a non-completable state.
  • Fixed various problems related to the Energy Shield depletion sounds playing at the wrong times.
  • Fixed problems with the Templar's head showing through the Great Helmet.
  • Fixed several instance crashes.

και το σημερινό...

Version 0.11.1e

  • Added four new Unique items, all of which were designed by our community.
  • Added four new cosmetic microtransactions: Ferret Pet, Serrated Mohawk, Arctic Footprints and Gore Footprints.
  • The monster life degeneration aura now shows on affected targets.
  • Fixed an instance crash related to bandit fights.
  • Fixed a bug where some bonuses to armour applied twice to shields.
  • Fixed a bug where Chaos damage could be affected by elemental damage increases.
  • Fixed a bug where the DPS display for secondary damage would not update when stats changed.
  • Ebony Footprints now look better in a variety of lighting conditions.

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νέο patch με rework στην περιοχή του ranger :)

Version 0.11.2

Notes:

  • The Ranger starting area has been extensively reworked. Characters who have passive trees that are not compatible with the new layout have had all their passive skill points refunded. This will occur if a skill has been moved to a location that is now not connected to your other passives.
  • If the location or name of a Notable passive skill has been changed, it will still count towards the appropriate challenge in the Anarchy/Onslaught leagues. If you have already allocated that Notable, you will not need to allocate it again for the challenge. Any new Notable passives that we have added are not part of the challenge.

Twitch Streaming:

  • Path of Exile now allows Twitch streaming from inside the game client, including full support for streaming webcam footage.
  • Twitch channel chat is integrated directly with the game client. Streamers can chat to their viewers in real time without having to check a separate chat window.
  • In Path of Exile, Twitch chat appears as another chat type alongside global, local, party and trade chat.
  • Path of Exile and Twitch accounts can be linked (there's a button in-game and on your profile page on the website to do this). Once they're linked, users viewing the Path of Exile website will be able to see little Twitch icons next to account names wherever they appear on the site while streaming. Clicking the logo takes you to the user's stream.
  • While a Path of Exile race event is in progress, the leading streamer for that event is shown on the race page. All streamers are marked on the leaderboard so that players can switch between them and watch them play directly on the race page.

Other Features:

  • "Map to Maker" in loot allocation now includes Magic and Rare Maps. In a Map instance, all Maps aside from unique Maps will allocate permanently to the creator of the Map area.
  • Monster Evasion and Accuracy has been changed throughout the game. The progressive increase of Accuracy and Evasion per level has been reduced. This allows characters stacking Evasion or Accuracy to receive more benefit, rather than competing to keep their to hit or evade chances at a consistent level.
  • Dexterity-based monsters no longer get an Accuracy bonus. This prevents these monsters from being a hard counter to Evasion based characters. The bonus Evasion that dexterity-based monsters receive has been increased.
  • Reflected damage has been reduced outside of Maps. It has been improved so that all the mechanisms that should affect reflected damage do. Details on this are expanded on in the balance section below.
  • The Energy Shield display ratios have been changed. The largest Energy Shield display will now only happens when your maximum Energy Shield is at least ten times larger than your maximum Life.
  • Energy Shield impact sounds and notifications won't play if your total ES is less than 20% of your total life.

Content:

  • Flavour text has been added to map pins in the world panel.
  • The currency notification audio now has three drop sounds that play, depending on the rarity of the currency item.
  • Added three new Unique items, including one which was designed by our community.
  • Added two new cosmetic microtransactions: Brilliant Crown Helmet Effect and Extra Gore Weapon Effect.
  • Cosmetic microtransactions that can be applied to items now list a microtransaction type. Items can have more than one microtransaction applied, as long as they are of different types. For example, a helmet can have both a skin and an attachment.
  • Added 3D Art for the Lightbane Raiment unique item.
  • Undying Grapplers have been changed so they lose the lightning effect on their head after death.
  • Continued to incrementally improve the sound, art, effects and environments.

General Balance:

  • Damage reflection has been reworked. All forms of damage mitigation should now work against it.
  • Spell Block and Spell Dodge now apply to reflected Spell damage.
  • Ondar's Guile now applies to reflected projectile attack damage.
  • Modifiers to damage taken, such as Shock, will also affect reflected damage.
  • The Reflect mods have been reduced to only reflect 17% of damage. The Reflect Map mods have not been changed.
  • Bramblemist (the boss of the Wharf Map) has had its AI adjusted. Bramblemist also appears in the Descent race.
  • The damage done by the Firestorm spell when used by all versions of Ambrosia and Merciless Fire Fury has been increased. Merciless Gravicius's Firestorm has been very slightly increased in damage.
  • Increased Flask Charges now increases charges gained from all sources, not just monster kills.
  • Melee Splash now has a line of sight check. You will not be able to Splash past walls or other objects that block line of sight from the target point of the attack.

Passive Tree Balance:

  • The pathing and passives of the Ranger starting area have been significantly changed.
  • Perfect Aim has changed to Ballistic Mastery and it now also includes 20% Projectile Speed.
  • Greater Impact has been changed to Aspect of the Eagle, and it now offers 20% Physical Damage with Bows (was 24%), 20% increased Accuracy, 10 Maximum Life and 4% Movement Speed.
  • Finesse now offers 20 Dexterity instead of 30, 8% Attack Speed instead of 4% and also has 20% increased Accuracy Rating.
  • Weapon Artistry now offers 4% additional Block Chance instead of 3%, 20% Melee Physical Damage instead of 10% and also offers 20 Dexterity.
  • Heart of the Panther has been changed to Aspect of the Panther and now offers 16% Physical Damage with One Handed Weapons instead of 4%, 6% Attack Speed with One Handed Weapons instead of 4%. It no longer offers Dexterity, but instead offers 10 maximum Life and 4% Movement Speed.
  • Shield Wall has been renamed to Precise Interception and now offers 30% increased defences from your equipped Shield, instead of 20%.
  • A new notable, Primal Spirit, has been added to the Ranger starting area. It offers 20 Strength, 20 Intelligence, 20% Mana Regeneration rate, and 20% increased Mana recovery from flasks.
  • A new notable, Heart of Oak, replaces the old stun avoidance passives in the Ranger starting area. It offers 4% increased maximum Life, 30% chance to avoid being Stunned and 1% Life Regenerated per Second.
  • The large life cluster just north of the Ranger area has been changed to an Evasion and Life cluster. It includes a new notable, Revenge of the Hunted, which offers 4% increased Physical Damage, 16% Evasion Rating and 10% increased maximum Life.
  • The Brutal Blade notable has been changed to 20% Physical Damage with Swords instead of 24% and also has +20 Strength.
  • The Lethality Cluster has been moved.
  • The Chaos Resistance node has been moved closer to the Duelist.
  • The early Evasion nodes in the Ranger tree have been changed to include life bonuses.
  • The three increased maximum Energy Shield passives after Chaos Inoculation have been reduced to 6% from 8%.
  • Infused Shield has been reduced from 20% more maximum Energy Shield to 12%.
  • Iron Reflexes now no longer includes your Dexterity bonus to Evasion from your Evasion before it is converted to Armour.
  • Avoid Freeze and Avoid Chill increased to 40% in the Crystal Skin cluster.
  • Accuracy on Versatility increased to 20%.
  • Heartseeker has been increased from 30% to 40% increased critical multiplier.
  • The Pressure Points cluster has had its critical strike chance nodes increased from 15% to 25%.
  • Two of the life nodes near the ranger start have been increased from 6% to 10% maximum life.
  • The accuracy node at the start of ranger has been changed from 12% to 20%.
  • The Gymnastics notable has been moved closer to the Ranger start area.
  • The Alchemist notable has been renamed to Herbalism.
  • Damage While Dual Wielding passives near the Duelist increased from 6% to 8%.
  • The Gemini notable has increased to 16% damage while dual wielding.
  • The Dual Wielding Damage bonus node in the Arena Lord cluster has been changed from 10% to 12% to match the node on other half of the same cluster.

Bug Fixes:

  • Fixed a bug where most Life and Mana Flasks were not recovering the full amount.
  • Added a very short delay to Lightning Warp, to prevent a situation where rapidly casting Lightning Warp could play its visual effect without actually casting.
  • Objects in prison areas have been adjusted to avoid getting items caught in them.
  • Fixed the layout of wagons in the Warehouses to avoid monsters getting caught between them.
  • Fixed some cases of being able to abusively swap to a melee weapon while a projectile is in flight.
  • Fixed some rare cases where zoom locked in and could only be fixed by pressing Page Down.
  • Fixed a case where the Act 2 darkness could come back after you banish it.
  • Fixed another bug where characters would still have the darkness persist in Act 2.
  • Screen shake no longer persists past an area change.
  • Fixed some issues where kills due to degeneration damage could be assigned to the wrong player.
  • Fixed a bandit fight bug where players could end up on the monster's team after the bandit fight was resolved.
  • Further fixes have been made to monster count, to cover rare cases of inaccurate counts related to Dominating Blow and The Coward's Trial map.
  • Fixed a bug where the duration of the Dominating Blow skill added to the duration of skills being used by dominated monsters.
  • Fixed an issue where event registration time was not properly checked serverside, allowing players to join (but not play in) an event prior to the intended registration time.
  • Fixed a bug where damage conversion to Chaos damage could be incorrect.
  • Fixed a rare crash involving Temporal Chains and Puncture or Arctic Armour.
  • Fixed a bug where requirements imposed by gems socketed into it did not cause the short form of the requirement name to be used.

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  • 2 weeks later...

Καλο το παιχνιδακι αλλα εχω συνηθισει στο σκατοdiablo που ειχα παντα οπλα για αυτο που ηθελα. Εδω ποτε αυτα που πεφτουν δεν μου κανουν. Ειναι παντα για αλλα class. Που διαολο μπορω να παρω τιποτα της προκοπης? Ειμαι 38 level templar... Μολις μπηκα στο cruel.

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Το έχω ακούσει αυτο το παιχνίδι αρκετά τώρα τελευταία,τι έγινε τι παίχτηκε και ακούστηκε τώρα στα ξαφνικά;

Παίζετε ακόμα,αν είναι για παρέα να μπώ και εγώ ελπίζω το λάπτοπ να μου το σηκώνει. :lazy:

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Ενα από τα καλύτερα free to play παιχνίδια αυτήν τη στιγμή στο internet.

Αξίζει τον κόπο να του ρίξετε μια ματιά τουλάχιστον.

Στο εξωτερικό γίνεται χαμός εδώ και καιρό και τώρα σιγά σιγά αρχίζει να το γνωρίζει και το Greek community.

Εγώ το έμαθα από ένα φίλο και ομολογώ πως το βρίσκω ίσως πιο ενδιαφέρον ακόμα και από το Diablo 3 (πάντοτε υποκειμενική άποψη φυσικά).

Δοκιμάστε το, αφιερώστε λίγο χρόνο στο σύστημα του lvl up και είμαι σίγουρος πως θα σας αρέσει. :banging:

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Εγω επειδη ειμαι ασχετος κοπιαρα ενα build απο το internet... LOL Παρα ειναι πολυπλοκο σε αυτο το θεμα... Αλλα για τους hardcore θα ειναι ωραιο. Μου φανηκε λιγο μικρο σε μεγεθος αλλα ειναι beta ακομα... Λετε να βελτιωθει στο μελλον?

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