PS4/XOne/PC Path of Exile

Man hat doch zwei Skillsets für die Waffen :-?
Je nachdem was man für Skillgems auf den Waffen hat, werden die ausgetauscht.
man sollte die 8 slots für das zweite waffenset komplett neu belegen dürfen. (z.B. habe ich Poisen Arrow im Schuhe gesockelt und auf Linke Maustaste. Es ist so nicht möglich zwei unterschiedliche Skills auf der linken Maustaste zu haben.)

So wie es jetzt ist funzt das extrem umständlich und auch nicht wirklich gut
 
Ach so meinst du das, ja, jetzt hab ich verstanden1^^

würde auch gleichzeitig den Builds helfen die viel mehr skills als 8 verwenden.

Wenn man z.b. 4 auren und 3 curses hat bleibt nicht mehr viel über, so aber könnte man die 4 Auren in das zweite set packen.
Man wechselt zum 2. Waffenset, castet seine 4 Auren, und wechselt zum anderen Set zurück. Die Auren sollten in dem Fall aber verschwinden, falls sie in den Waffen aus dem zweiten Waffenset gesockelt sind, da man die Auren dann ja nach dem Wechsel nicht mehr wirklich trägt.
 
Da gibts dann nur das problem, das ich im Moment mit Weapon Swap habe:
Traps werden resettet.
 
Kann man eigentlich die Kamera irgendwie rauszoomen? Ich finde die leider teilweise bis zur persönlichen unspielbarkeit zu nah, was besonders bei Fernkämpfer stört.:( Dazu vll den winkel der Kamera etwas flacher, der ist gefühlt auch zu steil, aber das kann auch nur an der Nähe liegen.:-)
 
Nein, kann man aus genau dem Grund nicht, damit Fernkämpfer nicht OP werden ;)
 
und wieder wird Spielspass Aufgrund von nicht existendem pvp geopfert?...gott..kann doch nicht sein, dass D2 auf ewig auf dem Thron sitzt. Mir ist sowas von egal, was im PvP abgeht, aber mir ist nicht egal wenn pvp den pve beeinträchtigt. Außerdem stört mich die Sicht auch als Melee. Als Pala und Assa hab ich mich auch über mehr Überblick gefreut. Außerdem könnte man für PvE wohl gut und gerne mehr Freiheiten bieten als im PvP. Wer PvP spielen will, darf sich im PvE gerne auf seine Sicht beschränken und im PvE kann man sein eigenes Ding machen.
 
ich zietiere mal einen geiwssen user ausm gaf :P

no open Beta in the next weeks :(

http://www.pathofexile.com/forum/view-thread/39998
Originally Posted by chris:
In June, we posted that our we estimated that we'd enter Open Beta in mid-August. We proposed a schedule of three patches of approximately three weeks each to achieve the features and content we wanted before we enter Open Beta.

The first of those patches was deployed this week. It took around a month longer than intended, but we are extremely pleased with how it turned out. This additional time was spent developing the Maps system and Act Two boss fights to be much more advanced than we initially planned.

In addition to the two large patches left that we want to achieve before entering Open Beta, there are a few other minor areas that we plan to improve (such as general combat polish, our initial selection of microtransaction items, and some client stability issues) that were not properly factored into the original schedule.

At the moment we're hard at work on PvP and finishing the Act Three content. It's looking really awesome - I can't wait to show you guys.

One of the lucky things about not having a publisher is that we don't have to release the game in an unfinished state. It's extremely difficult to schedule so many complex systems accurately, and having to release prematurely can completely kill an online game.

I'm sorry that we're delaying the start of Open Beta (again), though as much as I want to see it released, I would much rather release a high quality product.

I don't want to commit to a new date estimate today. I'll update with a better estimate as soon as we have one available. It won't be too much longer - you can see based on our progress through the patches that we're getting pretty close!

Physical supporter swag (t-shirts, posters, etc.) is being finalised and produced soon. The scheduled for shipping these has been unaffected by this delay.

Thank you again for your great feedback and continued support of Path of Exile. I hope to chat to as many of you as possible during the upcoming Public Stress Test weekend!
 
Schade mit der Open Beta, wird wohl nix mit Semesterferien...

Aber:

NOW WE'RE TALKING!

There are four events running this weekend. Each event will last for two hours.

I will post threads for each one when I return from Australia (which will be before the public weekend starts).

Event One (Sat 4pm NZ time - click for time conversions): Default (not Hardcore)

Event Two (Sun 8am NZ time - click for time conversions): Default (not Hardcore)

Event Three (Sun 9pm NZ time - click for time conversions): Hardcore

Event Four (Mon 1pm NZ time - click for time conversions): Hardcore

Für uns:

1. Sa 07:00
2. Sa 23:00
3. So 12:00
4. Mo 04:00
 
Wer lust und es überlesen hat:
557694500077980147

http://www.pathofexile.com/publicweekend/

Viel geändert hat sich aber nicht für die ersten lvl, außer der Skilltree.

Das witzige diese Werbung (und mehr) findet man auf einen der größten Diablo Fansites ^^
http://diablo.incgamers.com/
 
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Beta WE scheint recht erfolgreich gelaufen zu sein.

Sogar Krippke und Kungen sind jetzt PoE Supporter

hier ein first look von Krippke, am Ende sieht man noch wie er Boss von Act2 macht während der Kopf hinter dem Entwicklerteam mit ihm im mumble labert.

[video=youtube;8ejSJiGN4A8]http://www.youtube.com/watch?v=8ejSJiGN4A8[/video]
 
Heute Abend um 04:00 findet ein 60-minütiges CUT THROAT EVENT RACE statt :O

Chris schrieb:
There will be a 60 minute cut-throat event at 2pm-3pm Saturday August 4, NZ time. Here is a timezone converter.

This event is not hardcore, but due to the cut-throat rules, you're obviously going to be set back a lot by deaths.

There will be no prizes for this event. It's mostly a test and we want to get feedback of how it feels without prizes biasing behaviour.

Rules are:

This is a separate short-duration league that has its own stash (as usual). At the end of the event, characters and stashed items will be moved to Default.
There's a PvP damage multiplier on levels below 15 because players start with a lot more life than they do damage. This multiplier will be adjusted substantially based on feedback from this event and others.
Players are hostile by default to players who are not in their party.
You can ctrl+click on the entrance to an area to use the Instance Management screen to manually enter any other player's instance of an area.
The maximum party size is still 6.
Cut-throat instances can hold a maximum of 12 players. This means that a full party is not safe because another party can invade them.
This test is not a hardcore league. When you die, you lose the normal experience penalty for your difficulty plus 30% of your current level. You also drop all inventory and equipped items. Your flasks, skill gems (even ones in your inventory) and quest items are not dropped.
If you were killed by another player, your lost experience is awarded to them.
If you attempt to abruptly leave the game in a non-town instance, you have to wait 5 seconds and are unable to move or use flasks.
The grace period of invulnerability upon entering an area is 10 seconds. This should start once the player is mostly done loading.
Non-partied players only show up on the map if they're nearby.
There are no notifications for players joining or leaving areas.
Portals cannot be used until they have been up for five seconds.



Chris schrieb:
I hear that both Kripparrian and several developers will be playing. Good luck!
 
Hier gibt es auch ein VIdeo dazu

[video=youtube;9H3RPmmOaJE]http://www.youtube.com/watch?v=9H3RPmmOaJE[/video]


Und wer mal was vom Soundtrack hören will:
[video=youtube;8l3B5Tzqp5I]http://www.youtube.com/watch?v=8l3B5Tzqp5I[/video]
[video=youtube;mBbqYYhz7i4]http://www.youtube.com/watch?v=mBbqYYhz7i4[/video]
Mehr als 3 Vids gehen im Post wohl net ^^
Für ein indie Titel ganz schicke Mucke.
 
Leider nicht.

Die Open Beta hat keinen Termin fürs erste. Wie du in dem Thread den du verlinkt hast sehen kannst, kommen noch 2 große Patches. 0.9.12 und 13. DANACH kommt die Open Beta. Für die patches kannst du 2-4 Wochen rechnen, OB soll dann eine Woche nach dem 13er Patch kommen.

In June, we posted that our we estimated that we'd enter Open Beta in mid-August. We proposed a schedule of three patches of approximately three weeks each to achieve the features and content we wanted before we enter Open Beta.

The first of those patches was deployed this week. It took around a month longer than intended, but we are extremely pleased with how it turned out. This additional time was spent developing the Maps system and Act Two boss fights to be much more advanced than we initially planned.

In addition to the two large patches left that we want to achieve before entering Open Beta, there are a few other minor areas that we plan to improve (such as general combat polish, our initial selection of microtransaction items, and some client stability issues) that were not properly factored into the original schedule.

At the moment we're hard at work on PvP and finishing the Act Three content. It's looking really awesome - I can't wait to show you guys.

One of the lucky things about not having a publisher is that we don't have to release the game in an unfinished state. It's extremely difficult to schedule so many complex systems accurately, and having to release prematurely can completely kill an online game.

I'm sorry that we're delaying the start of Open Beta (again), though as much as I want to see it released, I would much rather release a high quality product.

I don't want to commit to a new date estimate today. I'll update with a better estimate as soon as we have one available. It won't be too much longer - you can see based on our progress through the patches that we're getting pretty close!
 
Was jetzt mit dem Game.. habs immer gerne verfolgt, fand es ja nie schlecht.
Ist dem Game etwa doch schon schneller als Diablo 3 die Luft ausgegangen? :P
 
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Das Game ist noch nichtmal raus. Und mit jedem Update der Closed Beta werden enorme Verbesserungen rausgehauen, in jeder Hinsicht.
Als letztes komplette Neuprogrammierung der Bowattacks und neue Randomisierungsmechaniken für die Hälfte der Gebiete.

Wenn das Spiel dann im herbst in OpenBeta/Release geht, wird das 10 mal besser als D3.
Aber bis dahin müssen eben alle Notwendingen Features rein.
 
...immer gleich der D3 Vergleich...

Wer auf die Aktivität in diesem Forum auf die des Game schließt, naja. Dann wäre ja TL2 oder MoP noch "toter" so 2 wochen vor release, da is auch nichts los im thread ^^
Leute nutzen wohl immer mehr ehr die offiziellen Foren oder englische wie Neogaf.

Naja wenn man schon mal postet, die vorläufigen (unvollständigen) Patchnotes zu 0.9.12

Version 0.9.12 INCOMPLETE PATCH NOTES
Notes:
Please note that the PvP features that we have been working on are still underway and have not been included in this patch, as they are not ready yet. The PvP patch has not been delayed, just renamed to 0.9.13, which should be coming soon.
Due to substantial changes to the passive skill tree, we've wiped all the passive skills again. Please take care reallocating your passives so that you can use your equipment and gems.


Content:
Added a new Dexterity Skill - Ice Shot: Fires an arrow that chills its target and creates a patch of ground ice.
Added a new Intelligence/Dexterity Skill - Arctic Breath: Fires a frozen projectile that leaves a trail of ground ice behind it. It explodes on impact, creating more ground ice and damaging targets within an area.
Added a new Keystone Passive Skill - Vaal Pact: Life Leech applies instantly. Life Flasks and Life Regeneration have no effect.
Added a new Keystone Passive Skill - Ghost Reaver: Leech Energy Shield instead of Life.
Added four new Unique items, two of which have been designed by our diamond supporters.
The quest in the Chamber of Sins now involves rescuing Helena, a new NPC.
Added a bridging quest to send people towards Act Two after they leave the prison. In return for unblocking the passage between the two acts, you are rewarded with a Passive Skill point.
Added a new type of enemy - Blackguard soldiers, near the forest side of the blockage between the acts.
The Great White Beast has been moved to the Cave in the Old Fields. A quest has been added to slay this beast.
There's now a quest to kill the Vaal Oversoul.
The Monkey Twins were moved to the Dread Thicket.
Improved the diversity of random layouts for the Terraces, Tidal Island, Mud Flats, Fetid Pool, Ledge and Rocky Climb.
Improved the walls in the caves in Act One so that it's easier to see monsters.
Added new voice acted character combat sounds that have more personality.
Continued to incrementally improve the art, effects, environments and sound.


Features:
The item hover information has been improved to represent information about the items in a clearer way. Teaser screenshot here.
Changed item sockets to be smaller and hopefully easier for colourblind users to read.
Skill and Support Gems now have tags that show what types of things affect them. For example, gems affected by "+1 to Level of Fire Gems in this item" wouid now say "Fire" on them.
Unidentified and white items are now prefixed with "Superior" if they have increased quality. This makes them easier to notice on the ground.
Arrows are now real projectiles rather than faked long-range melee attacks. This means that they can now miss if the target runs out of the way before they arrive. This also applies to wands.
Projectiles now have a minimum and maximum spread when multiple ones are fired at once. This prevents them firing in overly tight clusters or too spread out so that they go behind you.
We've added large icons to the Passive Skill Screen, to make it easier to identify the theme of each cluster of skills.
Item allocation now displays a progress bar rather than a numeric timer.
"Critical Strike Damage Multiplier" is now known as "Critical Strike Multiplier".
Portals are now shown on the minimap.
Explosive Arrows now have their own arrow effect. If they miss and stick into terrain, they'll explode as normal after a short time.
Dead players are no longer shown on the minimap. This was a problem in hectic PvP situations.
You now cannot receive the Baleful Gem until Fidelitas is dead.
Quest items now have flavour text.
Added a new death animation for monster totems.
The Labyrinthine prefix now has a consistent effect on different types of Map areas.
Renamed many dexterity item mods to avoid duplicates and to make names more appropriate.
Added a display of Cast Time to skill gem hovers.
If an item mod affects your entire character (where it would normally only affect that one item), it now has the word "Global" in it, to resolve ambiguity.
Changed skill popups and the chat interface to have single pixel borders rather than gold frames.


Balance:
Phase Run is now available from the Medicine Chest quest for every class.
Slower weapon base types now do more damage. The slowest weapons have the highest overall damage per second but are most interruptable.
The bandit quest reward for siding with Alira has been increased from 30 to 40 mana.
The Weapon Elemental Damage support gem and passive skills now no longer affect unarmed attacks. No other stats that include the word "Weapon" affect unarmed damage now.
Increased the size of elemental damage mods on weapons by 16%.
Changed bows so that they're not skewed towards cold damage and now have a slightly higher overall rate of elemental damage mods occuring.
Increased the chance of elemental damage mods occuring on sceptres.
The Map mod that affects monster pack size has been reduced to +20-50%.
The Map mod that affects the size of the level has been reduced to +20-50% and works more accurately now.
Increased the amount of life leech available implicitly on claw weapons.
Rebalanced the properties on level 60+ items so that the requirements and damage/defense are higher.
Increased Item Rarity and Item Quantity mods can now only spawn on gloves, boots, helmets, rings and amulets.
Reduced the duration of Oak's Immortal Call substantially.


Skill Changes:
Shock Nova: Damage increased by 14%.
Dominating Blow: Now works with unarmed attacks.
Infernal Blow: Now works with unarmed attacks.
Explosive Arrow: Now does not explode each time it pierces through monsters.
Temporal Chains: The quality bonuses have been corrected to not include movement speed, as it is already part of the core effect.
Trap Support Gem: Now starts with a 12 second cooldown, but this decreases as it levels up.
Reduced Mana Cost Support Gem: Renamed to "Reduced Mana", as it also reduces reserved amounts as well as costs.


Passive Skill Tree Changes:
Reduced the amount of nodes in the attribute highways, especially in outer areas of the tree.
Added many notable passives to external areas of the tree.
Reworked the Templar opening area.
Reworked the non-bow portions of the Ranger opening area.
Made several other pathing changes to improve hybrid classes, level 18-35 choices and other elements of the passive tree.
Added Ghost Reaver and Vaal Pact keystone passives (described above).
The Golem's Blood notable passive has been reduced to 1.5% life regeneration.
0.5% life regeneration passives have been reduced to 0.4%.
Reduced several block passives.
Increased the number of life passives available, especially in the dexterity portion of the tree.
"Additional Minion" passives are now notable passives.
More accuracy passives have been added to the dexterity section of the Shadow part of the tree.
The 2% life leech passive is now a notable passive.
All life and mana cost reduction passives are now red, accuracy passives are green and additional mana passives are blue.


Bug Fixes:
Fixed a bug where shattered Shield Crabs would drop no items.
Diamond Kiwi pets now have shadows.
Fixed a bug where swapping weapon tabs while being stunned could cause your character to freeze.
Fixed a bug where items on your alternate weapon set might not have their requirements checked correctly.
Fixed a client crash that could occur whenever entities are deleted if they still had effects in the world.
Elemental Proliferation is now affected by increases to Area of Effect.
Fixed some vendor recipes that could generate items with quality greater than zero.
Whirling Blades now checks evasion properly, rather than always hitting.
Fixed a bug where the result of piercing was different on the client compared to the server.
Fixed a client crash that could occur when gems become ready to level up.
Fixed a bug where monsters that cast curses would attempt to curse your totem (which can't be cursed) repeatedly.
Fixed a bug where you could get two power charges from one monster with Power Siphon if your attack speed was fast enough.
Fixed a bug where very full stashes could cause a disconnection when being opened.
Fixed a bug where the font on popups could be wrong after the game window was resized.
Monster Auras that affect players (because the monster is converted) can now be influenced by game mechanics that affect your auras.
Fixed a bug where using the arrow keys to adjust stack sizes in the stash would also change which stash tab was active.
Whispering now works properly even when you don't type in the correct case for a character name.
Pressing Alt while the key is not bound to anything will now not freeze the game client.
Fixed a bug where killing the map boss "Belcer, the Pirate Lord" would count as completing the Fairgraves quest.
Fixed a bug where the life bars of party members were displayed behind ground items.
Fixed a bug where resetting keys to their defaults would not be detected as a change to the setting and so the save button wouldn't enable.
Fixed a rare crash when hovering items linked in chat.
Fixed some bugs where damage modifiers described as "Melee" could apply to some projectiles.
Prevented the passives that add both Armour and Evasion from having a double effect if you have the Iron Reflexes keystone.
Fixed a bug where players would be unable to right click on other players in town to access the dropdown menu if they had a totem bound to their right mouse button.
Fixed a bug where items on the ground sometimes display as unequippable if your attributes have changed since you first saw the item.
Fixed a bug where you would sometimes queue two attacks if you press the shift key while holding down the mouse button.
The chat box now ignores Alt, Shift, and Ctrl so if those keys are bound as the highlight keys, they'll now work when the chat box is open.
Fixed a bug where changes to the "Filter White Items" setting would not apply until Alt or Z was pressed.
Fixed the possibility for a player to be rewarded for their own death, if they killed themselves.
Fixed stats that shouldn't be visible on website items when unidentified.
Fixed a bug where scrolling up and down on the Friends List while having the Chat box focused would scroll both.
Fixed a bug where the UI could get stuck if you deleted an item while changing area.
Fixed the ability to bind certain keys such as ` and ~, among others.
Fixed a bug where you could hover your mouse cursor over monsters that were outside the game's window, in windowed mode.
Fixed bugs related to who was assigned credit from kills by converted monsters, or by minions of converted monsters.
Fixed some display problems when whispering item links.
Fixed a bug that would occur if the user presses escape while holding down the mouse to move.
Fixed problems where the chat window would occlude vendor and NPC chat windows.
Fixed a bug where holding the mouse on the Stash or Waypoint nameplate would cause UI panels to flicker.

Update1:

Version 0.9.12 Additional patch notes


Content:
Renamed the Combined Amulet to the Apex.
Improved the diversity of random layouts for the Prisoner's Gate and the Ship Graveyard.


Features:
When you're creating a character, you now hear a voice acted introduction to the selected class.
Important plot NPCs in the wilderness that talk to you now have their text listed in the chat window, in green. This is used sparingly.
The item names of Quest items are now green. Gems are now teal.
Improved the variety of prefixes/suffixes in the random names of most rare items in the game.
We renamed some base item types to avoid conflicts with new rare item names.
Minions now always teleport to you when you get too far away from them.
Players are now notified properly when they receive passive skill points, refund points or bandit stat rewards.


Skill Changes:
Dominating Blow: Now has no limit to the number of minions it can create.


Bug Fixes:
Fire Trap now deals area damage properly.
Fixed a bug with the display of nameplates on small chests.
Fixed a bug where some magic monsters would have an implicit mod listed in their title by mistake.
Fixed a bug where portals in some Map areas could be at the wrong height.
Flicker Strike and Frost Wall can't be used through walls anymore.

Update2:

Version 0.9.12 Additional patch notes, part 2


Content:
Renamed the Wicked Spear to Maligaro's Spike.


Features:
Improved minion AI. They'll now attack monsters in a radius around the player, or around the player's current action location if applicable. Minions that do not follow players (such as skeletons) find targets around themselves rather than around their parent.
Added minion user interface that shows how many minions of each type you have. If you have only one, it shows a life bar for that minion.
Zombies and Spectres now move between areas with you. They don't appear in town, but will reappear when you enter another area. They are lost if you log off or are disconnected. If you get a minion from a higher level area, it will scale down to the level of any area that you enter. Minions are never scaled up beyond the level they initially came from.
The item comparisons that appear when you press alt are now shown to the right if you're looking at items on the left side of the screen.
Leech now also triggers if you do damage to energy shield. Previously it only triggered if you caused damage to life.
Sockets now only appear on items if you press alt - they don't show permanently if you have Z (or equivalent) toggled.
Zombie and skeleton skills now display correct life values, including your modifiers.


Skill Changes:
Raise Zombie: The skill gem now allows three zombies to be raised, regardless of level. The passive tree allows up to five additional zombies. Their life has been reduced by 30% and they now have armour. The damage bonus for zombies now only applies for skill level 15 and up (level 54 zombies).
Raise Spectre: Monsters now have a large multiplicative movement speed bonus when raised as spectres (capped at the same speed as a raised zombie). The passive tree now only has one additional spectre passive. The penalty to spectre life and damage has been substantially reduced at all levels of the gem.
Summon Skeletons: Life increased by 50%. Skeletons are now summoned in pairs, regardless of the level of the gem. The maximum number of raisable skeletons now starts at 4 and goes up to 6 at maximum level. An additional six can be obtained from the passive skill tree.
Poison Arrow: Rebalanced its mana cost progression to reflect the fact that it does damage in a comparable way to spells.
Leap Slam: Reduced cast speed from 1.9 seconds to 1.2 seconds.
Minion Life Support Gem: Mana cost reduced from 150% to 140%. Increased life now starts at 30% (rather than 40%). Quality on this gem now provides half the bonus it did before.


Passive Skill Tree Changes:
Additional minion passives now either provide +1 spectre, or a benefit to both zombies and skeletons.
Additional minion life and damage passives have been grouped together so that each cluster provides a specific advantage, rather than all groups providing a similar set of mixed passives.


Balance:
Doubled the effect of damage reflection that comes from Map mods.
Quadrupled the effect of damage reflection on monster auras.
The Map boss version of Merveil now casts multiple Ice Spears.
Monsters now have to be 50% closer before they can cast Cold Snap.


Bug Fixes:
Fixed a bug where players could bypass minion limits by using multiple skill gems of the same type.
Fixed a bug where you could get gem popups to show along with comparison popups.
Fixed a bug where the "Allies cannot die" aura prevented exploding monsters from detonating.


EDIT: Added the following line:
Damage conversion effects from the same damage type are scaled if they would convert more than 100% of that damage. All damage conversion which does not come from skills is scaled down such that the total damage conversion (including the conversion from skills) is 100%.

So sehen die Items mit dem neuen patch aus


Ich warte persönlich auch nur noch auf die OB, viel PoE werde ich vorher nicht mehr zocken, nur mal kurz die einzelnen patches begutachten. Nach mehreren hundert Stunden Beta und dem Wissen das alles bald gewipt wird ist halt wenig Sinn dahinter. Da zock ich grad lieber Firefall Beta, wo es kein exp Wipe mehr geben wird :)
 
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