ESO: Suggestion for Difficulty Settings for the Overworld

While I really enjoy One Tamriel’s scaling and think it was a brilliant design decision to make ESO really welcoming to new players, I’ve found there’s little difficulty or challenge in playing this game except in PvP and group PvE content.

A great idea I think would be having a difficulty setting for when I’m playing solo or just exploring, where I could scale the difficulty of the game up to say, Craglorn level, or VMA level. The implementation could simply be a scaling debuff similar to battle spirit in Cyrodiil. And the higher it scales, you’d get a better loot% drop chance, but the monsters in the world would also become harder as a result.

This would allow both new players and experienced players to enjoy the world at their own pace. I would actually feel threatened by the mobs, rather than just closing my eyes and blasting through them every time. Currently, the overland mobs may be a little difficult for a new player with no skills, passives, or CP unlocked, but for a maxed-CP player they just don’t pose any challenge and just aren’t interesting as a result.

How would that system handle you fighting a delve boss on vMA difficulty and another player comes through and slaughters it? People could set difficulty to max for better loot chances and group with noobs or let noobs come kill things for them to game the system. That sort of thing would be problematic to implement outside of instances because of all the interaction with other players who would be using varying degrees of difficulty.

I’ve been wanting this in an MMO for ages and I don’t understand why they don’t do this, they could do it similar to how its done in diablo 3. I don’t think they should increase loot drops though, I think it’s a great way to add more achievements, titles, costumes, mounts, houses etc as rewards for completing at a higher difficulty. What they’d have to do though is make it so quest progress is saved to a difficulty, so that old players who have already completed EVERY_SINGLE_QUEST in the game on a single character can redo them. To fix the problem of ppl killing things for u on a smaller lvl, just use the games phasing system to phase ppl onto a different server for the difficulty they’re playing on. Whenever you need to buy cheap and salf Eso power leveling, you can turn to U4GM for help. We has cheap Eso gold.

 

PoE - Chieftain Bow-Wielding Blade Vortex League-Starter

Afraid of burning out, I want to start next league with a character that can reach maps with a comfortable speed and scale well into endgame, all the way to Uber Elder.

Since BV got buffed considerably, I'm most likely going for Chieftain (or Ascendant, although Chieftain means tons of defenses and easy 100% conversion). The bow choice is because you can get easy 80%+ spell damage thanks to essences, as well as a 6L on top of Kaom's Heart. The Signal Fire as quiver gives you 100% fire conversion as well, which is pretty cool.

Anyway, I'm not too worried about the build's capabilities for Uber Lab, or red maps, but I'm concerned about Guardians, Shaper, and Uber Elder.

1. Especially with a phys spell shaper stat sticks are so damn good, if you want a ton of life belly is still a solid option, but while running BV inpulsas seems like such an easy clear speed up.

The biggest problem I see is the missing mana leech, warlords+blasphemy almost seems like a must. And while guardians might be possible with decent gear you will need some serious technical skill and gear to beat uber elder with bv.

2. I would say EE if you go chieftain for pathing reasons and crit as ascendant. Chieftain will be much easier to early level imo but will likely be harder to take to the end game than an ascendant. Path of exile is set up in a way where it's faster to make it to the endgame by making a couple of characters since there are few that are good at everything. Smart move on their part, more MTX.

3. IIRC GGG said something about EE giving too much for too little investment, so they might change it. Wait for patch notes to see if they're getting it done for 3.3.

If it doesn't change, you can use flame totem, incinerate totem, or ball lightning, all will hit very fast. Note that it will lower your clearing damage by a lot if you can't one-shot mobs. Even on bosses, it will lower the damage with that element, so the benefit might be lower than what you expect, but will still be there on most cases. If you want more updates, please keep eyes on u4gm.com which is the most reliable online game store to offer amounts of poe currency cheap.

PoE To Give Us Any Items without Furthering Density Creep

Bestiary crafting gave a way for GGG to provide ANY content in the game without limiting it to Zana mods/divination cards. Better yet, this is something you could target farm with a little know-how. GGG is trying to add something that isn't just another Breach. Density creep seems to be all the community really asks for anymore. 

 

It provided tons of cool things such as:

  • Flask crafting- remember spending all your alts to try and hit that Chemist's of Heat flask, only to message 10 afk people and end up buying it for 10c?
  • Imprinting of blue items - super nice having multiple chances to hit that regal on your dream item
  • Remove/Add Prefix Suffix - annul/exalt in one!
  • Adding a specific stat to an item while preserving prefixes/suffixes - INSANE crafting potential. It can be argued that this was way too strong and huge power creep, as it allowed for much cheaper crafting of godly items. It did have a downside of potentially bricking your item by locking affixes. You also did have to use red beasts of appropriate ilvls for the craft.
  • Mirroring flasks - Perfect QS and jades for everyone! I made a large amount of chaos throughout bhc from mirroring my perfect alchemist's adrenaline quicksilver. It was a neat experience getting to host a "mirror service" for once.
  • Horizon orbs - easier atlas progression and much less buying/trading needed when chasing red/t15 elder/shaper guardians. Very useful for SSF as well.
  • Access to talismans - did you know you could farm Pen for tons of canines to use for the t2 talisman recipe? I filled the rest of the recipe with the unique from A6 coast. I sold ~10 talismans I farmed for 50-200c each.
  • White sockets on non corrupted items!
  • Allowing another way to target farm uniques through specific ilvl red beasts
  • Aspects and having items that alter how they work were super neat.

So yeah, these are all pretty dope imo. I hope some of you feel the same way. If my bias isn't obvious, I LOVED Bestiary. https://www.u4gm.com/

Path of Exile Best Guides for Beginner

This build is more built towards people who crave a highly tanky playstyle with up to 8,5k life while still having a very solid 1.5-2 Million DPS output. In terms of powerlevel, this build might be the strongest I have ever made or at least at as good as the others. The name UNDENIABLE Jugg comes from its amazing new keystone that goes by the same name.

Where does the damage come from?
The build is tailored towards the "Grelwood Shank Sword". It saves you alot of points by giving you Point Blank and Iron Reflexes. Since Juggernaut with this Sword + The Undeniable Keystone can reach the Hitcap(95%), so you dont need any Accuracy or a shield like Lycosidae at all. This combination also provides an enourmous amount of attack speed. Since the Shank does not have much crit, it is perfect for going with the "Elemental Overload" Keystone.

The Debuff Tank:
The build uses Molten Strike as the Main Ability and can together wiht the Xophs Blood amulet convert 100% physical to fire.

- The Amulet has the debuff "Covered in Ash" wich gives 20% more Fire damage and 10% FirePenetration.
- Also we use the new "Aspect of the Spider" wich provides another 15% more damage at 3 Stacks.
- The Tombfist gloves boosts for another 10% more with Intimidate.
- The Watchers Eye Jewel adds another 25% physical as extra fire damage.
- The Wise Oak Flask boosts for 15% Fire penetration.
- We get 9 additional Projectiles from the Sword, the Helm Enchant and the two Wildfire Jewels.

The rest of the damage comes from the Passives and diffrent pieces of gear with smaller things like added fire damage to attacks. U4GM.com as one of the most professional online store which glad to share more PoE News and cheap poe currency buy with instant delivery.

Follow A Build Guide To Help Get You Started in Path of Exile?

So i'm a new player, and I started exclusively playing on hardcore. Last night after 7 tries over 2 weeks I finally beat Kitava on act 10. It was an amazing feeling, and i'm still smiling at the achievement. GGG has made an amazing game and the early mapping that i'm starting to do is already a ton of fun.

Research yes. Before every major boss fight i watched videos on the mechanics of the bossfight. For act 10 kitava himself, i think i had watched about 10 attempts and I had a very good understanding of the mechanics of Kitava going into the fight and where the safe zones were. Even then it was a nail-biting fight.

For minor bossfights, I just watched a video on the mechanics of the bossfight once just before entering the fight. By the end most minor bossfights were pretty easy since I was dealing a ton of damage.

For build guides, on my 7th (and current) character I loosely followed one. For my first 6 characters I followed a build guide. These were the builds i played in order...

  • CA/CI deadeye (died to dominus, learned about staunching flasks)
  • SRS necro (died to.. well i forget what i died to. But i died)
  • Glacial cascade totems hierophant (really liked this one, died to act 6 final boss)
  • Glacial cascade totems hierophant (died to one of the gods in act 6, learned about maxing resistances)
  • Tornado shot deadeye (died to shavronne in act 4)
  • Glacial cascade totems hierophant (died to Kitava, got one-shot)
  • Summon skele necro (current char)

I really think following the build guides helped me understand the beautiful, interesting and way-to-complex build tree.

It is very necessary for you to make money in game to prepare for new season of path of exile. However, you can poe buy items on U4GM if you don't have enough time to make money.

A Path of Exile Weapon DPS Calculator To Increase Damage

When choosing a weapon, its DPS can often be more important than its base damage. For example, a sword with low base damage but high DPS would be the superior choice when compared to a high damage weapon with low DPS. However, PoE doesn’t tell you a weapon’s DPS in its tooltip. Fortunately, there is a PoE Weapon DPS Calculator feature that has different ones. We’re here to help you find them! Also, a easy way for you to gain poe orbs fast is to buy poe items on U4GM. If you want to buy cheapest currency, just make sure to spare some time to join in our site.

f:id:wangela318:20180410170750j:plain

How is DPS Calculated?
Rather than just dropping a bunch of calculators in your lap and sending you out into Wraeclast, we thought it would be a good idea to give you a basic understanding of how DPS is calculated. At the most basic level, every weapon in PoE has minimum damage and maximum damage (base damage), and attack speed. In addition, a weapon will also have additional attributes, such as attack speed bonuses, damage bonuses, elemental damage, and quality. Let’s take the Siege Axe as an example:

  • Siege Axe
  • Base damage: 38-70
  • Attack per second: 1.5
  • Bonus Effects
  • 150% Increased Physical Damage
  • 10-20 Flat Physical Damage
  • 15% Increased Attack Speed
  • 20 Quality

Many novice players are tempted to conclude that the Siege Axe will do 38-70 damage per attack and call it a day. They will then make the decision of whether to wield or discard the Siege Axe based on this assumption alone. It should be obvious why this assumption is incorrect – there are about a half-dozen different attributes of the weapon that are being ignored, all of which are critical in determining true DPS. The formula for determining a weapons DPS is simple: minimum base damage plus maximum damage (plus any bonus flat damage), divided by 2; times the bonus damage percentage plus quality; times one plus attack speed; equals DPS. 

The Best PoE Weapon DPS Calculators
Now that you understand why DPS is so important, and how DPS calculation works, we’re ready to share some of our favorite PoE weapon DPS calculators with you. That’s right, you don’t have to do any of that nasty math yourself when deciding which weapon to use when carving up your enemies across Wraeclast. There are actually a good number of calculators out there that do roughly the same thing. You simple Ctrl+C when hovering over a weapon in the game, and then paste it into your chosen browser-based calculator.

Here are some links to some PoE weapon DPS calculators that we’ve enjoyed using in the past:

  • Path of Exile Weapon DPS Calculator
  • Path of Exile Weapon DPS Calculator with Crafting Options
  • Path of Exile Weapon DPS Calculator with More Pleasing Interface
  • PoE Box Physical Weapon Damage Calculator
  • As already mentioned, there are a bunch more out there, but these are a good place to start zeroing in on your own preference.



PoE - The Start of A new League Should Be Overwhelming

You can obviously choose to ignore the fact that 80% of your playerbase stops playing any given league after 2 weeks or try to improve upon that by accepting it and making the first 2 weeks more enjoyable.

f:id:wangela318:20180320154537j:plain

I believe Chris stated in an interview with Ziggy after the racing event that he would rather have lower spawn rates to not inflate the economy. But I honestly think this is the wrong approach to how they should be handling the start of leagues, make it overwhelming, the new mechanics should be IN YOUR FACE, you should see it at lvl 2 and you should see it at level 90 every fucking instance.

A great example for me personally was Invasion league, walking out and onto the coast for the first time in that league with my friends was jaw dropping hilarious because of the invasion boss sitting on the porch. Breach is the holy fucking grail for PoE and is rightfully so, when you started breaches at lvl 5~ you got shards, and they were worth something, the massive influx of slaying monsters meant something! Beast mods on rares are a great and welcomed addition to the game, but personally If I were to work with GGG or have some sort of influence, these skills are too good to not be seen enough, I would have placed these beast skills on every fucking rare you saw.

Please, for the next league and the 10 leagues after that do not forget that 80% of your players stop playing after the first 2 weeks, so make it special for them and in return you get a happy retention rate and over joyous veteran community. Whats the point of "collecting data for 2 weeks" if a majority of players stop playing within that exact time frame? Harbinger was a great example in which I can use. The first 2 weeks were spent "collecting data" and how many people voiced their opinions that it was too slow, the transmute shards are stupid, the alt shards are stupid...etc

Then after a brief period they kicked it up a notch and towards the end of the league people liked it, it just sucks that at the end of the league there is about 10% of the players from day 1 still actively playing. So all that effort of collecting data didn't really help, at least that's how I see it. More poe news please keep eyes on U4gm which would devote to offer amounts of cheap poe orbs online.