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For example you need at least 90% elemental resist and 75 chaos res.
+ You need to check map mods.
For example: if map mods have extra elemental damage and reduced max res it will be rlly hard. So you need to avoid this map.
A other example: if you are armor build and map have crit chance+crit damage + mobs breaks armor you need to careful.
So if your resists are ok and if you have layer of defs. All you have to do careful formap mods.
Ps, why 90res: because mobs or some of events like ritual will reduce your resists. This why you need extra ele resists at least 15%.
In poe you cant ignore map mods. Even with good builds because we are keep increasing risk for more rewards.
Good luck.
So instead of learning to get better, you just say "im not playing?"
lol, okay.
Participation trophy generation refuse to learn or get better. They are used to be the best. Its soooo common in gaming today.
The participation trophy generation is not really a thing. These people exist in all generations. It's not new, and it's not simply one generation.
Weird take.
no it just not fun the economy is broken and balanced for 1 % no lifers, if you find that fun go for it! ALOT dont! and its EA this is FEEDBACK!
. . .lol.
Hate to be the one to tell you, but 2 months into any league will have the prices do this. For your sanity 2weeks-1month is the max unless you are playing meta and mass farming over many many hours.
It's not "balanced for 1% no lifers." In fact it is cheaper today to have a T18 clearing build than it was last week or two weeks ago. Mid tier gear gets CHEAPER as prices go up because nobody wants that garbo
Now looking at someone's "meta 1-shot endgame build guide" and seeing the hundreds of divs of items, yeah, look at a diff guide
bro, the middle tier jeweler orb is less than 15 ex on the exchange. . . you can literly vaal your way to a six link for less than 100ex on adverage.
. . .two weeks ago the same orbs were 40 ex.
stuff that would of been priced at 1 div two weeks ago are now on average 60-80ex
yes the top stuff is vastly more expensive, but anything out of the top 5% or off meta is vastly cheaper now. . .
I bought tier 15 ready gear for my warrior for less than the cost of a div. . .
stop looking and complaining at the price of a Ferrari when a Toyota corolla can get you to the same place. . . be smart.
What is more important, however, is that GGG has made their stance very clear. In PoE1 to be specific, they have categorically stated loss of experience on death is there to stay. GGG has reiterated their position on experience loss on death in PoE2 as well, however, it was not as categorical as in the past when this topic was discussed in relation to PoE1. It was discussed on their Q&A session I believe and GGG reps. acknowledged that players are punished twice in PoE2 is something they might revisit, however, my understanding of the conversation was that they would rather look at the 1-try-per-death part of the punishment rather than the experience loss.
I, personally, hate experience loss on death with a passion. I need to feel I'm progressing my character towards next goal while I grind even if the progression is slow. Experience loss effectively kills my drive to grind at very high level, past 95. I would be happy if GGG even considers lowering the penalty as you climb the levels as losing 10% exp at level 80 is nothing that can not be gained back by running few maps. Dying at level 96 as I try to hit next level will set me back several hours. The penalty could stay but its effect should be scaled down in % terms as you level up--example case: lvl71-80, penalty would be 10%; lvl81-90, penalty would be 7.5%; lvl91-95, penalty would be 6%; lvl96-100, penalty would be 4.5%. This would in my view still keep the incentive not to die but due to how sharply grows needed experience for each level as you get closer to level 100, the punishment would not be escalating so much. Do I have much hope any of this would happen? No, it is not very likely.