Wednesday, March 14, 2018

Path of Exile - Why Should I Be Forced To Trade for Maps?

Map Tier Progression should be gated by the power of your character, it's an ARPG after all. If a map is too hard for you, you're gonna die therefore you keep doing lower ones until you get stronger. It's so damn annoying how PoE had become something like an MMORPG where you should kill lv 1 Boars for hours and pray for getting a key that allows you to kill lv 2 Dinos and pray to RNGesus for they drop the next key. It is very important to take the time to level up at the beginning of the game. Whenever you need to buy poe items, you can turn to U4GM for help. We has cheap poe items for sale.

The big issue that we faced when the end-game was in this state was staleness of the final areas. Players who wanted to find the best items and earn the most experience were forced to repeat the same few areas over and over. While the random levels were doing a lot of work, we needed a lot more variety. In the 0.8.6 patch, we added a special end-game called the Maelstrom of Chaos. This was a set of consecutive areas that tapered upwards in difficulty level, with random monsters and random tilesets.

While this improved the boredom issue of people playing the same areas over and over, it created an entirely new problem that we hadn't seen before: content difficulty entitlement.

Players would finish the Merciless difficulty level and were excited to play in the Maelstrom of Chaos. Because the areas were connected together, they could easily skip the first ones by running through them to get to the harder content. This was fine when the players were able to handle the harder content, but it failed in reality. Players would watch streamers and get the impression that everyone was farming the hardest Maelstrom areas, so they'd rush there themselves and fail to kill anything. Many players expressed vocal concerns that the game was so unforgiving and difficult, despite the fact that there were easier areas to play while working up to the hard ones. For comparison, it'd be like players nowadays finishing Act Ten and expecting to immediately conquer red maps, being angry that the content killed them instantly.

I vividly remember the meeting we had where we first discussed this idea of content difficulty entitlement. The word "entitlement" usually has massively negative connotations, but it is a very accurate description of the situation that was occurring. It was quite frustrating, watching people intentionally sabotage their own progression and then getting angry about it. Eventually we realised the truth: the game design was at fault and needed to change. We needed to find a system that made players feel good about playing at the right level for their progression.

Thursday, March 8, 2018

In Bestiary, crafting was arcane and confusing. Many of the recipes were sorta garbage, and interacting with the league mechanic was never terribly intuitive. It wasn't always clear where to find beasts you needed for your recipes, and so half your time was spent skimming the wiki for the appropriate combinations, then going to places where they should be and hopefully catching something. Maybe. In Essence, you run across a monster, battle it, and then use the item to create a useful piece of gear. Easy! The in-game currency is available at the professional online gaming house. The interested gamers can buy chaos orbs from those professional online gaming houses in the most affordable cost.


In Bestiary, you had to fumble around with nets, risking killing things before even seeing them. They did add in the necro nets later, but we all know how unpopular those were. Now, in Essence, monsters are held in stasis before you meet them, so you never have to worry about offscreening them. This is especially nice since it allows you to take a moment to look at the monster's mods, instead of risking your life trying to read them in the middle of a hectic encounter. Furthermore, instead of messing with nets, you just kill the beastie, they drop the item, and you use it. Very intuitive and convenient!

I know I'm bashing Bestiary a lot here, but I didn't hate the league. It introduced some neat concepts and you could tell there were some good ideas hidden in there. I'm just glad they took those concepts and refined them for Essence. It really feels like "Bestiary 2.0" and I'm really looking forward to playing it for the next few months!

We're all still here shitposting instead of just moving on to a different game. At the end of the day, PoE's a good game made by good people. Even a bad PoE league is better than most other games.

There's a common misconception in the community that our balance team doesn't play Path of Exile. They actually do play it, a whole lot. We have people with level 100 hardcore characters, multiple famous community members who have come to work for us and you may not even know it. The minimum requirement to join our QA team is 1000 hours of PoE experience, and we still turn people with that prerequisite away if they're not good enough at the game.

Monday, February 5, 2018

PoE: What Reddit Thinks Is The "Top 1%" or Top "0.1%" Player?

A lot of discussion lately about how only the top 1% of the player base is affected by change x or the top 0.01% of the player base is affected by change y. I am wondering what Reddit thinks is the "top 1%" or top "0.1%" player, and whether or not GGG should be balancing content for them or not, and who gets a say in how the game is developed. Of course, if you want to buy exalted orbs, just make sure to spare some time to join in U4GM.




There's prob a few hundred thousand 'active' players (non-china) at the peak time of the league. So the top 1% would be a few thousand, .1% a few hundred

Topics this frequently comes up on are Leveling 95+, Using Sextants, Crafting, PVP, Racing...I am wondering what Reddit thinks is the "top 1%" or top "0.1%" player

There are only 7220 characters in SC temp that are 95+. Given the assumption of total players, that would mean thats at least the top 3% (since people will often have multiple characters per account)

For things like sextants, i'd guess its somewhere around 5%-10%

Crafting, it depends on what you mean. Talking mirror worth crafts, its a fraction of a percent. 'Good' items its prob less than 10%.

PVP: fraction of a percent.

Racing: depends on the 'race', short individual races will pull a fraction of a percent. Longer races, like turmoil/mayhem, is prob 20%-30% (just by looking at the ladder for the last one)

For the stereotypical 'OMG everyone has bisco, HH, barrage lightpoacher etc please nerf GGG', that would be a few percent to a fraction of a percent, again.

as well as the number of people who play SSF and Hardcore over the League or even Standard.

This numbers are actually somewhat known based on GGG previously disclosing them. Standard is ~20%, HC standard <1%, SC temp is 60%+, HC temp <20%

whether or not GGG should be balancing content for them or not, and who gets a say in how the game is developed.

GGG should be balancing their game based on actual play data combined with common sense, not who whines the loudest. Unfortunately, I doubt this is the case anymore. The last few patches have had some ridiculous changes that would seem impossible to justify other than 'we just want to'. Often the phrase 'overwhelming feedback/response' will pop up along side those as well...

It could be balancing around the top X%, but the top 5% players (maybe more) are almost never effected or the affect is minimal. Honestly don't know who they are balancing for at this point.

Sunday, January 21, 2018

Did you know Advanced crafting techniques in Path of Exile?

Almost all of MMORPG nowadays have their own crafting system. This type of game feature makes an MMORPG interesting, as it makes people experiment and explore the wonders of crafting equipment and the joy of crafting rare or unique items. This guide will show you the basics of Items for poe orbs.

Basic crafting techniques
You have a few options to directly upgrade a white (normal) item to either a magic or rare item. They don't require very expensive currency, but don't have much customization possible either. One orb will usually do the job.

There are three ways to do this (taken from Invalesco's Crafting Guide)


  • Use an Orb of Transmutation on a white item to upgrade it to a magic item.
  • Use a Orb of Chance on a white item to get either a magic, rare or unique version of the item. The rarity is chosen completely randomly (although higher rarities are less likely).
  • Use an Orb of Alchemy. This makes your white item rare.


These basic methods are inexpensive but their outcome is arbitrary.

Getting the POE Currency Mods you want
In order to get the Path of Exile Currency mod that you want, you must first start with a white item and use a transmutation orb to upgrade it into a magic type item. After successfully upgrading the white item, keep on using orbs of alteration until you get the two mods that you want. Use regal orbs to reset a mod that you didn’t like or you can use orbs of scouring to the item to start all over again. Use eternal orbs to imprint an item, though it’s not advisable to use this orb at the moment. If you really want to make the perfect item, invest on using divine orb or blessed orb to alter the mod’s values.

Advanced crafting techniques

Instead of changing all the modifiers on an item at once, you can also add each one separately. This is a more reliable way of crafting and you can make sure that you add only desirable mods. This is however quite pricey and therefore you are recommended to only use these techniques to craft high-level gear. These methods are taken from Invalesco's crafting guide.

Chaos Orb crafting: after you have alched an item, you use chaos orbs until you get the desired mods. You can also use Scour + Alch to get the same effect. This method is not recommended for getting specific modifiers.

The Systematic Alt/Regal/Exalt Method: an effective method to get the mods you want. It consists of a series of steps you follow.

1) Start with a white item (preferably with a high item level)

2) Use an Orb of Transmutation

3) Keep spamming Orbs of Alteration until you get the two mods you want.

4) Use Regal Orb. If you roll an unwanted mod, scour the item and start over at step one.

5) (Use Eternal Orb to make an imprint of the item. Although it isn't essential to use an eternal at this step, it is the safest way to craft. If your exalts turn out bad, you have something to fall back on.)

6) Use three Exalted Orbs. (If you roll an unwanted mod, restore the item with the Eternal Orb.)

7) If necessary, use a Divine Orb or Blessed Orb to alter the mod values.

Thursday, January 18, 2018

How to Get Cheap PoE Items in Path of Exile?

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Monday, January 15, 2018

Path of Exile 3.1 Build: Doomfletch Prism Pathfinder

Another build centered on a Unique gear is the Crit Doomfletcher Prism Pathfinder. The item that makes this build work is Doomfletch Prism, its a unique bow, that works the same way as Facebreakers, giving 110% of bow physical damage as extra damage of each element, so its essential to stack as much flat physical damage and as much weapon elemental damage as possible.

Passive Skill Tree and Skill Gems
The build has two core skills: Barrage and Tornado Shot. The former is for one-on-one encounters, and the latter is for clearing mobs (i.e., two Doomfletcher’s Prisms).

For Barrage, have Physical Projectile Attack Damage, Elemental Damage with Attacks, Elemental Focus, Chance to Bleed, and Pierce.

For Tornado Shot, have Elemental Damage with Attacks, Physical Projectile Attack Damage, Greater Multiple Projectiles, Chance to Bleed, and Pierce.

For mobility, have Teleport Arrow and Faster Attacks Support. Ice Golem and Vaal Haste are also necessary.

For effective boss farming, have Orb of Storms with Faster Casting, Increased Critical Strikes, and Power Charge.

Lastly, for auras, there is a separate setup for bosses and mobs. For the former, have Hatred for cold damage, and have it with Projectile Weakness, Enlighten, and Blasphemy. For the latter, have Hatred, Herald of Ice, Curse on Hit, and Assassin’s Mark.

Gear
Weapon: Doomfletcher’s Prism (Unique) for increased elemental damage, physical damage, and critical strike chance.

Quiver: Drillneck (Unique) for an increased attack, evasion, life, physical damage.
Chest: Kaom’s Heart (Unique) for increased life and fire damage.

Head: Abyssus for increased physical damage, armor, critical strike multiplier and attribute bonus. The drawback is increased damage taken.

Gloves: rare gloves with physical damage, elemental damage, life, and elemental resistances potentials.

Boots: rare boots with life, movement speed, elemental damage, and elemental resistance potentials.

Accessories: two Rare rings and one Rare amulet with physical and elemental damage, critical strike chance, accuracy, life, and critical strike multiplier potentials.
Belt: rare Belt with physical and elemental damage, movement speed, and life potentials.

Jewels: rare jewels with increased physical, bow, and elemental damage potentials; Lioneye’s Fall (Unique) to convert melee potentials for the bow.

Flasks: Dying Sun (Unique) for fire resistance; The Wise Oak for elemental resistances; Taste of Hate for cold resistance, cold damage bonus, and chance to avoid being chilled and frozen. Also, Alchemist’s Quicksilver Flask of Adrenaline for increased movement speed, and Perpetual Diamond Flask of Staunching to make critical strike chance lucky.

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