Ufficiale PC Path of Exile | F2P | Prossima espansione: Metamorph

Ma che caxx di albero è??? è troppo grande mi gira la testa tutte le volte che lo apro :rickds: sono sempre indeciso su che abilità acquistare //content.invisioncic.com/a283374/emoticons/250978_ahsisi.gif
//content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 


Infatti diciamo che il primo PG sarà un po' una prova
//content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif


La prima volta, non è facile sapersi districare. Se te lo vuoi studiare un po', lo trovi
QUI.

 
//content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif 


Infatti diciamo che il primo PG sarà un po' una prova
//content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif


La prima volta, non è facile sapersi districare. Se te lo vuoi studiare un po', lo trovi
QUI.
Col menga che mi faccio un'altra run

It is a vast web of 1350 skills
//content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif no, prima di piazzare uno skill point ci penso 15 minuti minimo //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif comunque grazie per il link, gli darò un'occhiata //content.invisioncic.com/a283374/emoticons/250978_ahsisi.gif
 
Col menga che mi faccio un'altra run //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif no, prima di piazzare uno skill point ci penso 15 minuti minimo //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif comunque grazie per il link, gli darò un'occhiata //content.invisioncic.com/a283374/emoticons/250978_ahsisi.gif
Bisogna studiarsi bene la build prima //content.invisioncic.com/a283374/emoticons/sisi.gif

 
Patch Notes

 


Version 0.10.8b


Content and Balance:

  • You can now play unidentified Maps by using them in the map device. There’s a 30% quantity bonus, but you can’t see what mods they have while playing them. This doesn’t apply to unique maps.
  • Added three new Unique items, one of which were designed by our Diamond supporters.
  • Reduced the damage from Lightning Thorns by 50% in Normal difficulty, 40% in Cruel difficulty and 30% in Merciless difficulty.
  • The Frenzy Charge Duration reduction on Darkray Vectors has been changed from 75% to 50%. Using a Divine Orb on your old Darkray Vectors will update them to the new values.
  • Megaera, the boss of the Crematorium map, has been redesigned with new stats, skills and AI.



Bug Fixes:

  • Fixed a bug where quality and quantity bonuses would not apply to unidentified maps.
  • Fixed a bug with NPC dialogue after reading the Letters of Exile.
  • The cooldown applied by the trap support gem will not apply if the skill is not trapped - this means totems created by the trap will not have a cooldown on their skill.
  • The Detonate Mines skill is now tagged as a castable skill, which fixes speed display on the active skill pop up.
  • Fixed a bug where a large golden statue failed to come to life.
  • Fixed a bug where if you used Dominating Blow on The Coward's Trial unique map, and portaled out or died, the door to the next room would fail to open.
  • Fixed a bug where the effects of curses from maps were not reduced by Thief's Torment.
  • Fixed a bug where "Screenshot saved" did not appear when global chat was disabled.

Version 0.10.8c

  • Act and map bosses now have reduced effect of curses on them.
  • Block reduction is now a multiplicative rather than subtractive stat.
  • Added one unique item, designed by a Diamond supporter.
  • Allowed for the Dialogue volume to be louder relative to other volumes.
  • Tweaked various uses of audio reverb.
  • Added buff icons for Consecrated and Desecrated ground effects.
  • Fixed a bug where some monster skills did not scale up in the very highest map levels.
  • Fixed the interaction between Dominating Blow and the kill count of The Coward’s Trial.
  • Increased the safe zone around the marketplace waypoint and prevented statues from spawning in the waypoint area.
 
Ubi te ci giochi ancora?

Io sono il solito cane!

Ho finito 2 difficoltà e poi ho mollato lì :(((

 
Ubi te ci giochi ancora?
Io sono il solito cane!

Ho finito 2 difficoltà e poi ho mollato lì :(((
L' ho ripreso in questi giorni, ma sono moooolto indietro //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 
Path of Exile: domani il via alla seconda fase beta

Grinding Gear Games ha annunciato che il cinque giugno prenderà il via la seconda fase beta del suo RPG Path of Exile e che verranno apportati numerosi cambiamenti: tra questi spicca l'introduzione di due campionati di quattro mesi ( dall'otto giugno all'otto ottobre ) dal nome Anarch e Onslaught che permetteranno ai giocatori di testare a fondo il nuovo gameplay. Per i giocatori che ricercano una sfida davvero impegnativa sono state inoltre introdotte otto prove che contribuiranno sicuramente ad aumentare la longevità del titolo.
Data di uscita: TBA
Fonte: Spaziogames

 
Brava Sil :cat:

 


Precisamente la seconda fase beta, inizia con questa mega pacth


 


Version 0.11.0 (Open Beta Phase Two)


Notes:

  • Due to substantial balance changes, every existing character has been granted an optional full passive reset. To use this, click the "Reset all Passives" button on the passive skill screen. Note that you must use this before allocating or refunding any other points otherwise the option will go away.
  • The new leagues don't start until the weekend of June 8. We're deploying the patch a few days beforehand so that problems can be sorted out before the leagues start.



Leagues and Challenges:

  • Two new four-month leagues (Anarchy and Onslaught) will start at at 1pm Saturday June 8 (NZ time). This is 6pm Friday PST. They will run until October 8.
  • The Anarchy league contains hostile Rogue Exiles you will occasionally encounter. They use player skills and drop a lot of items on death (including one for each equippable slot).
  • The Onslaught league is a hardcore league with 20% increased monster attack, cast and movement speeds. These stack with Map mods, so Onslaught is quite a lot more difficult than regular Hardcore. Characters that die in Onslaught are moved to Standard, not to Anarchy.
  • At the end of the four months, characters in Anarchy are moved back to the Standard league. Characters in Onslaught are moved back to the Hardcore league.
  • New base type items have been added that only appear in the new leagues: Moonstone Ring, Amethyst Ring, Diamond Ring, Turquoise Amulet, Agate Amulet and Citrine Amulet.
  • Six Unique items have been added for the new leagues. Two only drop in Anarchy, two only drop in Onslaught and two can drop in either league.
  • These items will not drop in the Anarchy or Onslaught leagues: Prismatic Ring, Onyx Amulet, Thief's Torment, Lori's Lantern, Astramentis, Carnage Heart, Eye of Chayula and Kaom's Heart.
  • The new leagues contain eight difficult challenges. These can be viewed and tracked on the Challenges panel (H). When the leagues end, if all eight challenges are complete, we'll ship you an exclusive t-shirt. Note that you have to play in both Anarchy and Onslaught leagues to complete all the challenges, as one challenge is specific to each league.
  • The challenge that requires you to obtain a set of 90 Unique items requires that you hold those until the leagues end to keep the challenge. If you complete the challenge and then trade a Unique item away, it will un-complete until you obtain it again.



Other Content:

  • Added a new currency item - Eternal Orb: Creates an imprint of an item for later restoration. Right click an Eternal Orb then left click on an item to create an imprint. This imprint can later be used to restore this specific item to that imprinted state.
  • Added three new cosmetic microtransaction effects - Ebony Footprints, Infernal Footprints and Radiant Footprints.
  • Added a quest item (Thaumetic Emblem) that opens the blocked path in the Way Forward quest.
  • New vendor recipes have been added.
  • Weathered Stones that describe elements of Karui history have been added to many Act One areas: the Terraces, Tidal Island, Mud Flats, Ledge, Rocky Climb, Ship Graveyard and Coves.
  • The Blacksmith (the boss of the Dunes and Spider Forest maps) has been redesigned with new stats, skills and AI.
  • New vendor recipes have been added, some of which only work in the new leagues.
  • The vendor recipe for Onyx Amulet does not work in Anarchy or Onslaught leagues.
  • Onyx Amulets have been removed from quest rewards of all leagues.
  • The Mortem Morsu and Silverbranch Unique items have been given 3D art.




Features:

  • A party leader can choose an item allocation mode for the party: Free for All, Short Allocation or Permanent Allocation. This is applied to new areas as they are created and is locked in for that area. If you join a party and find that it has an area open with a different mode than the party is currently set to, then just wait for the next area or find a different party.
  • In all item allocation modes, normal rarity (white) Maps permanently allocate to the creator of the Map area.
  • There are now options to display mini life bars on allies and/or enemies.
  • The Orb of Fusing and Jeweller's Orb now consume all the quality on an item to increase the chances of rolling more sockets/links.
  • Once you're right clicked on a currency item, you can now shift-left click on an item repeatedly to apply that type of currency item multiple times. If you're applying a currency item that increases quality then shift-left clicking will increase the quality to the point where the next usage would not give you full value.
  • The Energy Shield display on the life orb is now a lot larger if you have a lot of Energy Shield.
  • Upcoming race events are now shown on the character selection screen.
  • The "/remaining" command will now tell you how many monsters remain to kill in the current area. This is useful for some of the new challenges.
  • Adjusted the height of nameplates on ground items so that they no longer cover the 3D item art.
  • A consequence of the item allocation changes is that if you're playing alone, the labels of valuable items that drop will appear for a few seconds even if you're not currently showing the item labels.
  • The friends list is now sorted by account name.
  • Estimated stats on character sheet now cap out at level 77 monsters.
  • We've added some experimental code that triggers a local position resync if you are stunned while desynced by more than around 2 metres. The goal of this change is to catch the situations where you are pinned by monsters on the server without being able to see them on the client. This is a low-impact change that should prevent some avoidable character deaths.
  • Continued to incrementally improve the art, effects and environments.



Audio Updates:

  • Added an ambient sound volume option to the options panel.
  • Completely overhauled basic weapon impacts.
  • Added impact sounds for when a target has Energy Shield.
  • Added new weapon swinging sounds.
  • Dual wielding with different weapon types now plays the appropriate sound for both types.
  • Improved Tempest Shield audio.
  • Improved Sweep audio.
  • Changed the way volume fades. You can now hear sounds in a smaller area.
  • Improved Extra Gore audio.
  • Fixed a gain multiplier issue with certain dialogue.
  • Previous audio environments should no longer persist into the character creation screen.
  • More environment and reverb tweaks.




General Balance:

  • Monster damage has been reduced in all difficulties to accompany the general reduction of Life and Energy Shield passive skills.
  • Monster life has been increased in early levels and decreased in later levels.
  • Endurance Charges now only provide 4% elemental and physical damage reduction per charge.
  • The attack range of all melee weapons and many monsters has been increased to better match their animations.
  • Damage reflection mods for monster auras and maps have been reduced from 20% to 18%.
  • The Alchemist Poison Bomb has been reduced in damage in all difficulties (beyond the general monster rebalance).
  • Skeleton elemental projectile spells have been reduced in all difficulties (beyond the general monster rebalance).
  • Puncture used by monsters has been significantly reduced in damage in Normal and Cruel difficulties (beyond the general monster damage rebalance).
  • Unrighteous Fire has been reduced to reflect the different relationship between Life and Damage in monsters.
  • Hillock now correctly restores a percentage of his maximum life when he draws his sword. This life restoration increases in higher difficulties.
  • Cruel bandit quest rewards: changed to 18% Physical Damage for Oak and 8% Attack Speed for Kraityn.
  • Adjusted the player spawn location in the Crematorium Map boss room.
  • The safety of the Marketplace waypoint has been improved.




Item Balance:

  • Granite Flasks have been reduced to providing 3000 armour.
  • The drop rate of Life, Mana and Hybrid flasks has been reduced due to the addition of flask-upgrade vendor recipes in a previous patch.
  • The amount of mana recovered by high level flasks has been increased. For mana flasks this includes Giant and above. For hybrid flasks, Sacred and Hallowed.
  • The Rustic Belt implicit mod has been increased from 3-5% to 12-24%.
  • The 40% quality Flask vendor recipe now takes precedence over the Flask Fusing vendor recipe.
  • Increased the physical damage mod on The Magnate unique belt. This item now generates with +25%-40% Physical Damage (up from +25%). Existing belts will be unchanged, but their values can be rerolled within the new range with a Divine Orb.




Skill Balance:

  • Mana recovery from the Clarity aura has been increased.
  • The damage progression of Ethereal Knives has been reduced.
  • The base critical strike chance of Spark has been reduced from 6% to 4%, in line with the critical strike rate of other lightning skills.
  • Freezing Pulse's damage has been reduced.
  • Life values for minions and totems has been reduced to reflect new damage values for monsters.
  • Molten Shell armour and threshold values have been adjusted for new monster damage scaling.
  • Arctic Armour has had its damage reduction adjusted for new monster damage scaling.
  • Multistrike damage penalty reduced from 40% to 36%.
  • Melee Splash damage penalty reduced from -20% to -16%.




Passive Balance:

  • Notable passives with non-unique names have been renamed to their own names.
  • Life percentage passives and most Energy Shield percentage passives have been reduced in line with the changes to monster damage.
  • General and weapon-specific physical damage bonuses have been increased throughout the tree.
  • Axe physical damage notable passives have been increased further than other weapon physical damage passives.
  • Weapon and melee specific critical strike chance passives have been significantly improved.
  • Acrobatics now halves your Energy Shield and Armour, rather than removing them entirely.
  • Elemental Adaptation has been reduced to 2% maximum resists. More changes to maximum resistances are coming in the future. The intention is that players cannot hit 100%.
  • Diamond Skin and the renamed Diamond Flesh notable passives have been reduced from 15% to 12% resistances.
  • Static Blows: the shock duration bonus has been reduced from 45% to 20%.
  • Inner Force has been reduced from 18% increased buff effect to 12%. The other increased buff effect passives have been reduced from 6% to 3%.
  • The Savant notable passive in the Witch start area has been changed to Elemental Dominion. This provides +20 Intelligence and +20% Spell Elemental Damage.
  • The Agility notable passive in the Shadow starting area has been changed to Coordination. This provides +20 Dexterity, 3% Attack Speed and 3% Cast Speed.
  • The Savant notable passive in the Templar starting area has been changed to Secrets of the Order. This provides +20 Intelligence and +20 Mana.
  • The Strength bonus on Heart of the Gladiator (in the Marauder start area) has been reduced to +10.
  • +10 Strength has been added to the following early Marauder notable passives: Armour Mastery, Troll's Blood, Raw Power and Butchery.
  • The Soul Raker, Essense Raker and Spirit Raker notable passives have been increased to 4% leech each. Spirit Raker now includes 20 flat Energy Shield.
  • The Flaying notable passive now includes +6% Maximum Life.
  • Wicked Blade (the notable passive previously called Cruel Blade, directly south of the Duelist) now includes 6% Attack Speed. The other Cruel Blade notable passive has not been changed.
  • Renamed the Arrow Dodging keystone passive to Ondar's Guile.




Bug Fixes:

  • Fixed a bug where items would sometimes not drop from monsters killed by Fire Trap.
  • Fixed a bug where Spell Totems casting Molten Shell would keep recasting the skill.
  • Fixed a bug where summoned zombies and skeletons could not enter tight spaces that characters could.
  • Fixed a bug where Spectres and Zombies could explode during zone transition between town and the Eternal Laboratory.
  • Fixed a bug where the Letters of Exile could repeat the same letter twice in a row.
  • Fixed a bug with the Midnight Bargain Unique item. You can no longer reserve 100% of life in conjunction with buffs and not die.
  • Fixed a bug where skill popups showed off-hand stats when there was no off-hand weapon equipped.
  • Fixed a bug where Rain of Arrows would treat missed targets as though they had entered the area during the delay and hit them anyway.
  • Fixed a rare crash related to minion instability and area transitions of minions on low life.
  • Fixed bugs related to projectiles that chained or forked tracking their distance travelled incorrectly.
  • Fixed a bug with Conversion trap - anything killed by the converted enemy had the kill assigned to the trap rather than the player who placed it.
  • Fixed a bug where Shield Charge would deal no damage if used very close to a monster.
  • Fixed a bug where the Energy Shield stun avoidance check would not apply in the case of a shield block.
  • Fixed a bug where monsters that channel lightning could still hit targets that had moved out of line of sight or distance during the warmup period.
  • Fixed a bug where your minions were able to damage a monster you had recently used Dominating Blow on if their attack started before the monster was converted.
  • Fixed a bug related to raising a Spectre of a monster type that normally starts inactive.




Updated Patch Notes added the next day:

  • The Energy Shield display on the life orb is now a lot larger if you have a lot of Energy Shield.
  • New vendor recipes have been added.
  • Monster life has been increased in early levels and decreased in later levels.
  • Skeleton elemental projectile spells have been reduced in all difficulties (beyond the general monster rebalance).
  • A consequence of the item allocation changes is that if you're playing alone, the labels of valuable items that drop will appear for a few seconds even if you're not currently showing the item labels.
  • We've added some experimental code that triggers a local position resync if you are stunned while desynced by more than around 2 metres. The goal of this change is to catch the situations where you are pinned by monsters on the server without being able to see them on the client. This is a low-impact change that should prevent some avoidable character deaths.
 
Annunciata la Race Season 3 per Path of Exile
Grinding Gear Games, lo sviluppatore dell'RPG free-to-play online Path of Exile, ha annunciato la Race Season 3: gli eventi Race sono fondamentalmente brevi tornei separati dal gioco principale con personaggi e obiettivi unici che mettono a dura prova le abilità e la fortuna del giocatore.

In questa nuova edizione Grinding Gear Games ha inoltre deciso di introdurre la Descent League in cui i giocatori dovranno scoprire e svelare i misteri di una cattedrale in cui si troveranno ogni genere di mostri e boss.

Race Season 3 avrà inizio il 29 giugno e sarà caratterizzata da circa 50 eventi nell'arco di sei settimane.
Spaziogames

 
Volevo avvisare che chi non logga da un mesetto e ha una Ranger, se la ritrova respeccata, con di nuovo tutti i punti da assegnare nello skill tree.

 


Questo perchè hanno modificato lo skill tree per quanto riguarda la parte della Ranger e secondo me, hanno fatto un buon lavoro :unsisi:


 
Volevo avvisare che chi non logga da un mesetto e ha una Ranger, se la ritrova respeccata, con di nuovo tutti i punti da assegnare nello skill tree. 


Questo perchè hanno modificato lo skill tree per quanto riguarda la parte della Ranger e secondo me, hanno fatto un buon lavoro :unsisi:
dat motivo per riprenderlo :omg2:

 
dat motivo per riprenderlo :omg2:
Secondo me, non è niente male ora.

 


Prima mi ricordo che dovevo fare un sacco di "strada" per raggiungere quello che mi interessava. Ora invece è molto piu' accessibile.


 
bel game, un po' troppo grinding e time consuming, ma da alcune soddisfazioni.

 
Io l'ho iniziato ieri e son rimasto piacevolmente colpito dalla qualità del titolo. Qualcuno ci gioca ancora?

 
Io l'ho iniziato ieri e son rimasto piacevolmente colpito dalla qualità del titolo. Qualcuno ci gioca ancora?
No. L'inizio è piacevole ma purtroppo tutte le build sono estremamente item based (a parte il summoner, ma anche lì senza alcuni core item non vai da nessuna parte) e la difficoltà nell'ottenere codesti item è assurda a meno che tu non sia un no life nerd con lo shit bucket sotto la sedia per farmare 10 ore al giorno. Per esempio tutte le build ranged che si basano sull'arco saranno non molto forti fino a quando non otterrai il Lioneye's Glare che è l'arco unico più forte del gioco (e costa un occhio della testa) come anche il modo migliore per sopravvivere è basarsi su Chaos inoculation (passiva che ti rende immune al danno da chaos ma porta la tua vita a 1, quindi ti devi basare sull'energy shield) solo che l'equip per poter giocare quella build non lo vedrai mai neanche col binocolo. Ah per non parlare del fatto che oltre il livello 75 se non vai in giro in party non expi più.

 
Mamma mia ragazzi, scaricato e provato oggi, sono impressionato! O_O

Sembra essere tutto quello che doveva essere diablo 3 e non è stato. Grafica mostruosa, skill tree fichissimo, 7 classi e 100liv? Ragazzi non vedo l'ora che arrivi dopodomani per giocarlo per bene visto che al momento mi disconnette e riconnette e il pg prende e perde oggetti (il tutto dovuto al fatto che siamo ancora in beta chiaramente credo).

Che ficata!

 
Io l'avevo finito solo alla prima difficoltà con la Ranger e metà della seconda.

Ho letto che quando rilasciano dalla beta, tipo a brevissimo (il 24 me sa?) a chi ha completato il gioco danno la possibilità di giocare una nuova classe, tipo una tizzia guerriera, la Scion. mi ispira parecchio, sapete se avendo completato la prima difficoltà avrò la possibilità di giocarla?

Ma soprattutto, qualcuno ha voglia di giocare con me sin dall'inizio ogni tanto, aggiungiamoci //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif altrimenti mi martello le bolas dopo 1 settimana.

 
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