DatModz
[!DROPS ON] Actually HUGE Path of Exile 2 Reveal! Let's See What The Future Holds -> D4 After
05-07-2026 · 6h 21m
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Mike check one two one two Mike check one two one two is this thing on I think it
is what's going on everybody good evening good morning good afternoon and
happy mother licking Thursday how you guys doing how you guys feeling today
the streamer has arrived a little shaky burritos in the chat hello hello over
here. Please and thank you over here. Tyrial, what a moat. What's that good? This Tyrial,
what a moat that you just keep on streaming the chat, bro. You're here for the bed unboxing.
What that? That's not like a few, it's like a few days away. The bed did get shipped out,
but it's not here yet. Then you sound like shit. What do I, I think it's allergies. I think a little
little bit of allergies right now. Yeah. Dang, I even pulled that face out of the
VOD. Yeah, I think you've been trying to get me to list that material, what face for a while.
But it only, who even, who's even used this? Only you.
Only you. Okay. I'll make Ty happy. I'll add this to my emotes over here.
Going around, adding for, sending people to add emotes and no one, we'll be the innovators.
will be the first person to use the Terriel Whatamote PogChamp. I'm sorry at the turn that box
will hide you around PeweeQ hype. Oh yeah, I got a Diablo 4 box over there. I forgot about that.
That the Diablo 4 box. Wait, I got my wrong hat on. Wait.
Oh, shelling season has commenced. Time to show a little pewee two boys. Look at that.
Pewee two hat on time to do a little shilling. There you go. Okay. The pewee, the pewee shilling
butt over here at the clean hat over here. Shilling engage where the hat and get the streamer
client. Oh no, expect greatness today and not ZDPS. No, honestly today for the period two patch
expectations are so high. And the reason why expectations are so high is what GGG has said
them self right. They literally just said this is going to be like the largest patch of all time,
like the greatest patch end game revamp.
Like there's so much that's going into,
there's so much that's going into this patch.
Wow.
People, hopefully people don't have expectations too high,
but also hopefully GGG actually delivers.
Yeah, I know they've been cooking right.
So like QE2 has been in development for a while, correct?
And they've been working on like the different acts
for a while, right?
And they said multiple times,
They just have to put the finishing touches on, you know, like they, they have a lot of
classes that they started a while ago that the finishing touches on, like the weapons,
they start all the weapons, they have to put the finishing touches on the weapons.
So it thought like, yeah, we've been working on a lot of stuff for years, right?
And they just have to like, get it shipped out.
A lot of people think this is the patch where pretty much a lot of the big things are going
to be shipped out, right?
Like, what are you guys, like, what, what, what, what do you guys do?
I'd expect out of this, right? What do you expect? Like obviously swords, right? Like
it'd be as... We actually should probably start this by looking at the t-thirds, right? Obviously
swords. Like like basically full end game revamp. And we're probably gonna get like new ascendancy,
right? There's no way we don't get ascendancy. Like dual list is probably happening, right?
right dude like yeah probably do you think there's any more than duelists or no you're
like if there's swords right there's gonna be a new ascendancy it's gonna be like a
druid right you think we're also gonna get shadow you think we're gonna get shadow also
traps so there actually was trapped items in the game already I actually found some
trap stuff and it's like they have like placeholder tax like traps uh the other is like placeholder
trap items in the game for quite a bit a new remade end game what's the many issues the first
one maybe uh uh oh i know download just woke up no i've been awake for what time did i get wake up
at two i woke up at two yeah i basically slept from uh what nine till two uh will we get new
supporter packs. Oh, 100% we're going to get new supporter packs, right?
Maybe shadow.
Right, like maybe we'll get shadow, maybe we'll get like Slayer, maybe we'll get, I don't know,
something like that, right? We're definitely going to get like more new ascendancy. New
supporter packs, this is guaranteed. They actually didn't do the ones for PUE one. So,
100% we're going to get new supporter packs. Harvest crafting, probably crafting more built out.
Right, huge crafting additions.
Right, we're probably going to get huge crafting additions.
Massive crafting addictions, right? Because they actually added the baseline for crafting when
they added the bis like the orbs from manipulation and then they actually removed some of the orbs,
right, because they felt it was too deterministic. Well, we actually get a crafting bench, crafting bench.
You guys think of bigger towers and more towers, new campaign chapter. Yeah, like,
I don't know, though, you guys think they'll finish the campaign or you think they'll leave
the campaign for full launch? I kind of feel like the campaign will be saved for full launch,
but I feel like it may be another act. It's like, I feel like it may be like another act, right?
Full launch. Well, full launch of a live service game, you know, you know, it has quite a, you know,
a whole bunch of things going on there, right? Like live service game, technically, don't ever
fully launch, right? Because they're an ongoing development, right? Well, I should say that the
development doesn't, the development doesn't conclude, right? The development doesn't conclude.
I just do the campaign and stop, revert the monkey change. Yeah, they kind of, they nerf
monkey so people could actually progress the end game on hardcore. The monkey, I shouldn't
get killed by the monkey once. Like I was out like, man, how do people get killed by
some monkey? And then one time I like rolled one millisecond too early and I died. I got
one shot. Like, aw man, it happened to me too. It happened to me too. You know, monkey
He killed Ben also, yeah.
The fire fad guy.
Dude, the fire fad guy was an insane death.
He was apparently, I was fighting him against the wall like I normally do and he shocked
on every single projectile on me off the wall.
I didn't even know that was a thing.
Yeah.
I did not even have that.
I didn't even think that was a thing.
Yeah.
People also think, what's that one mechanic people really want?
Tota incoming.
I hate Tota.
Well, I wouldn't say I hate it. That's a strong word. It definitely wasn't my favorite Peewee one thing
But people really liked it in Peewee one. So people think toad is coming
But there's also reveal where it kind of looked like delve maybe
or ritual rework
Right
Either it's either delve or ritual rework right based off like what the teaser was I can see you watch the teaser too
Wow, but yeah delve might actually be added
in for the game. Now it's your turn to say good morning, Maud.
What's up, sweetest dude? How you doing? Also, Ms. Velo, thank you very much for the 42-month resub.
A psychotic T, thanks to 81 Months and RoyDARx. Thanks for the brand new Prime Game sub. I appreciate it.
I think, well, obviously, new act, right? We'll probably get, you guys think we'll get Pinnacle Bosses?
I think we'll get, I think we'll get, I think, yeah, obviously I'll probably do pinnacle bosses with the ending revamp.
I feel like that would probably be a thing. Maybe like pinnacle Aziri.
I'm trying to think, what, what else do you guys think? Yes, I'm bosses, no one do act.
Yeah. So the whole new acting, I know a lot of Peewee players really want the rest of the campaign finish, but also I kind of feel like
Like, I feel like they might want to save the full campaign for launch, right?
So it has that new feel, right?
Like, you know, the players like going through, you know, the players going through the entire
campaign, the unknown, like not everything being solved.
Like, I feel like that would be, they want to save that hype for full launch, maybe.
I could be wrong, but I kind of definitely feel like the last act of the campaign will
not be launched.
If they actually do launch it, I'll be really surprised.
I would be really, really surprised.
Announcing Activision Bullet had acquired them
for one a billion dollars.
Oh man.
Oh man.
Also I saw, I visited an Atlas revamped.
A lot of people think it's just gonna go to PUE one Atlas.
Do you guys think this is true?
I know a lot of PUE one player,
they're just calling for them to revamp the entire Atlas
into pewee one do you think you guys think this is the call or do they should or should
they have a being a little bit different to have it to own identity or should they just
copy pewee one because one's really good right you can't go wrong with that but should they
actually just copy pewee one or try to do something a little bit more distinct and give
like pu two at the own identity. I mean, you one has the best end game. So copy it. Well,
it depends on who you ask, right? It depends on who you ask. I know a lot of people are
no longer playing pu one because of the end game. But if you're a particular type of pu
one, the ARPG player, yeah, the end game really, really satisfying with the grind,
you know, set up your atlas sitting in the same map for two, three weeks at a time, collecting
divine orbs, alternating your scarabs, your juicing, you know what I mean.
So what, well not really saying any ARP gets better end game than PUE won, but what I'm
saying is there's a lot of people that don't play PUE 1 anymore because they burnt out
on the end game.
Yeah.
Along they support both games.
It's even more logical to keep the differences true.
Nobody throw out towers and I don't know that they definitely been considering throwing
out the towers man.
They definitely have been.
Things need to go away from divine for our the thing is I don't know.
I don't know if they'll do that right.
fixation of PUE is currency farming simulator, right? A majority of people that play PUE play
soft core and it is essentially a currency farming simulator game, right? The more currency you get,
the better the league. It doesn't really matter the mechanic that you're interacting with,
but essentially the dopamine from your loot drops and loot filter equals good or bad league,
you know what I mean? Divine power is a mindset. Currency farming PUE is a lot of fun. So
So it's kind of just like the PEWI of one culture, a different game, a different game,
but PEWI is definitely a currency farming simulator, dopamine rush game.
And that's kind of like where it's fell in the genre.
I don't think, I don't know if that will really deviate away from that.
Which that actually goes against what they originally wanted to do with PEWI 2, right?
They wanted to slow down PEWI 2 and make a more meaningful, a game with more meaningful
gameplay, a more tactical gameplay, but the communities like pushed against that really,
really hard. And PE2 is kind of just, it's kind of been transitioning more into a modernized PE1.
Yeah, it's been, yeah, so that's the direction it's going. They were originally going to be like
their own thing, right? And then we're going to like really try to differentiate the two,
the entire purpose of doing the two separate games. But yeah, it's really coming into like,
you know, PUE 1.5, which is fine, right? That's not bad. They're not just going full uniqueness
anymore. So what else, what else do you think they'll revamp? Maybe like Charm Overhaul, Charm Overhaul?
Like Charm is still a bit dated. They added like unique Charms and stuff like that,
the way your generation work. They could be doing like some Charm Overhaul stuff.
Hey, that month, your hyper pu two reveal me to you, man.
I'm hoping that it's really good.
Wait, this is actually a big one.
Life nodes on tree.
I forgot about this.
Do you guys think they'll actually do this little buff?
This is a buff.
Do you think they'll actually put more life nodes
on the tree?
You're like, currently now it's just like energy shield
stacking in the tree and your life is derived from your,
you know, your armor and everything else.
Life nodes on the tree.
Jonathan will not commit to that.
It's something they've talked about, right?
And then maybe like more new ways to juice.
New ways to juice up, that's probably a good one, right?
People like their customization.
But I think third trial, third trial for sure, third trial.
Or something new.
Mornimod, what's up, it's the Distant Medic and Morniman, new Stash Tabs, more Stash Tab improvements, could be, but yeah, hopefully, honestly, for me, obviously, I'm getting rebounds happening.
Melee, Melee finally, I'm excited for this, I used to be a Melee only Andy, so if we get Melee, that would be absolutely sick, would absolutely love that, you know.
Crafting bench, possibly, I think like definitely crafting addition that we don't get the bench, right? Like just like more currencies to manipulate stuff and whatnot.
They're obviously like revamping probably a lot of the mechanics that didn't really do too well. Maybe ritual. They're probably doing delirium revamp with the end game.
Probably brand new stuff where they redo towers and whatnot, possibly dropping unique means nothing in campaign.
I guess sometimes the Unies like aren't too good. Yeah, you're not wrong. Yes. Sometimes the Unies aren't too good
They're just like all right, you know
Um, but I guess we'll I guess we'll see what it actually end up being later on
Will they add fun obviously I have a lot of fun of pewee 2 but this past year
I actually played pewee 2 the most out of any ARPG
Like I actually like for me pewee 2 even and it's kind of like
unfinished state was the most one I had in an ARPG last year. I think I'd like my most
straightened ARPG too. I actually really liked it just because I can see the potential in
it, right? It's like, okay, this needs to be changed. This needs to be changed. Yeah,
like, obviously, this is not finished, but the guts were there. You know what I mean?
guts are there. So I'm hopeful for this man. Hopefully they, I think they'll knock it out
of the park. I actually don't think they'll disappoint people. They might not drop everything
that people want, but I don't think it will be a disappointment at all. A campaign skip.
They actually talked about that previously where they said they don't want to do it right
away, but if they really have to, they will. Yeah. So I think Mark commenting on specifically
and they said well we let us finish what we're working on and if what we have doesn't really
work then we'll put a campaign skip in built-in loot filter you think they'll do a built-in
loop filter? You didn't look at the last epoch route, the built-in loop filter.
The built-in loop filter.
Do you think everything said I'm tired of the boss anyway, it looks like it's some of the teaser stuff.
So they've been posting a lot of teasers and this is what people have been looking at right so Kelly Gigi this like the new community manager and they posted the reveal yesterday and then this is what she posted.
What guys what character this.
Not you.
you at the melee character.
That's the champion guy.
That's the champion and four to five stacking guy.
I am. I just said, if I'm making a profile picture, the slayer over here, the
champion, the champion over here, not you, the champion, what is up, what's up
cabs? How you doing?
So they've been they've been doing a lot of teasers for various things on social media in the dark just two more days to live stream
blue
That's like gray skies over here. What are this thing logs?
Are we gonna be building something there's gonna be a fires to light
And they had like all other teethers stuff. Yeah, they didn't they didn't do like a random teethers and stuff like that birds
Well, why are there birds on their social media accounts spiders to you?
Yeah, they're like they're doing a bunch of bunch of random cryptic messages over here
The fires haven't let with Lincoln either chocolate Lincoln logs. Yeah, that is a poops
That is a poop pile. That is not a poop pile. What the heck? What do you guys mean poop pile?
That is not a poop pile over here. Hopefully having a good one
I'm ready to receive the announcement today. What the heck is this bro?
Bro, that is ass. Why the guy is ass? What the heck? Bro, that is a little bit of that.
Why are they going into it with ass over there? What the heck? Ass 11 over here. Man, GG is
killing with the new update. I can't wait to try to click my build this time. Hey guys.
Arrow guy. Yeah, that's sometimes how it goes, man. Kelly, GG, PUE2 community riddled over
here. Swords are coming, they're going to be fun, right? Player base, sword in .5,
the parry mechanics, player base, swords. Yeah, that's actually one thing. Are they going to redesign?
This is actually a really, really good question. Are they going to move away from the charge base
system? Right, the charge parry base, will they actually do like a larger mechanic overhaul?
Is a real question. Some people really like it. Some people really hate it. A lot of times good
adults are disautomated, right, where you don't have to deal with those things, but
yeah, will they redesign some of the mechanic that people are more critical of,
aka the charge mechanic, period mechanics, and everything else like that? They want people
to have broken hands over here. Very, very true. Will Builder and Point 4 still be viable in Point 5?
How can anyone actually answer that question? We don't even know what's changing yet.
There might be builds that get killed, I guess. Ideally, ideally, no, that's not a thing.
Or ideally, builds don't get killed. But yeah, with revamps and stuff like that, there's always
like, yeah, there might be like certain archetypes that do get killed over there.
Nerf won't be seen to like a week before. Oh, it's a thing. Yeah, I don't think we're getting
patch notes today. You guys think there's gonna be patch notes today or no? I don't know if there's
they're gonna patch it in. So anyway, it looks like it's some of the Tether stuff for P2.
We had like 19 minutes from launch. So they've been, they've basically been releasing Tethers
from time to time. They've been getting a lot of reviews, man. They're getting like 2 million
reviews per Tether. It's actually pretty insane. There's a very, very, very, very, very, very,
very, very, very high revealed and whatnot. Right. 1.5 million, 720,000, 1.8 million, 1 million,
60 to 30 thousand views. Will you be our champion over here?
Hmm. I don't know. Will we be will we be a champion? Yes or no?
Ancient secrets rise. Will you risk it all? Will you face the madness? The dreamer must awake
and there's twitch drops. Okay, so let's look at some of the teasers that they've been posting for the reveal here.
Are they even huge lads?
Yeah, they're literally short on information encrypted, but full of little huge lads.
What the heck?
It is some rebuilding end game.
Reconstruction.
Power 2.0
The Wakeners layer over here are we not getting a Super Boba?
We might be one night. We might be getting Super Boba. We'll see we'll see you
The world being reshaped
I
Reminded you the game of Thrones opening would have you guys ever actually looked at the pu2 Alice
I'm pretty sure for the pu2 Alice. They sat down they watched game of Thrones and like
That in our game. Let's do it like yeah, like those
All the different cinematic and everything I feel like they definitely like we're just watching game of Thrones together
like eating some fucking cheethits and like yeah dude let's put that art in our game 100%
right if you're like i'm looking at it's exactly what it looks like right
hmm cheethit over here okay next teaser over here return of the ancients uncover the truth teaser
i've traveled far to learn the origins of my craft the branch is power
I'd risk it all to uncover these ancient truths.
Will you risk it all?
He even has like a dagger on his head too.
The knowledge is power and brisketo to uncover these ancient truths.
The new brisketo.
Return of the ancients.
That's pretty cool.
Peewee to sponsor me. Oh, no, I'm not sponsored today for watching the reveal. I play I play too much Peewee to like get a sponsorship
They're the they're the time like where I wasn't playing as much Peewee and I would get sponsorships from time to time, but
Did I play I play way too much passive exile to get like a sponsorship?
Yep, anyways, yeah pretty cool tees are over there
next one over here stop the madness either put rota in the game rota
excel daily like 15 years ago they know he's gonna play it anyways cat got w
yes rota you mean toda are you talking about toda or rota there was there was master rota
as a long time ago, like you did that. You did have to actually log in like a long time ago,
right? And legitimately, uh, I do master rotas constantly. That was like, that was actually
like a legitimate thing. You'd like log in and you literally do master rotas to like level up your,
like your, your, uh, your, like all your different things. Rep farm and now you're crafting and what
not master Yodas, here we go. Malthus, thank you very much for the 10-month resub. It sucked.
Yep. That's the four that even had Solo Self-Hound in the game. There's no actual
legitimate Solo Self-Hound yet. There's no legitimate Solo Self-Hound, and you'd have to do
Master Yodas, or just level up your Masters very, very quickly, or very slowly instead of quickly.
Solo cell phone plus, well, solo cell phone actually just started at the spreadsheet group.
People would, yeah, people would jump in, right, and you would, there was literally
a spreadsheet where you just committed to not trading and not cheating, and then you
would go.
That was it.
That's how solo cell phone became a thing.
I actually don't know what community made solo cell phone first.
So, originally Diablo 3, they're the same exact thing, there's an Excel spreadsheet community
that played solo self-found, like way back in the day, and I think later on, the PUE
community said, that's really cool, let's make our own solo self-found league.
And then GGG was like, actually, this is a good idea, let's put it in our game, and then
Diablo 3 did the same thing too, but like many years later, but originally it just started
add like a community event, right? A community made league mode, league type.
It started in D1, I never traded with a single person. Yeah, and then in Diablo 2 you'd play
like offline mode, right? And people just call that solo found and stuff. So it's been like a
term, it's been like a term that people use for a long time. But GDD was what the first people
to actually implement solo self-found and not single player mode.
Involuntary solo self-found, yeah. Okay, I'm going to watch you next to you here. Stop the madness.
I am called from my mountain.
We must stop this insanity.
Please, save me.
Yeah, that definitely looks like delirium reason.
Put the mirror and everything else like that, right?
Maybe like a new boss or something, maybe an extension of it.
But yeah, that is definitely 100% a delirium reference, right?
Stop the madness.
I am called from my mountain.
We must stop this insanity.
Please, save me.
Is that the tree from from?
Maybe it's a tree, maybe a tree of Whispered or a tree from PUE 1 for hatching items, implementing another PUE 1 mechanic into PUE 2, do you like the tree in PUE 1?
You guys enjoy a system like that where you just gather resources, you go to it, specialize, and then you hatch stuff at the same PUE 1 tree.
So, yeah, do you like the tree from PewDiePie1?
It's very powerful, especially for early mid-game.
Like you don't get like the best stuff from it, but it's really good for currency, gambling,
low mid-tier items.
So, but then a lot of people, well, I wouldn't say a lot of people, but I've seen people
refer to Kingsmarch and the Tree of Mobile-like Mechanics where they don't actually like it.
So, ah, you know, ah, you know, it is what it is, you know, uh, will you be our champion
Path of Exile 2?
And this is like, uh, well actually the dreamer must wake, Path of Exile 2 returned to the
ancient Tether.
And then it's the threats looms over us still
But with his rebound our time has come
That's a sword.
That basically swords confirmed, right?
Like swords don't actually come out.
I wonder if I have a katana.
Do you think a katana fits into a Path of Exile 2?
Imagine if a two handed, well, I guess like,
I guess the Katana than Peewee won type style weapon.
That's on a sword.
Kind of does look like a Katana a little bit.
Weave ascendancy over there too.
Hey, the weaves, the weaves would rejoice 100% for sure.
Yeah, Anigrashi League.
I
Will you join the war very cool
So melee people want to melee for a long time including myself
I really want to drew it, but we already had drew it so now I'm really looking forward to melee will you be our champion?
I'd acquire a champion, a champion to face, the darkness below.
Will you be our champion?
I don't know, will we be able to play a champion type character?
Or will it not be a champion?
Maybe it'll just be dualists and we'll have all the sentencing besides champion gladiator slayer and no champion
Not kind of that would be actually kind of bait though
That would be kind of bait, you know what I mean?
And then they also have twitch drops over here for today. Make sure you guys
Make sure you guys got your counseling. He could basically get a gooner a ziri hideout piece
That's right. They literally put four boobs and feet into a
Legit hideout decoration over here
Yep.
You don't think there's going to be a new class for the reveal?
Oh man, that would be insane that they don't do a new class.
Like, I don't know if you guys also do you think we'll get like new sentencing classes too?
So, honestly, I think a new class is pretty much expected at this point with them revealing
like and teasing different weapon types, right?
There's like no way.
There is zero way.
They do not.
Yeah, there's zero way.
They don't give like a new class, right?
Zero, zero way.
They have to go together, right?
Mods knows.
I don't know.
Maybe they won't do like new ascendancies for other classes, or maybe a lot of classes
are missing third ascendancies or whatever, but I feel like they tease the druid way more.
Well, I feel like this patch is a lot larger in scope.
It's not only like new weapons or classes, maybe.
It's also like new endgame.
And then even someone yesterday in chat said, there are the rumor leak that this is going
to be the last patch before launch.
I forgot who it actually was, but there are the Twitch chat are coming around.
Type in that they said, this is going to be the last big patch before launch of PEWI 2.
No way.
Yeah.
That's what the guy said.
Yep.
That's what the guy said.
Will that actually happen?
Well, we know ExileCon is happening.
announced the release date of ExileCon and will it be soon or will they just set the release date
in stone? Jonathan also said they wanted to do a 2026 launch and he said they would be really
disappointed if they don't get it out in 2026. So, um, that's pretty much it. That's pretty much it
for the teasers and stuff. So anyways, GGG live stream boys, start in four minutes. Let's get into
Here it goes, four minute countdown, the dream.
A bag of this.
Stuttering a little bit.
2027 fall, you guys think.
Are people spamming the chat too hard?
So it'll take a little while to load.
What the heck?
GGG chatters, stop spamming the chat so hard.
Without my internet, are people spamming the chat?
It's stuttering for me also?
Yeah, I just got an error timeout too.
stutter for me also, that's why you came here. Swords, login. You got to reset your,
uh, you have a stutter also, but you got to have a stutter too? Ever gonna have a stutter
for the live stream? What the heck? No other stutter for it. I feel like they always have
production issues with it. You the proper browser over here.
No set for me. I don't think it's even loading on my uh it's not even loading on my
yeah why is it not even loading on my uh firefox right now I'm looking at an error.
Reload the player on twitch right now. You got a dead she see a fine
Until you get for opening five minutes before three minutes
To any patch notes over here
We're gonna be let on have an issue with any other player edge kekchi you stop being firefox it lags
What do you mean?
It's not the quality over here though.
It just had like a little micro stutter right now, which is weird.
What's up world?
Thank you very much for the rest of there man.
of it.
Well, I randomly got a twitch out.
How does twitch out go through?
GG, GG, the over here running twitch ads, what the heck is this, bro, I'm actually getting
twitch ads, help, help, I'm getting twitch ads like crazy.
You should sub, log in, I will log in, why do I see ads over here?
a modernist missing out of my title. I'm a sponsor stream for the cable. It's here we
go.
You got them coffee 30 seconds until the big reveal 30 seconds until the big reveal. Here
we go. Will that be the biggest patch in ARPG history? Like they said, biggest patch in ARPG
history incoming. 10 seconds.
Mother part of the problem. But that's what they said.
Hi, I'm Jonathan Rogers, game director on Path of Exile 2 and welcome to GGG Live. We
have a huge amount of stuff to share today, so it's going to be a good one. Twitch Tropes
are enabled on today's livestream, so you'll be able to claim the Red Queen's font hide-up
decoration by following the instructions below. Okay, huge. So with that out of the way,
time to roll the trailer for Path of Exile 2, Return of the Ancients.
Let's go!
Those in darkness
once made dawn.
Now, return.
Re-rugging the floor.
Run this again.
Behold... the first...
Oh, shit! New Endgame quest, the Ordin of Divinity!
32 Endgame Arena? What?! That's actually insane!
New Chemical Boss also!
So...
The endgame class?
Ritual rework?
But I'm rarely going to get a twitch ab!
What the heck?
Hello?
Welcome!
Waking the dreamer!
I didn't log in!
Pre-tree work!
You become one!
You are absolutely out of luck!
So there we were.
Another new chemical boss!
And a new lead too!
New encounter type!
And Calgurion skill.
What the heck, that looked crazy!
Why gets here last continue the search see what you can find
15 new boss of the better
What is the actual hell?
Holy shit!
Alice Tree 2!
New crafting systems!
Broomforging.
Spirit walker in 7C.
Actually new in 7C.
Martial artists!
Damn, that's actually pretty big.
That is actually pretty big.
No champion in that way, where's the sword at that bro?
Yeah, I'm not in a new sanity, no casting of swords.
There's just so much going on in Return of the Ancients, it's hard for even us to keep
track of it all.
Now we promise that this one was going to revamp the end game, and I'm very excited to talk
about it.
But first, we've got to talk about the league, so we'll do that next time.
What the heck, Ancients of the Swords?
Hi, I'm Mark Roberts, Game Director on Path of Exile.
Now, for those of you who are new to Path of Exile, each time we release an update, we
also release a new league. Not only do we have a new economy, but we also introduce new content
through the campaign, which gives you a fresh play experience right from the start of the
game, as well as new mechanics, storylines and end game bosses.
In the Ruins of Elder League, you will encounter a man being attacked by the undead in Clairefell.
After saving him, he introduces himself as Farrow, a young blacksmith trying to bring
back the ancient art of Esamite runesmithing. He has been collating his discoveries in a
tome and is keen to show you how runesmithing works. By inscribing symbols on these ancient
Esamite remnants, you can create all manner of old magics. Unfortunately, on doing so,
the corpses of the nearby undead are revived and infused with some of the latent power,
for a difficult fight.
After defeating these monsters,
Faro realises that Runesmithing is a dangerous business,
and he is going to need the help of someone a little more
marshally inclined to discover these secrets.
He lends you his tome and asks that you note down anything you discover
when you return to him.
Oh, in parts adds.
In each area in the Runes of Eldor League,
the league, you will find a remnant. And as you approach it, you will notice that some
symbols are already present, and some are waiting for you to fill them in. Depending
on which symbols are already present, you will have different options for which items
you can create using this magic. For example, if you combine Tempest and Lightning, you
can create an orb of augmentation.
Like a diabol rune word but for crafting!
But be careful, the symbols used to craft the items also empower the monsters around the remnant,
who will be revived as undead to fight again with different properties depending on what
rune you used. So, if you use a fire rune in your recipe, the monsters will be empowered
with fire. Or, if you use a moon rune, lunar beams will rain down as you fight the monsters.
After the fight, break the remnants to receive the item you promised.
As you get higher level, you will start to find remnants with more slots for more runes,
allowing you to craft rarer items.
As the number of slots increases though, more waves of monsters will be added, with each
wave being empowered by more and more of the runes.
And this can get pretty dicey, because some of the runes can have powerful effects.
It looks like a combination of like ultimatum and like the building right?
Like the bestiary improved with crafting.
And metamorph also, like the metamorph league?
which will cause one monster to be nominated as a leader, spawned by a wave mechanic.
The leader itself will be invincible, but killing its minions will deal damage to it.
Some recipes can get pretty large, requiring six, seven, or even eight runes.
But don't worry, you won't have to remember them.
Six, seven.
Pharaoh's rune crafting book will record all the options, allowing you to simply pick
which one you want to craft, given the existing runes that are already on the remnant.
That's good.
To expand your knowledge and to allow you to craft more items.
has asked that you keep an eye out for signs of runic magic around Brinklast. He wants
to document anything you find in order to rediscover the secrets of Esamite runesmiths
of old. The first of these can be found in Ogham and reveals to you an ancient secret
buried deep underground. The runic magic which the Esamites believe to be their own is actually
of Cal Guren Origin. Thousands of years ago, the Cal Guren's came to Ray Class to find
sources of Varysium, a metal on which engraved runes allow control over reality. Farrow is
determined to learn the ancient ways and gain mastery over them. If you can bring him more
For Virisium, he will be able to use it to smith power into any armor granting you Runic Ward,
the power harnessed by the Calgurans since ancient times.
Runic Ward is a new resource that protects you from death.
Should you run out of life, your Runic Ward will pick in, sustaining your body until your
life can return.
It effectively acts as an extra life ball.
Of course, should you take enough damage to run out of that, you can still die.
We got ward.
Every single piece of armor in the game can be upgraded this way.
Even Uniques.
Some are just a strict upgrade, giving Runic Ward with no downside.
Others are more extreme, sacrificing defenses to get a much larger amount of Runic Ward.
There are even some that add new modifiers to Unix entirely, making them much more viable
for high level play.
But, the Calgurans use Runic Ward for more than just a defense.
It can also be used to power many other magics.
Instead of using gems created from corruption, the Calgurans used Runes of Power and fueled
them with Runic Ward.
Many of the options available from Remnant Crafting are new types of Calgurans skills
that exclusively spend Runic Ward to wreak havoc.
An example is Triscallion Cascade.
Using it will cause your next spell to be triggered multiple times in a Triscallion pattern.
You can use it with skills like Ice Nova that you cast from yourself, or with something
you target at a distance, like Comet.
There are also skills to modify existing effects using Runic magic, like Frost Flame
nether. Using this skill on a pack of burning enemies will transform the ignite into frostfire,
both burning them and building up freeze at the same time.
You have basic buffs like hollow shell that guards all nearby allies,
to more complicated mechanics like the mark of repulsion that creates a mark capable of pushing
away all nearby enemies. Instead of spending mana, like skill gems do, all these skills
cost runic ward, and unlike gems, they don't have a colour. This means that they don't
care about their tribute requirements, or what kind of weapon you use. These skills are designed
to be used on any class, and so often interact with mechanics that apply across many characters.
By combining different runes together, the Calgurans were able to support their runic
abilities and you can as well.
There is also a set of runic supports that can be combined with regular skill gems in
interesting ways.
Okay.
Concussive runes allows you to add these concussive shock waves to any skill that stuns.
While runic confusion lets you spend ward to directly empower the damage on any skill.
Now, there are other quests during the campaign too, that unlock even more interesting crafting methods.
Buried deep in the jungle in Act 3, you can find Mystic Reckage, containing even more secrets for Farad to learn from.
Using this knowledge, he gains the ability to reforge unique weapons.
With this technique, many low-level unique weapons can be upgraded to do significantly more damage.
Ah, yeah, well, two exceptional level pieces.
With the aim to take a bunch of uniques that had interesting modifiers, but were not in-game viable.
Ah, I haven't seen this mechanic before.
And it's not just low-level uniques.
Yeah, well, two upgrades, so let's go!
And they can do some pretty interesting things.
like Serl's Grit, a new unique, which when rune for it can get one of several different outcomes.
Now, there is still so much more that you can craft with remnants.
There are also 100 new runes, as well as many other new crafting currencies.
This is the runes of Elder, after all, and some of these runes have quite powerful effects.
For example, this elemental conversion rune will convert all the existing mods on a non-unique weapon from one element to another.
Using it, you could combine a weapon with all three elemental damage mods into a single element, making a weapon with massive amounts of cold damage.
There is also a rune that lets you destroy your rune sockets to turn them into a dual socket on your item.
Oh.
And there are even crafting meta runes that can unlock new types of mods when used with regular crafting.
For example, this rune of Chronomancee will unlock a set of time related mods to be crafted on your boots.
Once placed inside, use regular crafting orbs to attempt to get new mods like cooldown speed or increased skill effect duration.
You can also create a new type of currency called Alloys.
Using regular metals alloyed with Virisium, new modifiers not normally available can be
directly crafted onto your items.
Using imbued alloy could improve your ailment damage for example.
There are honestly so many options here that unlock all sorts of crazy crafting projects.
So I think people will be experimenting with these for a long time.
Once you get to Kingsmarch in Act 4, Pharaoh finally meets Danag, a real Calgurian rune
smith.
And riddled with excitement, he wants to learn how to merge modern Calgurian techniques
with the ancient knowledge that he has found.
From here on, Pharaoh joins in the Calgurian expeditions that Danag has been leading.
With the ancient knowledge that Pharaoh brings to the table, the Calgurian expeditions that
that Danik has been going on will change significantly.
For those of you who haven't played it,
the Expedition League mechanic involves carefully
placing explosives, uncovering the buried dead,
and recovering Varicium from them.
By choosing where to place the explosives,
you can choose which kind of challenges
you'd like to face or rewards you would like to claim.
But unlike before, Expeditions now
contain the remnants from Runes of Eldr,
allowing you to do some specific crafts along the way using the new leg crafting mechanic.
One very important difference from the simple remnant encounters though is that the empowerment
that the remnants grant apply to every monster down the explosive line for the rest of the
encounter, stacking together.
This can lead to some pretty extreme situations.
If you stack too many remnants, you might be in for a fight beyond your abilities, but
the rewards can be very worth it.
Each mod on the monster is improving the items that they can drop.
Once you get to the endgame, you will find that the Atlas has changed substantially.
To the south, you will now find the coastline of Raeclast, with the Ocean Beyond.
It's still like the same system though.
has not fared well after the cataclysm but it did not actually change how that game works like
well shop has been destroyed you know the change but much more concerned about his wife Gwynon
he would like to launch an expedition deep into the ocean to find her and this begins a new major
mechanic for expedition exploring the ocean previously a logbook was a single encounter now
Now, using a logbook, you can send ships to explore an area of the ocean to the southeast.
Okay.
Uncovering a range of islands to begin your search for Gwynan.
You can hop from island to island doing many new encounters.
There are islands with expeditions, grand expeditions, new bosses, and all sorts of
other unique things to find.
Eventually, you will find the island that Gwynan has been holed up on.
It turns out that she has found the tomb of an ancient Calguran, Medved.
While she appreciates you coming to her rescue, she is still keen to blow open the doors
of the vault and take whatever you can find inside.
We're going into the dowel, but not dowel.
It's just a shame that Medved isn't as dead as you previously assumed.
I like all of your bosses though.
Now after you have defeated Medved, you will find another logbook, and this time you can
use it to choose which direction you want to explore.
The ocean is vast and contains a huge number of new islands to find.
With each logbook, you can explore one sector, and you can go as deep as you like.
Pretty much echo chains, right? That's actually what it is, but expedition with random encounters.
Objects to uncover, and dungeons to explore.
Many of the islands have expeditions with totally new mechanics.
So for example, here is a volcanic island with Voltaxic Sulfite.
up the Soulfight will unleash extra waves of enemies.
But there is also this wall with a suspicious light coming from behind it.
On blowing it open, a giant ogre comes out, and he is determined to eat as much Soulfight
as possible.
The more Soulfight mounds that you have blown up, the more empowered and the more rewarding
he'll become.
These islands contain all sorts of little secrets that you can find and blow up.
Free trapped wisps.
Blow open root doors.
Even raise ancient precursor technology.
And of course, more bosses.
There are more and further vaults to blow up, and one of them in particular is pretty
important.
The Tomb of Uhtred, the Star Drinker.
Uhtred was responsible for calling down the medias of Orissium, which the Calgurans used
to power their ancient magic.
And upon defeating him, he calls down a truly gigantic one into the ocean nearby.
Look at that core!
On visiting it, you find that it is shrouded by a strange energy emanating from the Verisium core of the meteor within.
There is something growing in there, and it can't be anything good.
In order to gain entry, Danix suggests that the Triscallian Flame, an ancient Calgurian artifact
that can absorb and cancel the effects of Verisium magic, could be used to enter.
But to find it, you will need to locate the Tomb of Oroth, leader of the Knights of the Sun.
Will there be like fragments and stuff so to like make this happen or is it going to be truly random?
Getting access to whatever Eldritch Nightmare is growing inside.
I wonder.
Now, we're not going to spoil the box, but one thing you should know is that the Varricium that makes up the core of the meteor is of a quality that has not been available for millennia.
Bringing this to Faro and Denig should allow them to forge some objects of power, the creation
of which has been lost to time.
New items.
So that's the league, and there is a lot going on.
To sum it up, there is a new encounter with over 30 new monster types and over 30 new
rune modifiers to enhance them.
You can create more than 100 new runes to craft your gear as well as dozens of other
new currency items.
And there are new quests added to the campaign to unlock even more new crafting options.
Rune Forging Armours.
Upgrading Uniques.
Dozens of new Calgurian skills and supports.
Tons of new islands to discover by exploring the ocean.
Five new bosses, including a new Pinnacle Boss.
a bunch of new uniques to top it off. But there is still a ton more to come. It's time to talk
about the massive changes to the end game. But for that, I'll hand it back to Jonathan.
Now as Mark hinted at before, the end game atlas is very different now, and the ocean to the south
is the least of the changes. The entire end game of the generation is now teaming with new quest
lines and things to discover. Will you investigate the strange forests to the west? The cracks in
in the earth to the east, or perhaps visit the ruins of a vile city in the north. The
Atlas now has fixed points of interest at specific locations, giving you specific objectives
that are easy to find. Like before though, no matter which objective you choose, going
to towers to see what's out there is always a good idea.
Though it is different though, but it's still towering to the same system.
The earth shakes, and a gigantic fortress rises from the earth. A remnant of the ancient
precursor civilization.
The cataclysm of the beast has caused an ancient protocol to be invoked.
Should corruption ever take hold to this degree, the world must be scoured and purged of corruption.
You will need to make your way into the fortress and activate the gates.
the keys to reach these ancient precursor weapons and to summon them. But this will be no easy
task. The fortress has many areas to explore and many new things to find. You will power
up ancient machines, fight new and deadly foes, discover many new areas, and uncover some
dark secrets. They are tramps and lovers. Now the fortress is the first of the new
full endgame storylines that we're adding an 050 and there's a lot going on with
it but not only that but it's some pretty cool new mechanics as well. The
areas inside the fortress are special. Many of them have new mechanics or awards
that they grant. Like this map where all the rares are contained in essence
crystals. Or this one which replaces all monster packs in the area with strong
boxes. Okay, that's a juicy and potential layer which spawns in his merry spirit that
always moves on from a rare after you kill it, allowing you to chase it through the entire
map. Now, just like the normal areas of the Atlas, you'll need to fight the map boss of
each area to complete the map, but unlike a normal map, the ones in the fortress each
contain precursor nodes after the boss, and activating these nodes will give you points
for the new and improved Atlas Passive Tree.
Now we had an Atlas Passive Tree before, but it was one of the areas of the endgame that
just wasn't up to scratch.
The Atlas Tree now works quite a lot differently.
We have significantly upgraded the kind of mechanics that you can find on the Atlas Tree.
Like this one that gives a chance to make rogue exiles you fight retreat from combat
and move to an adjacent map.
Before you fight them again they'll upgrade their gear and come back with a grudge this
time.
There are also a lot of nodes that combine mechanics together in new ways.
Like this one which lets as Mary spirits possess strongboxes.
All the regular monsters are grounded with a touch by the spirit and the rares are all
possessed giving you some incredible loot potential.
You get points from every single area you complete in the Fortress, and unlike before
that means you can allocate to the entire Atlas tree.
Yes, this whole tree can be yours.
This change is pretty important since it allows us to be able to create many types of bonuses
that we wouldn't have been able to create before.
Lot of options which gives a chance for cities to be invaded by another faction and can even allow it to contain two faction leaders
Allowing you to get two crisis fragments. Oh
In the old tree we'd have wanted to speak into it before running a city
No, I should like that of it before I know the problem can be given to you location. I'm gonna go boss. I want this is like these
They still want to make sure that you have choices that define your in game Atlas build
So many nodes in the industry and now multi-choice
Everyone will get the node, but which bonus you choose to use is up to you.
Is that deformed mechanics?
Do you want your powerful boss maps to contain more essences, summoning circles, or regressives?
Oh, they did it too, yeah.
But there's also nodes that contain more unusual things.
So for example, on this node you can choose.
Do you want to give a chance for shrines to instead be given to the map boss in the area,
making them more challenging but dropping special loot?
Would you rather give a chance to be given a shrine buff before entering boss arenas making for an easier fight?
Now I could probably know it out about cool stuff in the tree all day
We should probably get back to the fortress
Yeah, now one of the really important things we wanted to do was make it so that all the boss fights in the endgame are now
Accessible with a questline
That means that to fight the arbiter of ash for the first time you don't need to get lucky by finding keys
Oh
Okay
all sorts of mechanics that can spawn on maps in the wilderness. For example, some maps might
spawn as a rogue exile hunting ground containing multiple rogue exiles who are there to hunt
rare beasts. You might be able to take out both of them. Or a map of champions that makes
all the natural- These things actually look insane for endgame. Well this one that causes
all shrines in the area to release as Merry Spirits when used.
Once you have explored and found your keys you can return to fight the Pinnacle and the
Fortress again, but this version of him will be harder, and not only that, you will have
new unique rewards as well.
Each time you fight him, you get the ability to activate one section of the Fortress, and
any maps that you didn't finish there will be automatically completed, giving you all
the Atlas points.
So if you're the type of player who doesn't want to explore the fortress and instead just race out into the infinite atlas
You still have a way to get all those points
So that's the origins of divinity so it's a huge amount of new content with a ton of new areas
Five new bosses including a pinnacle with a bunch of new unique items
But not only that it also completely revamps the atlas tree and includes a ton of new map mechanics
They can find both inside and outside the fortress
But this is just one of the new storylines
So let's talk about the next one now, Masters of the Atlas.
Now earlier we talked about how the Modicous nodes in the tree allow you to still have
an in-game Atlas build, but we didn't think that was quite enough.
You have an Ascendancy class for your passive tree, why not an Ascendancy class for your
Atlas tree?
Well, that's where the Masters of the Atlas come in.
Throughout Ray Class there are many opportunities for those with the skills to find them.
Atlas Masters are willing to train you in these skills if you are able to help them in return.
One such master is Jado, a member of the Order of the Gen.
An organization that secures powerful artifacts to prevent them from falling into the wrong hands.
Jado will send you on missions to investigate stranger currencies on the Atlas and recover the artifacts causing them.
And for each one you recover, he will gain more trust in you and teach you more ways of the Order of the Gen.
At level 1 you could choose to massively increase the chance for rare and unique chests.
Or make it so that all map bosses drop an additional unique item.
Or make corrupted waste stones have an additional modifier.
That's good.
But at the cost of making them send you to a totally unknown location, each mission you
complete for Jado will unlock another row of abilities and give you another point to
allocate letting you choose how you want to specialise.
It actually technically is master-ish in the game.
For example, Hilda.
Hilda is a member of a guild of monster hunters.
She will send you on missions to assassinate specific deadly creatures around Ray-class
and harvest their parts. In exchange, she will teach you her monster-hunting skills,
like this one, which adds a 25% chance to upgrade any map boss to a powerful version.
Or this one, which makes his Marian spirits no longer possess rare monsters,
making them go for the unique bosses in the area instead.
You might notice that many of the effects on these are both upsides and downsides,
so Hilda, for example, can make it so that you only get one attempt when fighting clinical bosses,
but in exchange for that, they always drop two uniques.
Because of that, we want it to be easy to swap between them, depending on what you're doing.
As you unlock each master, they will appear on the side of the screen.
Simply click whichever one you want to use to run the map,
and all the bonuses you have selected for that master will be activated.
This allows you to have a few different strategies that you can quickly pick between, depending on what you're running at the moment.
I like that though, that looks good.
One thing that's been pretty obvious is that the endgame leagues we created when launch nearly accessed in 0-1-0
were not really up to the standard of the leagues we did since then.
Fate of the Vile and Rise of the Abyssal just have a lot more going on than Delerium or Expedition, for example.
We wanted to do a serious upgrade to all of these mechanics before we do our 1.0 release, and so that's what we've done.
Wait, 1.0 actually mentioned early access had been upgraded with not only new questlines, but new mechanics, new crafting systems, new uniques, and new pinnacle bosses.
One of the really important changes we made to all the leagues is that you can now find them on the Atlas in specific locations,
And each one has a quest line that will lead you there to being able to complete the league along with its Atlas tree and its pinnacle boss
That's that location. This is true even for the reason that we didn't do major redesigns too. So let's use Abyss as an example
When you first encounter one in the endgame, you'll get a quest that leads you to the east where you will find these mega
Abyss cracks on the earth leading away from the well of souls
All the maps along the cracks will contain Abyss with special properties and mapping along these cracks will close the Atlas scale of
bosses, giving you points for the Abyss Atlas Tree. At the end of each Atlas Abyss, you'll
find an Abyssal Deaths, with the boss fight for one of the Abyssal Factions, giving you
a guaranteed way to fight them. And after completing all three, you'll get a key for
the Well of Souls, allowing you to fight the Vessel of Kulimac. This kind of thing makes
an endgame league so much more friendly for new players, giving people obvious goals and
a guided experience to complete them. Alright, so let's talk about the first of the upgraded
delirium and its new storyline the hare and the raven. As you may remember during act 4 you
are tricked into releasing an ancient entity from a kātui prison known as Tangmazu the raven trickster.
Tangmazu delights in breaking the minds of those who step through his mirrors
and when touching one he will attempt to destroy your mind with twisted abominations
generated from your worst fears.
In Return of the Ancients, the first time you approach one of his DeLerim encounters in the
endgame, you will find Aldermatics locked in a trance. His mind is trapped in one of
Tango's delusions, and you will need to free him. Once free, Aldermatics demands that as you
cause this problem, you should put it right. He asks you to travel west to the Withered Willow,
the location he believes that Tangmazu first gained his powers.
But be careful, as you travel there, the Raven Trickster will attempt to break your mind.
Each map around the Withered Willow features Dilarium encounters.
Now this is more than a simple quest upgrade.
The mechanic of Dilarium has been overhauled and expanded.
At the bottom of the screen, there is now a bar that indicates how deep into Dilarium you are.
You can see which direction leads deeper by looking at the fog,
And the deeper you go, the more challenges you will face.
By looking at the bar, you can see how long you have until the DeLarium ends.
Are they all the same martial artists?
And you can also see special encounters that you will face if you're able to go deep enough into the fog.
At the end of the bar is always the boss of the map,
but we now have a variety of other encounters that you might find as you explore the horrors of your own mind.
For example, you might encounter a purple mirror shot
that when shattered will cause all the enemies to become more nightmarish.
After hitting this, you'll notice the Delerium Demons are enhanced, significantly more powerful, larger, and scarier in general, along with more rewards.
Or should you encounter a Red Mirror Shard, you'll be sent into the depths of your mind, and must escape it while fighting off hordes of your worst fears.
If you are able to do so, you will gain a powerful amulet with two instilled notables on it
Okay, once you reach the window, you know, pure one-style stuff that a shard of the mirror is missing
You will need to track down Tang Mazu and restore it if you have a hope of discovering how to defeat him
And that means entering the Raven tricksters mirrors in an attempt to locate him
Each area around the withered willow contains delirium encounters. So that's a good place to start
As you do Dilariums, some of the Special Enchemists will drop Liquid Emotions.
Normally these Emotions can be used to install Amulets to add notable Passive buffs to them,
but in Return of the Ancients, Emotions have a new function as well.
Each one now has the ability to add Crafted Mods to Jewels,
allowing you to add specific mods to an Item slot that can be quite difficult to roll.
For example, Liquid Despair will allow you to add Critical Hit Chance,
while Liquid Suffering will allow you to add Movement Speed or Air of Effect to your Jewels.
to your jewels. But there are many more. Okay. Once you've done enough to lair him encounters,
the location of the Grand Duel, the entrance into Tangmazu's realm is revealed. But it
won't be that simple to enter. Using his powers, he reflects the Mat Boss for a ridiculous
and powered fight, then destroys the entrance into his realm of madness. Oh, they're doing
a lot of double boss encounters. They're doing like a lot of the... another boss in there.
need to let the insanity fully into your mind. A strange fruit is left behind which you can
consume to fully embrace the madness in an attempt to reach the raven trickster's realm.
Consuming the fruit will cover an entire area of the atlas and fog,
and every map you do in the fog will get progressively harder and harder as you explore
the deeper reaches of your mind. At some point you enter a new layer.
A simulacrum of your memories twisted and perverted by the Raven Trickster.
Should you be able to complete the simulacrum, Tangmazu will believe that you are worthy
of a true challenge, and will let you take the remaining shard of his mirror, allowing
you to enter his realm of madness back at the Withered Willow.
If you dare to face them, it will be a fearsome challenge.
Well, there is no new class, so you have a playing like warrior...
That's the new storyline of Delirium. As you can see, it's not only a questline.
There are new mechanics, new graphics options, and new boss fights.
But what if we shoot my feathers? What happens after?
Well, once you've completed the story, Grand Mirrors will start appearing on the Atlas sometimes
after completing Delirium encounters.
After doing the Grand Mirror, you can select where on the Atlas you want to do your fruit-induced
drug trip and get another key to fight Tangmazi.
But this time, the fight will be quite a bit harder, and only that, the fight will be able
to drop a bunch of new Uniques that were not available in the questline version.
We'll show some of those later.
After doing a Grand Mirror, the decision of where to spread the fog can be important because
there are some potent emotions that only come from certain map bosses affected by delirium
this way. Like all emotions, they can craft special mods into jewels, but these potent
emotions can create mods that you can't get any other way. So for example, potent liquid
melancholy is an emotion that can only come from human bosses, and allows you to add a
variety of on hit effects. Also, you might want to try instilling amulets of these emotions.
You could have some interesting effects, with some powerful notables that do not normally
exist on the tree.
Like Storm's Rebuke, which makes armor break boost your cold and lightning damage.
But also notables from a clearly deranged mind, like Kalm's Blessing.
This skill allows you to ancestrally boost fire spells after using a Warcry.
How about using an ancestral Flame Blast?
Now just like before, you can also upgrade the league by getting points for a dedicated
Delirium Atlas tree.
but this now works in a much better way and has much cooler effects.
The maps in the Delerium area of the Atlas give you Delerium Passive Points for completing them,
so it's easy to see how to progress.
Some nodes will add new types of Mirror Shard encounters to your Deleriums.
Like this one, which will pause the Delerium for some amount of time,
allowing you to more easily get to higher depths.
Or this one, which adds extra Delerium Modifiers to monsters when you pick it up.
There are also nodes that can add new types of drops, like this one which modifies simulacrum encounters to add special liquid emotions, which can craft time lost jewels.
And nodes that applies to the Atlas mechanics of the leak, like this one, which causes the grand mirror to spread delirium fog over a larger area of the Atlas, potentially containing multiple simulacrums.
Alright, so that's the changes to delirium. The core mechanic now includes a bunch of new things to find, new monsters to kill, and has new mechanics on the Atlas.
It also has a new crafting system for jewels, and a 21-lakh coin on the walls for amulets.
Not only that, you have a new pinnacle boss with a bunch of new unique items, and a massively upgraded atlas tree just for delirium.
They add a lot of just stuff to this, but there's still a lot more to come.
There's a lot of new mechanics.
When you first do a bunch of new mechanics, you'll find Aelith, one of the keepers of the flame.
An ancient order of monks dedicated to preventing the hive-born from entering the world.
world. As you seem to be a keen sight for running them, Aleph would like to recruit you to the
order and asks that you travel to their monastery to the south. On the way there you'll start
to encounter more breaches and will notice one of the first changes to the breach mechanic.
You still have to kill monsters as fast as you can to keep the breach open, but now you
can visibly see how much time you have left to keep it open and how each kill extends
its duration. Once you've reached the monastery, you will learn more about the keepers.
A tree!
The tree is coming!
the tree has withered. To get hive blood you will need to take advantage of
another new mechanic of breach. If you can keep the otherworldly portal open for
long enough, the breach will stabilize and will enter a new phase. The hive
one will send their toughest miscreations to defeat you and the
breach will not close until you can annihilate them, dropping hive blood that
you can use to restore the Genesis tree.
In some cases, you may even attract one of the deadliest foes the Hiveborn can offer.
A Marshal of Zest.
These monsters also drop Worm Gifts, and if you take these to the Genesis Tree, they
can be used to craft items to help you in the war.
Given that 25 years have passed since the beginning of the war, the Tree has grown and
withered many times, but with each cycle, it learns and expands its abilities.
When you first open the Genesis tree, you will notice these holes into which you can
place your worm gifts.
Each worm gift can be used to create a different type of jewelry and must be fertilized with
hive blood.
So for example, you can place this amulet worm gift into the tree and it will give birth
to a random rare amulet.
But the Genesis tree is capable of much more.
This is a pure one tree, boys.
As you continue to feed the tree, its branches will regenerate and allow you more and more
control over what kind of items it will birth. So for example, this branch of the tree will
allow you to control which base types of amulets can be birthed. And as you go deeper, it will
even allow you to create new base types that you can't get anywhere else. Like this one,
which gives you an entire spirit skill for free.
Or this one, which has a rune socket in it.
Make some OP stuff!
To the left and right are branches that will let you control which mods the amulet can get,
including making sure that they're high level,
or controlling which specific mods that they will always have.
With 15 points to allocate, you will have to choose wisely how you want to specialise your crafts.
But it's worth noting that this tree doesn't have any cost to respect it.
You can enable or disable the nodes at any time by clicking on them.
On rings we've also added some really interesting new crafting options as well.
You have a bunch of new base types like these, but you also have entire new classes of mods
that can be added.
The right hand branch of the ring tree adds an entire new set of castor mods to rings.
From basics like extra elemental damage for spells, or more niche options like this mod
that increases the rate you gain seals for unleash.
And on the left hand side you can unlock an entire new set of mods for minion characters.
This stuff is actually pretty important, because casters and minion builds didn't have as many
slots with interesting item crafting compared to attack builds.
The Genesis tree narrows that gap.
There are also trees for belts and currency.
I won't go over them too much here, but there are all sorts of goodies in these too.
Like being able to create new catalysts for jewels or a belt that gives lightning damage.
Once you've done enough breach encounters, you may finally get a worm gift capable of
birthing a breech stone okay
and you can then use it on the hive-borne incursion
it's gonna be wave based once used the true extent of the breach demon's
foothold becomes clear they have not only transformed the
land but constructed huge sky hives as well
when you enter the outskirts of their realm you will discover breach hives
Using the power of the keepers of the flame, these otherworldly structures can be burned away when you look in terms of-
The Hive wall, dude!
I hate these things!
More of the Hive and more attack when you attempt to purge the Hive.
Brother Peely, one player, they're gonna be so angry.
Not the walls again.
These encounters are particularly rewarding for wounded.
I don't have to know my mind about it, people really hate those walls.
But your real goal are the sky hives deeper into the domain.
These twisted creations are securing the demon's action to a level.
I actually like the wave piece of it. I actually like this.
Inside the very center are the Breach Lord's tool and ash.
And you'll need to defeat them if you want to get rid of the foothold once and for all.
Now, once you've completed the Quistline version, there is still more to do.
You will find other Breach Domains on the Atlas randomly in your travels.
For each one, you will need to find a Breach Dome,
Destroy the sky hives, and defeat the breach lords.
During these encounters is what will give you access to fight Zest, the existing breach
pinnacle boss which you can access by communing with the dreamer himself inside the monastery.
While completing the questline for breach, you will also be gaining points for the breach
atlas tree, and there are a lot of cool new options here.
This node will cause Breach Hives to spawn outside of the Hiveborn domains on the Atlas.
And this one will give Aelith additional abilities that you can use while attacking a Hive.
Like this one, which causes all Hiveborn in the next wave to be magic, drastically increasing
their difficulty in exchange for way more items.
There are also nodes that allow you to control your rewards, like this one which adds a set
of new lineage supports to the Martial of Zest.
Or this one, which lets you control which worm gifts you will get.
That's a lot of tree stuff!
There's also some nodes that affect the Genesis tree.
Like this one, which will cause Zash to drop his head.
Which when returned to the Genesis tree, will grow a grassling orchid on the side of it.
You'll have to experiment to find out what this thing's good for.
Putting rings on its fingers seems to make it happy.
Ha ha ha ha!
So that's a rundown of what you can expect from the new Breach questline.
There's a new stabilization mechanic for breaches.
with like the Bender Rats here.
Yeah, so instead of like we're gonna need your help,
they kind of put a communicator on a few words.
Flaps for everything, and then it goes into infinite atlas, right?
Like the other leads.
I was listening to people's problems finding mechanics to be found to the west
Well, everything's got like a fixed quest slide now
Well, it's not like random you will discover that inside the water the randomly fine like as you know
Your your bosses for the pinnacle boss. He's always been bound to this place by the key
Oh, yeah, it's what's pop-up there. We are us that you free her
But in order to do so you will need her body currently in possession of the king
To reclaim it you'll need to gain an audience with her
Inside the Wildwood there are many ritual encounters to complete.
Like before, in each area triggering rituals will resurrect the nearby bound monsters to attack you,
and killing the monsters will give you tribute.
In addition, each ritual you do in the area will add the monsters from the previous ritual,
making the encounters much more challenging the more rituals you complete.
Once you've completed them, spend your tribute to get items.
Now an important change to the rewards of ritual is that all the items in the reward window are now
Uniques or Omens, making this league's rewards much more valuable than before.
In order to gain an audience with the Nameless King, you need to sacrifice tribute to him.
Any remaining tribute you don't spend can be sacrificed this way to fill up this bar.
Once you have enough tribute for an audience, return to the Wildwood to divine his location
with the Nameless Shrine. His location will be revealed deeper in the Wildwood,
and you will need to make your way to him, kill him,
and get Nifa's body.
Using her body, you can attempt to release her spirit, but this is when you learn about the
true threat of the League. The Wildwood is built on top of an ancient prison. The king and the mists
didn't gain his power out of nowhere. He was granted it by an ancient being of darkness,
known as the Bodak, and the nameless king's use of this power has been causing the prison to weaken.
In order to prevent the Bodak from entering the world, a champion will need to enter its
prison and beat him back, but those with a name are unable to survive there.
In order to do so, you will need to transfer your name to another, with a new mechanic
in the Ritual League, the Rite of the Nameless.
The Rite will begin in a nearby forest.
At first, it appears to be a regular ritual encounter, but that will soon change.
The final ritual of the area will include the Map Boss.
Monkey!
And defeating him will give you a piece of the effigy onto which you will transfer your name.
But the ritual is still not complete.
Once the map boss is defeated, the Atlas will open, and you will need to pick another adjacent map to continue the ritual.
During the right, each adjacent map will have different rewards to tempt you.
So for example, if you go in this direction, you gain significantly more tribute.
But if you go in this direction the Unix in the reward window will turn into currency instead
You can also sometimes get offered specific items. They'll be added as rewards
So in this case you'll have to choose a wild chaos orbs or a mage blood a difficult decision. I'm sure
Now as this is one of my chaos orbs
Bees boy on that fall next map won't start from scratch
They contain all the monsters that were gathered from the rituals of the previous map as well making them harder and harder
And that includes the map boss too. You will need to defeat both map bosses in the final encounter for your next effigy piece
And it still doesn't end there
Pick another map another reward
And add another map boss to continue until the ritual of the nameless is complete
Oh, wow
What the heck? Five bosses at once?
They're actually doing like...
Why'd that be air-reaching on the multi-boss fights?
Transfer your name to the effigy, adorn the crown of the Nameless King, and enter the prison.
Now of course, once the pinnacle boss is complete, the league doesn't end there.
As you do rituals on the Atlas, you can continue to give tribute to the king and the mists for another audience.
Pick another forest to begin the Rite of the Nameless once more,
more, and this time with a harder pinnacle boss and new unique items to find.
Of course we've also significantly upgraded the Ritual Atlas tree.
Get points by completing maps in the Wildwood and you'll be able to unlock some pretty cool
nodes.
Some of them affect the Rite of the Nameless, like this one which extends its duration.
You thought fighting five map bosses at once was hard, how about six?
Or this one which makes maps during the Rite have more reward mods, often having two.
We also have nodes that allow things to combine with other content, like this one, which gives
a chance for rituals to be created inside summoning circles, adding a random boss to
the ritual encounter.
There is even a node which adds a new type of possible ritual, the audience with the
queen, which causes the bride of the king to sometimes appear.
Okay, so that's ritual.
But let's have a look at what this means for endgame content as a whole for Path of Exile
2.
When you include the expedition changes made by the League, you have a total of 5 new endgame
storylines, each of which has a hub, crafting systems, areas to explore, NPCs, and a pinnacle boss
as a capstone. Not to mention the masters of the Atlas storyline as well. But more importantly,
you now have immediate quests as soon as you arrive at the endgame, and goals with obvious
progressions that you can see how to finish. Each endgame questline has a progress bar that you
can pop out from the side of the Atlas screen at any time that shows you how far through you are,
and buttons that will take you to the hubs for them.
I don't know if it's just a real bit of in-game experience, there's a significant number of fun objectives to complete.
But just in case you didn't have enough goals, we did have one other thing that you might want to complete this league.
These are called challenge leagues after all, where are all the challenges?
Oh shit!
Well, players of Path of Exile 1 will be used to the fact that each league comes with a series of challenges that you can complete
and orders to prove that you are indeed the best.
We haven't done these yet in Path of Exile 2, let's kind of change that.
If you're able to complete them, you'll earn pieces of the Knight of Elder armor set.
Opening the challenge screen will show you a series of eight challenges.
After completing each one, anyone in chat or in the forums will be able to see your prowess.
In addition, you'll get a statue to put in your hideout showing anyone you trade with how many challenges you've completed.
You'll earn the first piece of the armor set after doing two challenges and the full armor set after completing all eight.
So that covers all the content you'll encounter in Return of the Ancients.
But what about some new tools to fight against these new pinnacles with?
Well, we also have some new Ascendancy classes as well, but to introduce them, I'll hand
you guys back to Mark.
As Jonathan said, we have two new classes to show you today, the Spirit Walker and the
Martial Artist.
Let's start with the Huntress's new class, the Spirit Walker.
The Spirit Walker has developed an affinity with the Asmaryan Animal Spirits.
She is able to infuse the power of multiple spirits at her choosing.
On the bottom part of the class, you will find paths for each wisp you would like to commune with, be they primal, vivid or wild.
Each one can give you different abilities that align with the stag, owl or bear.
Each ability gives you a method to become possessed by wisps of that type and a new ability when you spend them.
The stag allows you to summon Stampede when you attack.
The owl grants bones in the form of their feathers, which adds extra projectiles and
enhances the projectile speed of your next skill.
And the bear simply summons a giant bear companion to your side.
The bear will maul, slam, leap, and do intimidating rolls to debuff your enemies.
Now you can specialise more into each of these wisps, but if you want to combine all three
of them, then a new hidden power will be unlocked, the power of the sacred wisps. This note is free
and enhances the quality of all three of your spirit animals. Your bear will take some of the
damage you take and grant you life regeneration. Your staggs will become more aggressive,
leaping towards enemies, and your owl-empowered skills will leave a trail of soaring ground
behind them. But this is skillspeed but so quick. The spirit walker has other powers beyond wisps.
such as Idolatry, which can give you large bonuses for using idle socketables in your equipment.
And this one, which is my absolute favourite, the Spiritwalker having a tune to self with nature,
can gain the ability to tame beast bosses, opening up a whole suite of very cool options for your build.
Maybe you tamed the mighty Silver Fist and the Jungle Deads.
And maybe the three-headed Chimeral Beast in the Chimeral Wetlands.
Or then, there's a giant frozen owl beast, R'Kar, the frozen talon.
There's so many choices.
You're going to have to experiment a bunch with this one, and I'm very excited to see
what bosses you all choose to have as a trusted boss companion.
Yeah, the monks near a tendency class the martial artist
After decades of training. He has mastered three of the seven holo
Channeling hollow form technique allows the martial artist to create a little self which then use a skill of your choosing
Perfect for turning skills with less area of effect into ones that can obliterate packs with ease
enemies. Should you find yourself overly vulnerable on channels, you might want to take way of
the mountain, which causes you to be covered in stone when you immobilize enemies, mitigating
large amounts of damage. This can even enhance your attacks too. By hardening your weapon
in stone, you can deal even more damage. After taking hollow focus technique, you can manifest
your spiritual energy into objects, in this case bells, which will appear around the martial
artist and can be shattered by any of his attacks, even ones from the hollow form technique
earlier. Hollow resonance technique furthers that by adding a manifested bell to your back,
which rings each time you deal a critical strike, damaging all enemies around you.
Through all the martial artists' thorough training, he has mastered the flow of internal
spiritual energy too, and has engraved runic tattoos around his meridians.
By doing this, he can gain the benefit of extra runes.
Just open your inventory and add the runes.
There is one that counts as a helmet, two as a body armor, one as gloves, and one as
boots.
That's cool.
But they got the worst out of it.
Bring your hands, the ultimate expression of a master of the martial arts.
Taking way of the stone fist will cause your gloves to become a new base type when equipped.
Each modifier on the original pair of gloves has an equivalent more powerful and more impactful
modifier.
For example, these gloves add some physical damage, coal damage, lightning damage, some
resistances and life gain on hit.
Now, when I equip these, they become literal fests of stone.
And not only grant me a bunch more evasion and energy shield, they now also grant a lot
more damage, some maximum resistances, and a significantly higher amount of life gained
on hitting enemies.
With all the different room combinations you could do, and the different modifiers and
gloves, there's a ton of different build options, and we're looking forward to seeing what you
can come up with.
Yeah, it seemed really, really strong.
So many new bosses in return of the Ancients.
Of course, we want to have a huge number of unique rewards.
There are some pretty cool things in here, so we wanted to show you a few of them.
Twisted Imperian is a two-handed mace made from the purest of Varicium, combined with the beast's corruption.
It converts all of your mace's skills fired damage to cold, and visually does so too,
so too, turning your volcanic fissures into glacial ones. This space also comes with its own
built-in skill, Starborn Onslaught. Using Glory, you can leap backwards, throwing your mace at the
ground creating Virisium Fissures before calling behind it a storm of cold metallic volts from
the strait scale. Next we have Eventide Petals, an amulet that not only grants Runic Ward,
but also comes with its own Reservation skill, Midnight Zenith.
This skill causes your critical hits to grant arctic petals that hover around you.
Once you have acquired enough of these petals, they will be consumed,
creating a floral ice crystal near an enemy. Then destroy that crystal to do devastating
cold damage to everything around it. The Raven's Flock is a staff perfect for minion characters.
Not only does it grant spirit reservation efficiency and minion damage, it also allows
your minions to inflict growling madness on hit, slowing enemies and making all other
slows on them more powerful, for maximum crowd control.
That's not where this item shines though.
It grants a skill called Spiraling Conspiracy.
This skill causes a flock of ravens to circle you, dealing damage over time to anything
near them.
Using enemies, or just by standing near unique enemies, causes the flock to grow, getting
larger and larger.
For your P.O.E.1 players, you can think of this just like a raven righteous fire.
That's not all, however, these ravens are also minions, so they fully scale with minion
damage and come with their own command skill, mad flight.
This command skill causes your flock to create a tunnel of deathly damage between a set of
What am I going to do now?
have anything in between.
Horrors Flight is a pair of gloves instilled with the purest of fear.
Equipping these causes your enemies to become terrified of you.
These gloves cause you to gain stacks of fear incarnate when you kill enemies.
To aid in your killing, these gloves also come with the skill, crushing fear.
This is similar to the monk skill Killing Palm, except it deals chaos damage, and the amount
of damage and area of effect scales drastically based on the power of the enemy.
As you use this, gain your stacks of fear incarnate, which increases your killing threshold,
meaning enemies become easier and easier to come, even to the point of being able to instantly
kill some monsters from full life.
Wolven's effigy is a sector for those wanting to run companions.
It allows you to have any number of companions of different types, instead of the normal
restriction of just one per type.
But what makes this cool is the Asmary and Wolf companion it comes with.
This is a persistent minion that bites foes to maim them, leaps to cause bleeding, and
even howls to buff nearby allies.
Additionally, it comes with the command skill Eternal Hunt, which when used it will howl,
on the Spirits to manifest spectral wolves to ambush all foes around you.
Wolfeld!
Liminal Coil is a crazy wand.
It allows you to apply as many curses as you please, but those curses will have no effect.
What's the point then?
Two reasons.
Firstly, your spells get a bunch of extra physical and chaos damage for each curse on enemies.
Secondly, is the skill it grants called Coiling Bolts.
This skill is a projectile spell that fires coiling physical and chaos projectiles with
every cast.
What makes this skill truly special though is that it will split and chain through every
cursed enemy, causing an absolute ruckus.
Upwater's run the game, not pretty OP.
Periphery is a unique bow, which utilizes all the powers of the Esmerian spirits by dealing
damage of all elements.
And all elements can cause all ailments.
The callous thing about this bow however is the Azmerian Swarm skill.
These are minions that are summoned when you kill enemies.
They will pursue all nearby enemies, damaging them and inflicting a debuff on them that boosts
your elemental damage even further.
Watch as you mow enemies down and the swarms of the Azmerian Wisps aid you, melting enemies
one screen at a time.
The ore-dained is a new spear, mastering in physical and lightning damage, with high critical
strike chance too.
This spear allows you to leech life not only from physical damage, but lightning too.
It also creates a fragment of divinity nearby periodically.
What are those?
Well, this spear has the skill, Righteous Descent, which is an epic, divine leap, aided by angelic wings.
If you use the skill when a fragment of Divinity is nearby, it will become empowered, dealing significantly more damage, gaining massive area of effect, and bypassing its cooldown.
I'm not your pal in diablo 4
I'm not your pal in diablo 4
and then just un-laterally define her
I'm not your pal in diablo 4
he's like d4000 skill like 100%
last but not least
we have a new unique jewel
voices
oh!
it consumes one jewel slot to add more
this is bad
there are versions that add two jewel slots
three jewel slots
and for those who are absurdly lucky
rich, one with four dual slots. Equip it and notice the slot to pair next to your character's
portrait in the center.
Bang.
One of the things we are concerned about is how long it takes for experienced players
to replay through the game in each new league.
Can I pass for you there?
As far as you can from Path of Exile 1, one of the things that can really help is having
elements in the campaign that tell you where to go, if you know what to look for.
We'll cover just one example per Act for Acts 1 to 3, but there are many more than
just these.
For example, Hunting Grounds in Act 1 is a large sparse area, containing multiple entrances
and landmark encounters.
Here's an example of some of the changes we've made here.
Finding the ritual encounter in this area isn't too difficult.
Now after completing it, a trail of locusts will lead to the entrance to Freethorn.
Just follow it and find the source of the evil.
You may also find corpses of dead animals, killed and pecked at by the crowbell.
You'll notice a trail of blood leading away from them, follow the trail, and it will lead
directly to the boss.
Nice indicators for finding a...
You can even put a signpost on the road to find which way to go to find Ogham Village.
In Act 2, in the Mastodon Badlands, you need to find the Lightless Caverns and track down
the Abyssal.
Now to make this quicker, in the level you'll find these cracks.
Just follow them, and it will take you right to their lair, allowing you to find and unlock
the Well of Souls.
In Act 3, the jungle areas have camps of explorers to sell you items.
However, they are now even more useful.
By talking to the explorers, they will point towards the next area.
Not only that, but it will also reveal it on the minimap, so you can know exactly where
to go.
These are just some examples.
We plan to do more and more of these over time in order to streamline the experience.
Now, as this is an endgame expansion, it makes sense that we would work on Atlas QOL.
We've added a search box that updates live as you type.
Have a specific map you want to run?
Now there will be much easier to find.
If there are multiple maps, Hitting Enter will move you from map to map.
Now making a character build in Path of Exile 2 can be pretty complex, and instead of designing
a build yourself, many players enjoy following online build guides.
We have a pretty awesome community that has built many tools over the years for designing
builds.
But we wanted to improve the experience of following them.
And more feature?
We are introducing a new build guide system directly
into the game client.
Here's how it works.
Community creators who write build guides
can now create a new file format, a build file.
Once downloaded, the builds appear in the in-game client.
And selecting one will show you everything
you need to know to make that build.
so you can see all the passives you need to allocate,
ascendancy points you need to take,
scale gems you need to equip,
and recommendations for all the support gems
you need to use as well.
For items, the build designer can specify
which uniques to use in each slot,
or if needed, just add some notes to the item slot
to say what kind of item you need.
In fact, build creators can add notes
to just about any of these areas.
allowing them to explain different trade-offs in context,
or just give more info about how these things should be used.
They can also give level ranges to each element,
allowing recommendations to change over time.
Great for builds that need to re-spec after they reach a certain level.
Now, all of this is written in a standardized build format that creators can use,
and we imagine that a lot of community build tools will be updated to add support for this format.
Now that we have Trademarket searching built into the in-game client,
we have added the ability to price-check items you can find more easily.
Control Alt clicking an item will now search for it on the Trademarket,
showing you the current prices. For Rare items, it's handy to exclude some mods,
so we added the ability to enable and disable each mod so you can see what effect each one has on the price.
Nice.
Next up, we're going to be talking about the new supporter packs for Return of the Ancients.
That's actually the Lost Tower feature.
We're launching two new series of supporter packs, the Blood Reaver and Divinity packs.
Each tier contains the pack's full face value and points, alongside several exclusive micro-transactions.
As always, the micro-transactions in these packs are purely cosmetic and do not affect your character's
power or progression in any way. The Blood Reaver series of supporter packs contain six
exclusive micro transactions. Let blood fuel your bloodshed. The Exangornator weapon effect
draws the blood of enemies of slain and funnels it into your weapons. Turn the appearance of your
endurance, frenzy and power charges into orbiting globules of blood with the Blood Reaver charges.
While your charges are active, these blood orbs will grow in size when you absorb more blood from nearby enemies.
There are options to have pure blood charges, or charges that still display which kind of charge they are at their core.
A taste for blood doesn't negate a taste for style.
The Elite Blood Reaver Armor features crimson leathers and golden accents to set yourself apart from uncivilized leeches.
It also features a back attachment, fashioned out of the wing of a colossal bat.
Alongside every bloodreaver is their trusted gargoyle pet.
In true gargoyle fashion, they take the form of a stone statue when you are idle, leaping
into action when you are on the move again.
What good is immortality if you don't have a vast mansion to come home to at the end
of the day?
The Eternal Blood Reaver Supporter Pack contains the Blood Reaver Manor Hideout.
This exquisite two-story estate features an organ, a grand dining table, and cages for
your visitors.
You can alter the walls to create as many or few rooms as you like.
Last, but not least, the Servant of the Manor, eternally bound to the order of the Blood
Reavers.
This henchman will manage your store, so you can spend more time spilling blood.
The Divinity Pack series also contains six exclusive Microtransactions.
Call on Divinity to aid you in eluding enemy hits with the Divinity Dodge Roll effect.
As you sprint, actual divine lightning wings will form out of your back, leaving a trail
of radiance as you engage or escape from combat.
For situations that are too dicey, call on the gods above to send down the Storm of Divinity
Portal to create a safe passage for you to retreat through.
Adorn yourself with the Night of Divinity Armour Set, a highly revered attire only bestowed
to those deemed worthy for the divine cause.
Equipping the divine surge character effect empowers you with a storm of divine energy.
Using skills causes the storm to burst from your character, spilling raw divinity into
the area around you.
The arbiter of divinity wings are the final piece remaining to emphasise the force divinity
has over this realm.
This ancient precursor machine was found locked away in a highly guarded vault.
Its original purpose is unclear, but it has been altered to fuel your maps using the pure,
everlasting divinity within the statue.
The pillars surrounding represent how many portals you have left for your map.
This map device also tracks your progress as you complete the new origins of Divinity
storyline added this expansion.
Additionally, all microtransactions from the supporter packs will be made available for use in Path of XR1.
On release weekend, we will also be releasing the Return of the Ancients mystery box,
which will contain two armor sticks, a set of map devices for your in-game adventures,
a new tracking scroll that records the amount of currency you've gained from the currency exchange or your shop,
and much more, like a set of finisher effects and affinity stashings.
That's not all however. The fragment stash tab is finally coming to Path of Exile 2.
More stash tabs.
And there comes some tab section. Inside this one tab, there's a tab for your various boss key
fragments. There's also a tab for all your precursor tablets, with each type of tablet
getting six tabs of storage. Finally, there's a tab for your gin barriers and inscribed
Ultimatums, both of which get their own six tabs. That's a lot of tabs.
So that's everything in 050. This is by far the biggest update we've ever made, to Peewee
1 or 2. New in-game storylines, Pinnacle bosses, crafting systems, items, Ascendancy classes
and so much more. Now because this update contains so much in-game content, we're doing
significantly more testing than usual. For that to happen, we're taking a little longer
than usual between the announcement and the release. 050 will be released in three weeks
on May the 29th, with the patch notes being released on the Friday before that on May
21st. May 29th, okay. But there's just one more thing to talk about. Now that the end
game is up to scratch, we have to start talking about our plan for 1.0 release. Oh shit! The
feedback we've had during Early Access has been critical for making all the improvements
that we'll be making to the game. Okay. At the same time, we had to create enough in-game
content to make an ARPG that can call itself a successor to Path of Exile 1.
Well, with 050 we now believe we have reached that point, and so this is going to be the
last full-size league during Early Access.
What the guy in Twitch chat last night?
The leaker was right!
Wait, the leaker was actually...
There's someone that actually leaked it last night in Twitch chat!
The guy with actually...
Right!
1.0 is even bigger, so we'll be launching 1.0 this year sometime after ExileCon.
on. But that doesn't mean we won't be doing updates in the meantime. In this final phase
we have a lot of things to polish throughout the game and balance to improve. I'm sure
there will also be feedback about the new end game that we need to incorporate too.
The difference is that the focus is not going to be on adding more content like the previous
updates, it's going to be on improving what we already have. But we still want to encourage
people to try out all the balance changes and improvements that we're making. So we're
going to be running a few event leagues during this phase alongside each update. Think remixes
of existing mechanics or features. And speaking of ExileCon, don't forget to pencil it in
on the weekend of November the 7th in New Zealand. ExileCon is a gathering of our players
and a chance for us to showcase everything that can be one month of both Path of Exile
1 and 2. And this one will be particularly important for us, since we finally get to
unveil some of the coolest content that we've been working on for a while now, with that
5 and 6. Tickets for the in-person event are currently sold out, but don't worry, all
All the announcements and talks are going to be streamed online for all of you to watch.
Now I'm personally so excited for this.
This is the year that PEWII 2 comes out.
The campaign is finally finished.
It's been 8 years to get here, but we're finally near the finish line.
And with that, it's time to move on to our live Q&A.
PEWII 2 actually coming out this year.
Dude, there's some guy in chat last night that said this is going to be the last patch
before 1.0 launch.
we actually talked about it earlier and chat said there's no way someone actually knew about it like
they're actually like a legit leaker yeah wait audio issue that's usual
the kid too uh it's a down for a nice long q and a again once again today uh we just had a teaser
for return of the ancients expansion it was complete overhaul to just every single thing in the end
game complete and game overhaul the ruins of our door league with a frankly somewhat confusing
amount of crafting and systems and things in it it kind of keeps going and then we're going to
cut more skulls and work across weapons the extra looking ascendancies and some insane
uniques and all that sort of stuff but uh honestly it's kind of easy to talk about those
There was a lot of parts of Zero 4.
So we're very able to do so.
That's the first.
Something we had to make that the more I remember
that there was going to be a new class
or a new weapon type here?
Yeah, yeah, unfortunately it's just the case
that making a class is something that takes longer than a single cycle.
So yeah, it was never going to be on the cards
for a 5.0 unfortunately, but...
So it wasn't even that it was moved in this case?
No, it just wasn't. It just isn't something
that we can do in that short amount of time.
So it's going to have to be the next one before we're able to get...
Last time you guys teased like the Druid and the Huntress beforehand.
Exactly, so it's kind of like facing everyone like this like probably the mistaken main challenge.
No, he said not you!
Teaser for the...
Look at all the tags!
Not you champion of real body, that means yes!
Yeah, it's just kind of funny.
He said not you, what's the champion?
Well, you keep raising the bar on yourself as far as I'm concerned.
And it's not like we're not working on in the background, right?
Like that is definitely happening.
Yeah, I've been seeing a little bit of work on there.
We're simple people from New Zealand, like swords, they're advanced technology that we haven't
Right, okay, yes, you just don't understand. We're going to learn how they work.
Just try to get on the map, aren't you?
Straight line, there's like some metal, these are complex things.
There's a lot to figure out there, but yeah, do you care to speak at all?
Like kind of what your plans are in that regard as far as the classes?
I really should have just because, you know, it'll spoil the reveal for that.
Not exactly, like you're kind of hoping towards getting like from 0.5 onwards,
and lead up to ExoCon in terms of that.
So you're hoping to hear all of the classes in the game,
just one or two more or something like that?
Well, so I think that what the main focus is going
between 0.5.0 and 1.0 is going to be more about improving
what we have, like polishing everything.
And 1.0 is where you're going to get the big new content update.
That's going to include the X5 and 6.
It's going to include class stuff.
It's going to include all that sort of thing.
because really ultimately the main goal of early access
is make sure that all the systems
that we have in the game are good.
So we need to make sure the end game is good.
We need to make sure that all of the skills,
just the way that combat is is good
and all the various things.
Even stuff that isn't good yet, like a sentencing trials,
there's gonna be stuff that we need to do
before 1.0 to get to get good.
And so long as we can get that stuff,
then I think people trust that we know
how to create an act at this point.
So that isn't exactly something we need to test per se.
So really what we need to do now is
like assuming that people are happy with the end game
that we've released an O5O.
That will mean that we've kind of checked all the boxes
of stuff that we need to know.
So they're not actually.
Just to check that we need to improve and like,
that'll happen between the two of them.
They're not actually changing that.
I don't think they're going to improve.
But yeah, like that's the main thing we need to do.
And these are the same system that we're changing.
Now we can get the big update, the ridiculous update
that is 1.0 really.
And I heard you mentioned that recently as well
that you don't feel like you really need to get
last acts in for testing. No, no, I mean, we know how to do that. It's one of those things that,
you know, like, people saw in before, like, we know, you know, you know, we know what we're
doing when it comes to this stuff. It's just, you know, yeah. So it's obviously to get like those
last acts in the finish the story and have all like, I'm out at the launch in one point. Exactly.
That'll be the launch conclusion to the story then. Yeah, exactly. So you have done, though,
one extremely gigantic update here for a game. And it seems like you've done a lot all in one
expansion and you've got this plan to kind of do a little bit of like some
other stuff in the interim so why did you go for this route of trying to do so
much all in one instead of spreading out I'd say a couple of expansions. So in
retrospect maybe we should have spread it out but honestly the reason is because
we wanted to actually make it so that like we wanted to deliver a patch like
this is what we expect the end game to be like this is the template for what
leagues look like when they're in end game and that kind of thing I feel like
if we're just done a couple of them it wouldn't have really got that across
It needs to be like, once again, this is what in-game is, you know?
And it really is fulfilling a lot more of what we had hoped for, and it was a feeling
like a world that you can explore, you know, that there's things everywhere and that kind
of stuff that we had wanted for.
And the other thing as well is there were just like a few things about the, well, I
mean, the current in-game, right?
It just didn't really give you goals in the right way.
When you get to in-game, you don't know what the hell to do, and a lot of players just
leave right there.
You know, there needs to be the case that when you get there, like there's objectives, there's
things, you know, that feels like there's actually a storyline there, this kind of stuff.
in order to entice players to actually go further than the campaign and actually get
into endgame.
So, yeah, I think that if we hadn't done all of the leagues at the same time, it just
wouldn't really have kind of gotten across or really going for there.
It sounds like the plan now is to be able to focus on a little bit more polish in the
future.
Yeah, absolutely.
So, yeah, I mean, we plan to have some more leagues, but they won't be like content,
like mega expansion type leagues.
Like it's more like kind of like the one month event type things that we've done.
And that's really just because we want to be able to...
We still don't want to do mid-league nerfs, and so to be able to do all the balance changes
we want to do is there's a huge amount of balance still to do.
You know, in order to do all that stuff, you still need to have an economy reset.
And so what we'll probably do is more event-type stuff like remixes of existing content, but
also adding stuff where stuff's missing.
So for example, we still have a lot more Unix we need to make, especially that mid-game
Unix, so that kind of stuff.
We now believe we've got the standard of where Unix needs to be in PoE2 in terms of like...
And it's like way more than what you need in P1 in terms of being able to reach the standard.
And so now that we've got that, we can expand on that, get more unique mid-game ones, that kind of stuff.
So yeah, there's stuff like that that will be coming in the update stream now in 1.0.
But yeah, it isn't going to be the mega content craziness that we've got for Ophalo here.
We have a lot to dive into, whereas in-game things.
While people are watching live, get your questions in the chat for all of that.
In the meantime, I want to ask you folks about the new league, the Ruiners of Aldur, which
this is like an expedition rework, but it's also its own separate league.
Encountering remnants, I'm covering these ruins throughout this storyline in the year
campaign and then into Endgame.
And I was like really like, it's a lot.
There's a lot of crafting and items and reward types and systems and stuff going on here.
In fact Jonathan, you showed me this rather unhinged looking spreadsheet, like I was like oh these are just like random rewards or something
But then you showed me this spreadsheet like that's like the recipes of all the how different runes combined together to make different things
Yeah, yeah, we probably put too much thought into it that I'm honestly needed but like oh
We have to make sure that like if it's an iron rune like what kind of stuff would be you know creating that like
You know this is something like the recipes have a lot more structure to them and I just think a lot of that players would even think about that
They're just seedless to pick for item, you know like there's something I really think about
really think about but there is some thought put into that of like what
what things go to what recipes and one way to look at this is this league has
the most spreadsheets we've ever made I was looking through all that we have
this gig it's called it's called like ferricium crafting or something yeah I
was looking through all the tabs and I was like I went to I was on that like the
60th tab and I was like heck is this I was reading all this stuff and it said
like Mark's ideas and I was like I don't remember coming up with any of this.
It's just like pages and pages and pages of crafts and stats and just like I was
honestly I've lost the plot a little bit with respect to how many just like
different things we've made and like some of the rune stuff is like also
super busy like I don't even really understand that rune that's got to do
with Unix like what's that's going on with that? It's called Ulroth's Legacy
And it's a rune that you can place in a, in
Isamite and Calgurion Uniques
to
destroy the unique and it takes one of the mods off of it and
Creates a unique rune. What? With a slightly modified value sometimes because obviously and then you can put that in the same item class of a
So many crazy crafting things going on
But it was kind of like, well, when we were designing the league, we're like, okay, we've got Calcurns.
Like, what kind of crazy crafting and magic systems would Calcurns have, like, there would be different than the stuff that's going on in Ray Clust.
And so, you know, the whole magic system is based around, like, this star metal that they have for a semen, and then they, like, you know, like, the, you know, words give it power and so on.
So we're just kind of thinking, we're using that as an inspiration for all the different crafting things, you know.
Oh, shapes.
Yeah, all the blue runic shapes, everything.
There's just a lot of little nuts on there.
Yeah, we win definitely.
So there's so many crafting things.
Like in fact, there's like there's even more crafting stuff. We have the entire crafting benches that we have designed that practically like 80% implemented and then discarded
Yeah, so like because I saw that there's like oh you can you can benchcraft a thing and then it changes the unique and it has a new modifier
But I've also got a ruin that steals modifiers as well. No idea. Why not?
Why not?
You like making more work for yourselves these days, it seems to be a running theme.
I keep saying this to you, like why do you do this?
Like why do you do this?
Why do you make it so you have to like, from now on you always have to look at all the
modifiers on globs?
For 100% so yeah, because of that monkey sentencing, now every unique we ever make that's a glove
unique, we have to design extra mods that it changes to one other axis on that.
All these new runes we've added, all of them, remember that shaman that has that whole bonded
modifier on every rune that we need to host around?
Yeah, well does that apply to the ones that come from Unix like that TBD
There's some really unusual ones too because there's runes that are designed to just be put into an item to Metacraft and then
Yeah, I'm really proud of that one actually because I really like the way that we keep doing Metacrafting in a more understandable way
I reckon that everyone had so yeah
You put the you put the item in you can start rolling different mods, but then you can take it out again by putting another rune on top
So I guess there's gonna be maybe some places where you put one of those in do a craft and then put another one in and do another
We've got like
Chronomarcy mods on birds you got like a berserking themed one for helmet
There's like a kind of decay
Damage over time one for gloves and there's a few others there so we've kind of tried to theme them as well
You know that's like even a different thing to what we've had in the past with meta mods
like that's not just shaping how we access the current modifiers but rather new modifiers
entirely getting out of Titans. I mean we also have that new modifier pool thing going
on with Breach as well where you know with the new minion set of mods and the new cast
of set of mods on rings and stuff like that like yeah yeah but the thing is part of the
reason for this is because we really wanted to make sure of it so one of the things within the
sort of early design phase of this is we're kind of like every league needs to have something
that you're going to keep like if you want to grind Justice League that there's a thing that
like a reward that like you can keep on that keeps on giving if you know what I mean yeah there's
like a reason to keep on doing this economically so therefore every league has to have some kind of
crafting system that you can engage with for a very long period of time um and like we didn't
quite have that because like some of the leagues sort of had that before but now we definitely
have some other lines um so that you know just a reason to keep that for who does and absolutely
we find like a nature thing a service they provide the community of what not which I quite like to
to see, especially a breach tree getting real deep cuts on some of those things that you
can do there and now with the runes and everything as well. So for the back to the runes bell
door, you're not actually needing to like find those runes that you're inscribing on
those encounters, because I wasn't quite sure how that worked.
So thematically, that's how it works, but in reality, the way that you'll engage with
it is when you find a rune that's sort of inscribed on a thing, then like all the recipes
that relate to that rune will be displayed, except for that there's a few hidden ones
that you have to do some quests to get, so there's some more quests throughout the campaign
and also some stuff in Endgame that you can do to unlock a few more recipes.
Yeah, they don't have like physically like heart, these sorts of things around everything.
No, no, no, there's nothing like that. So effectively like you're just picking from the book every time.
So like if you want to just look at this as like you know walk up to the object, there's some recipes
just pick which item you want, that's effectively how you can engage with it.
But we're, honestly the one thing I'm curious about here is, they said they wanted to like make the game less convoluted
and easier to understand and they're going full queue one now right? I feel like that design
flasty has been thrown out the window right? They're like pull on, pull on, just pass the
screen, this is T1 right? I'm fine with that but it definitely goes against what they originally
proposed of making the game a lot more simplistic.
Purpose because they both give you an extra award but also make the monsters harder
And even just making the monsters harder in itself, by the way, does add more variety to the monsters.
So like the more runes that you are adding to the fight, the more rewards you're going to get.
So it's worth doing even aside from the reward you're picking,
there's still like extra juice that you're adding to the monster as well.
I don't think they ever said that.
Monster mod system now.
They did say it. I could find a reference.
It's pretty much adding monster monsters, be it now runes.
And we've even updated delirium mods to apply to the same system.
They all go through the same.
They all add there's like a you know rarity XP life, etc. Columns and so we're just trying to make sure that there's a
You know whereas before it's like system over here system over here system over here
They're different reward axes and we just try to make sure it's all difficulty equals reward
That's the key thing like we always want to make sure that whatever the difficulty we're adding
We're always adding rewards in kind and a lot of the stuff in pewee too
I mean it's been quite hard to balance it
But it's one of those things that you know if you get it right then it feels right and
If it doesn't, then you kind of don't know why things feel off and like why things it's like this thing's too hard and that kind of stuff
Yeah, so on that topic actually so each of these rooms has its own different modifiers that it does to make monsters harder
Is that something you can you can kind of engage with you like choosing the recipes?
So when you're choosing the recipe you're also choosing what mods effectively go on up because each room that you're inscribing
Effectively comes with like, you know the thing that the monster is gonna do
So there are definitely situations where you might want to decide to like pick something easier
easier, because you don't particularly like this mechanic where it means you're missing
out on whatever item is in that recipe. So, you know, like the goal there is that the
harder, like the rarer the item, the harder the runes are, that will be, you know, the
rune modifiers that will be added to the monsters.
There's some pretty, like in expeditions and what we're now calling grand expeditions,
because as what people knew as log books, the log book is now fine is exploring the
oceans.
Yeah.
You get the cool things where, okay, let's say there's like 12 remnants and you want
to get them all on the dead nation chain.
Each remnant you do, you do the fight, and then one of those runes is passed on to be
additive with the next.
So it doesn't manipulate.
So effectively, the monsters have the mods of the remnant and then all of the next remnant's
monsters have one of those runes as well as all the ones they had.
So every remnant's harder than the next getting more and more and more mods and you can imagine
And if you go down 12, you can have technically up to 22 extra mods, which you'll notice
the reason why we don't display a whole bunch of lines of text.
And we instead have the bar of actual runic symbols.
Second mouse over those or something, can you?
You meant to be able to, but probably not right now.
There's this thing that we will do later, which is this pause rework.
I'm going to just spoil it now because it's like one of those things that we're going
to do.
The intention for fricking ages has been, which haven't had time to do it yet, that when you pause the game,
you can mouse over all of the different things and like, find out information about them.
So the intention would be to like, be able to expand all of that stuff, like so look at all buffs and explore like what exact stats they give and that kind of stuff.
If you want to do that. We've just been planning on doing it for ages but, um, we didn't get around to it.
I've been really keen on that.
Do know, when you are, the runes do say what they do on the remnant and the one that moves onto the next remnant is, has an extra icon above it.
It's not actually moving on all of them because I was going to say because it's kind of like each remnant has a lot of modifiers so it's not
Yeah, so let's say you have a
You know a remnant with five runes. Yeah one of them have a symbol above it and that one forwards onto the next remnant
And so you can do a little bit of
You know the crazy encounter the next one is maybe not as bad. He's like, oh, maybe if I just make it through that
It'll be okay in the next part. Yeah, but then you and so the order of them kind of matters as well
And then like okay, let's say you're obviously that the each remnant gives a reward
There's a little bit of a more, you know, if you're a, you know, a juicer, so to speak,
you're gonna want to do a thing where you're like, okay, I want to get as many ruins as
possible, and so you want to kind of do things like avoiding overlaps, you want to make sure
the last remnant is the most amount of ruins, probably, and there's always like, there's
not little things you can think about.
That's an expedition, though.
There is, yes, and it's the kind of thing where people are like, I'm gonna try and squeeze
the most amount of rewards under these out, or if you just want to just go blow up a bunch
of stuff, also that's completely fine.
On that note, if frame archaeology is still a thing with this new system then?
Uh...
No, not an explosion?
No.
It's in the direct sense.
I mean, me.
Well, not with grand logbooks.
Right.
Well, I think the regular encounters and maps, those are always a thing.
Yeah, I believe it's on one of the masternodes.
Oh yeah, cool.
I need to double check that, because I can't be sure, but I believe it is.
Yes, we are.
Yeah, that was always the thing for regular expeditions.
It's similar.
Obviously you don't want that in a Grand Expedition because it's like well okay I'll get one percent of the island I guess but
Yeah for the regular ones that should be there
But cool if it's not there is this funny though
Like the there's also a sort of hidden amount of work that we sort of glossed over there as well in all the like logbook
Islands like what what used to be called logbooks but now the Grand Expedition Islands
Like we put a lot of effort into like making a bunch of unique islands with weird ships like
Like every one of them has got like unique things to fight and blow up that like you're kind of weird
This is a little one point zero. They said yes
They said one point zero and a beer a lot of people put into them in terms of you know
No more big hatch of the kill that has two to three things that only spawn there
But you know the better issue. So yeah, there's like this cause it's quite a bit there too
Like it's kind of we didn't want to sport too many of them because it's like it's not fun like finding
Oh, maybe this will explode. Maybe that'll explode. There's like things like that
The greatest thing some guy in chat actually knew about it last night, where like a random
leader in the long run is just click it to, you know, call the guy crazy, but he actually
would like an insider or something.
You can turn on and then when you click it, all of the islands revealed have extra modifiers
on them, like expedition themed modifiers, so like more explosives, more radius, and
a whole bunch of stuff like that that you can get in the late game.
I guess kind of somewhat filling the role of the towers work and the rest of the Atlas as well, but for the islands
Maybe a wee craft of maps. Well, but then you also have
Wands that reveal like guarantee
You know all Roth will be there for example
So it's like a little bit which is a way to trade for like being getting all Roth kills
I think of course nice
Well, you can always cost just trade for like the pinnacle boss keys themselves. Yes
But he's not the fake pinnacle anymore.
And you were actually using regular waste lines so you can kind of do something like expedition maps, the grand expedition maps now.
Yes, you can.
Potentially quite a bit. That's pretty juicy.
I think you kind of mentioned Jonathan that it feels a little bit like delve in some ways.
Yeah, it is a little bit.
So the exploration is supposed to feel that way because it's one of those infinite expanses that you can go down.
I still want to make Propagalve one day, but at least we've got this.
You don't have to run around, the island's feeding those giant blocks of text anymore,
hoping to not get some.
Oh, you remind me actually, so with the runes, is there modifiers like Immune Defy Damage
and can't leech from them, so if I can't get them, they just go on a holiday.
More traditional modifiers, and then there's a set at the top, like there's one called Power Rune,
Rune which is the rarest it it takes every mod and makes it tier 2 you know
So there's some metery ones and then there's the one some we showed and there's one that causes all monsters spawned by the remnant to share a
Life pool so which is actually crazy
The funny thing about this is that if we'd been a normal live stream where we're just doing a league like so much more of the
Stuff we probably would have delved into yeah, but it's so much in-game stuff is like other things as well like five weeks
There's like tons of like hidden stuff like I don't believe you've glazed over this thing. We're like a rune steals a unique
Exactly
Another one of those we cut for time was the ability to upgrade runes that there's a single upgrade of rune that's already in
In your gear
Perfect rune any rune can be upgraded past the normal level that it can only go to using one of those like school the master work
rune
Yeah, there's all sorts of stuff.
What you can then do in Cursion, extract and trade.
By the way, just to be clear.
Because in Cursion, there's the extract stuff.
Yeah, so you can actually trade those, the upgraded ones if you want to.
Oh, yeah.
And you've got another category of ones that absolutely can't be removed,
and I seem not with that either.
Yeah, yeah, so that's like the jewel socket thing.
It's almost like barlling an item if it's done.
Yeah, yeah.
This is where you're going to get the weird economy,
where the upgraded item is for some reason cheaper or something
than the rune that's taken out of that either way some weird someone's extracted a perfect
rune because that's like a abnormal thing you're doing in Cursion and the upgrade item
is like for some reason going to have a weird price differential to the rune excuse me there's
it's always a wild economy I mean not to mention just like a hundred new rooms in general that's
kind of like rather a lot isn't it yeah it's a hundred and sixty one hundred and sixty
Yeah, but it is the runes of elder like you know exactly just be elderly
And that's not even that's not even all like there's the alley crafting to which is like
Make we're gonna make a version of there since crafting because of course
Exactly
Do you view this league just as like it was a crafting focus league from the outside?
I mean we I mean we knew that I mean the roceum stuff like the they're known as like a
a whole culture of blacksmiths and like doing stuff right so they're gonna
they're gonna do some crafting. Do you think there is like a too much for
crafting options or is there some way that this is like kind of segmenting
out that makes it feel like like it's still manageable? Well I'd like to think
it's manageable honestly I find the rude stuff I mean you can always add more
more socketable type things like this because every time you find one it's
like it's just a thing in itself and by the way this is one of the reasons
why we stayed away from like too many crafting bench type things we put like
mega lists. It's like it's honestly way cooler to find like finding an item and
and then, like, okay, now this is a physical thing that I've got.
So, yeah, like that.
Yeah, I mean, you'll notice the Variceum metallurgy one we have,
the Rune Smithing, Rune Forging, whatever the names we ended up going with.
It's just, here's your input, here's your output.
Exactly.
So, that one can be simple.
You don't need to have the giant...
I think one of the giant lists is a part of what scare people off of from crafting as
well.
Yeah.
So, yeah, I think doing it the way we've done it here is honestly more new player-friendly
than the kind of...
Than the giant list you feel like you need to understand when you see it.
And of course, as these things go core, we'll see what works, we'll see what doesn't work,
we'll see what worked in endgame and didn't, because again, once the things are core,
how they appear in the campaign, you don't know, maybe these things work really well
on the campaign and need to be pulled into a system that's more campaign friendly without
having to have remnants in every area and stuff like that. So it's always nice to keep an eye on
that and see what works, what's good for onboarding, what's good for campaign progression,
what's, you know, all of that kind of stuff. I mean, honestly, all of the stuff
if you're using it all, you're going to be significantly more powerful in the campaign.
We have a bunch of, you know, those kind of purple runes, those powerful runes appearing
throughout the campaign that you can get from the remnants as well.
And like, they're just...
I don't know, is that even in the live stream?
Some of them were, I think, but like, you know, there's the rune for bows that gives
you, you know, a 50% chance for an additional arrow and like, it's not like that's in-game.
It's just early.
Now of course you're going to get the thing of like do I want to use it early or do I
want to save it till late because it depends on how many you get and all of that but like
you know the power is there if you need to use it and if you want to use it so it's
kind of up to you and if they're abundant enough go free.
But to go back to your original question as well we do sort of want to make sure that
each of the crafting systems does like have specific domains most of the time.
So in the case of the Breach one again you know like that's about jewelry crafting if
if you're into, you know, like these things.
And in particular, you've got the caster
and minion stuff as well.
So you're kind of looking at that and you're like,
okay, like if I need to cast, you know,
create some minion jewelry,
then like this is the league I'm playing.
But then if I'm not having to create that,
then, you know, I don't have to necessarily
understand that one.
So we do try to like, we're trying to make sure that
it's not like for every single item slot
or every single use case,
you have to know about every crafting system.
Like there are specific ones
that can help with specific areas.
Yeah, okay.
And you can look into that.
And that does divide it down a little bit more.
Yeah.
That's kind of the intention.
This was actually one of those things we discussed way back in the early days of PeoE2 about how we would differentiate crafting in PeoE1, is like try to have a little bit more segregation of the different crafting systems and different item slots.
Yeah, exactly. So you've also got this other crafting system in this because we're not finished with that.
So you can use room forging to upgrade items and putting unique items to increase their base damage or give maybe some armor's new rolls with ward and things like that as well.
This is like another route to modifying Unix, which you've been doing a little, experimenting
a bit more and a bit more with overtime.
And this has an ability to change affixes on Unix as well, right?
Correct.
So, the changing affixes part, I believe, is mostly the Calguran Unix, where it does
that.
Like, is that not correct?
Can you tell what is a Calguran Unix?
We are going to add a way for you to tell what is a Mike Calguran, because Val, and Val,
for the other one as well.
Oh yeah.
And for the weapons, it's mostly about increasing the base damage to make it so that a low-level
unique can actually be something you can use in endgame, because, yeah, there's obviously
a lot of uniques there that are interesting, but not viable for endgame because they just
don't have the damage, so that's kind of like one of the main things we're solving.
And then for the armors, it's all about, you know, like being able to make that ward versus
other defense trade-off as well.
Well, the Calgurian Unique, what we've tried to do is have that, because most of the Calgurian
unique RNGame most, right? It drops from Overoth, drops from the New Pinnacle, a few others.
And we've tried to have multiple outcomes for them, and you don't get to pick. So, for
example, there's a shield, a new shield being added, and it is a Strength Deck shield, so
Armor Evasion, and it comes with Raise Shield, and it has some mechanics around that. In
In the Varicium Bench you can put it in, you can craft and it can turn into a full ES
base, a full evasion base with parry or a full strength base with Ray Shield.
So if you'd want to get away from it being hybrid, that's just one example.
Now you might have to get a few of them to get the one you want, deal with it, but for
all of them that's kind of the idea is that some are just mods, some are a bit more transformative.
You know there's just like okay there's a weapon and one of the outcomes might be that
that it's just higher damage, slower speed.
One of it might be that converts all of its damage
to lightning, like it's got a tempest theme.
One of it might be that, you know,
there's like just a whole bunch of different stuff like that
and like some of them are a bit more niche.
Some of them are a bit more spike.
But the idea is that there's generally,
we're gonna try and aim for three different outcomes
for every Kalkirin unique.
There are some other niche cases.
I don't wanna like spoil them,
because by the way, there's more crafting things.
I'm just gonna tell you, because they're secret.
More practical.
I'm getting all my secrets in,
but I hope people can find them out and enjoy it,
but yes, there are some other things as well.
They're a bit more out there,
one that isn't so secret,
but there's the kind of the questions of what happens
if you try and add runic ward to something
something that has no defences to begin with, technically rather, you know, like there's
like weird things. It's like, what happens when you convert nothing into something?
I don't know, you know, so.
And then there's some other weird cases as well, so, yeah.
Interesting. Well, there's going to be a lot of exploration and tinkering and it seems like a long tale of discovery for this league as well.
some people might be still discovering stuff. It's pretty exciting to hear. With the Unix
in general, I think this crafting ability to modify Unix, change how they work a little
bit has been pretty popular. Do you feel like, are you worried at all about losing the identity
of Unix or what makes them Unix or what is the feel of the Unix or do you have an idea
of how you can maintain them?
I think that it will be possible to break that, but I don't think that we have here
because at the end of the day the Unix are still each serving a specific purpose and
And that is different from rares and how they work, you know?
Yeah.
So, I think it is okay, like what I wouldn't want to do is just be like, oh, now a bunch
of rare mods can spawn on your necks, like I'm not a fan of that at all.
So as long as we're not doing that, I think it's okay.
I mean, like we do push the boundaries, even just the fact that your necks have socket
of balls that go in them kind of changes things a bit.
But I think a lot of the time when you do that, you're not really looking at that as
like the unique has got random mods, it sort of feels more like it's just an extra place
for things to go in your character.
So I think it still works in terms of the flavor of what a unique is supposed to be.
to be. Yeah, it feels like a separate layer. Yeah, I guess a lot of the time you you are
changing one unique modifier for another unique modifier that's like a twist on the
concept. So it still retains the identity for sure a lot of there as well. So kind of
like transitioning. Oh wait, first I did want to ask about the ruining ward thing. So
really would obviously it's going to undergo a bit of a redesign, a bit of a change here.
It's now a layer under your life. Yeah, how did you arrive at this design? And what's
the reason for it? Well, once again, we're thinking, okay, we want to be able to make
a magic system that feels like it's fundamentally different than what you'd have on Ray-Classed.
We were trying to think like, okay, we, how do I say this?
So, I feel like I've lost myself here, but, yeah, I guess it is really just something
that feels a little bit different.
And we wanted to make colorless skills, right?
We wanted to make it a thing where these skills can be used across classes, so all
of those bills we want to be able to use. So we didn't really feel like we would be
able to use an energy system that wasn't independent of the existing ones that we had.
And so then we were like, okay, if we make something here where you get to be able to trade
some level of defensiveness for offense, because you're spending effectively part of your life pool,
then we'd be able to make a system there. But we probably couldn't have used life because if we've
done that, there's so many other things. Oh god, panelists, rest over here. What the heck are this?
Yeah, you know, there wouldn't be able to work so
Like I think like some new random pop-up ads used the the turn but it means something completely different
I think it's just a significant upgrade from the every once just like kind of
One-shot energy shield. I mean that was like hard carried by Unix. Whereas this is a way more
You know just applicable system
You can just have a little bit of it and you're just happy to have a little bit of extra life effectively works way better in the campaign
works just as more of an isolated system and doesn't need to have like okay
here's now four unique mechanics and now my ward is a build which is fine if it's
all in game that's fine but like you were talking about having something in
the campaign here a full league in a system we want to engage with and get
some you know borrowed power out of via these skills and whatnot and so yeah it
just works a lot better one thing I should mention with the waters that in
the early base types. It's usually strict upgrades like if you're like during the early
in the campaign you're not trading. I had to download another browser but you get into
the end game. But there's a reason Firefoss will be loading and there is like a little
browser fences and that means that when we finally do move it into core. Hiccup, when
I'm watching on Chrome like a lag. But I would download a new browser and just be always
additive. It would have been that every single person needs to put water in every single
base type and we don't want it to be that way in the endgame. We want to be once it gets there it's
like a choice of like you know do I want to engage with the story not want to. So that's kind of an
important consideration. We've actually also handcrafted every outcome so every single like
you know generally how you would expect this kind of thing to be done. Ah yeah this here's the formula
it converts. We've just gone and said nah like let's do it manually for everything which means it
It was a metric amount of
In game you get some cool stuff where base type a might
Be might have just a little bit and some are in the middle and some sacrifice a bit more defense where others don't
Where you know
different kind of
I'm gonna play around with and the good thing is you can of course see the outcome before you do it
Well, you can with these non-random ones on armors
Yeah, I didn't realize when you have the both both the slots if you mouse over the right one
It will show what you're gonna. I also have firebox firebox. We're working either
Most of the time you can see what you're gonna get
Then don't lose that armor just don't you know so um, but yeah, there's some crazy stuff
You'll get some runic ward stackers. You'll get some people that just have a supplemental amount
Oh, this is a weird issue with Firefox too, if that's the case.
I didn't have a Windows update, so...
I need to see what causes it.
I feel like it's a new issue.
Yeah, if my Firefox is getting a media player issue.
You know, the metallurgy, the runes, different skills like...
I tried probably Windows and everything else.
So there's just all kinds of stuff you can do.
Yeah, and on the topic of the Calgurian skills, this is like...
happened with my update. I had no other issues like watching things that kind of like,
which I don't know what happened.
Now that you've got those established, what's the design process of the goal or how you can
purchase your game skills?
So it's a little bit tricky because, yeah, we have to make sure that these things are
going to be things that are going to be used across classes. Like, I don't want to just
be like, okay, this one's only for like, you know, one particular character and these
kind of spanned them. And that means they tend to need to work with things like existing
debuffs and existing buffs, we've got one that generates, like, sorry, we've got various
things that come with all those different mechanics. So you know, like the example we
gave in the presentation of like converting fire to frost fire, like that kind of thing,
like there's a lot of different builds, a lot of different character classes that'll
be able to play with that. And ideally that means that it could just open up the different,
like, you know, like different ways to be able to synergize between different mechanics all over
the place and then yeah because they spend ward rather than some other resource it means that you
know there's no actually there either yeah potentially still in any build and don't have
attribute quite yeah that's the other thing of course yeah they don't have uh strength
x in that requirement they just have level requirements so um that way you know the
kelgurans are a little bit more a heat of ray costs times it seems oh wow this has been more
of a technological magic isn't it yeah yeah it's cool that this it's often it's often the case
So when we add these things that can feel a bit shallow like it can feel like here's this whole new magic system
But only there's this little amount where it's here. I feel like we've actually gone
Here's this whole magic system like here's the and here's a taste of it and like in some cases like sure
25 skills now we'll see what happens later
You know and like this is things to expand on unless they of course terrible in which case they never existed
You know I mean I mean for the long-term help of the game
You get this thing, it really feels like with respect to the Calgary and Magic, the Calgary and
technology, we're just like getting further and further and really learning more and more about
how these people gain their power, how it's different from everything you know in Ray Class.
So honestly being just quite cool and like Runic Ward, as I said, it feels way more than just,
it feels pretty core, like it doesn't feel like this secondary thing. Not that you have to do it,
It's not mandatory, but it feels cool when you do engage with it, which is like yeah, very cool
And I wouldn't say we've gone this deep into like a extra resource system and thing like in any league ever before not in this regard. So
Yeah, it's like usually just like on some math thing you click pedals or something
It seems a bit more engaging than that
This is talking a lot about gear, just zooming out to a bit broader picture, some outstanding issues from our last game.
I can sort the minutes here.
We've got the ARDL.
Well, thank you.
There's something that has a very high level of impact on gear and choices, and can feel, for some, I think, a bit restrictive.
I think it's actually a bit stronger than other engines.
Do you have a big conversation about that? I can't remember what we finally decided on there.
Yeah, it's one of those dexterity-like conversations.
Yeah, yeah, yeah.
We're trimming a few levels off the top.
Yeah, that's right, and more so, more so we're trimming some off the top and moving some of it up so that there's still a high level mod.
But, um, doing that for the weapon mods.
Acceleration on. I didn't plan acceleration on there.
That's wrong.
For sure. I would say that given the, like, this leg in particular, like, I remember we started and we were like,
here's all the things that we've discussed, we need to fix, we need to do all this.
And then it was like, oh, and here's the, like, 8,000 other balance runes and crafting systems and everything we want to do,
we want to do in new classes and I was like, new versus existing, having a bit of a conflict.
And we were so I wouldn't say we got to do as much of the balance fix up to a lot of
the stuff we've discussed previous that we wanted to do here. But as you were talking
about the start of the Q&A, like that is a lot. And what Jonathan said is that is a
lot of what we want to do, you know, while we have the team making the acts. Yeah, that's
a different kind of balance. We don't have, you know, you're not adding runes and crafting
systems to the axe in the same way, right?
Which means that those designers are a different team.
Yeah, so.
Freed out to be able to work on all those kinds of allergic balance concerns.
You pretty much do some balance leagues between them.
Yeah, exactly.
And we do have a big list of stuff we want to change there, like the launch.
It is a list.
Which isn't to say that we didn't do some balance for the future.
Sure, sure.
It's nice that you could do almost none on this one, given this.
No, there's definitely some. There's some of the other ones, too, which will cover a
few of those here.
you know, some chronomats of stuff, we're doing a bunch of stuff, but honestly it honestly
just is as much as we can, to be honest. Like, you know, we're not sitting idly not doing
it, but yeah. Like, I understand that there's a few things which I assume you're going to
bring up a couple others that are left unresolved and hopefully maybe one of them's resolved,
we'll see.
Well, the next one was rarity, reprising our earlier discussions on rarity from the last
Q&A, where you were saying that you were eager to at some point remove rarity from
I am interested in doing that. It's still a question of what we can replace it with but there is one other change to talk about around that
That is a bit more subtle, and I don't know whether it will matter or not
But one of the things we identified I mean the thing people often say with rarity is they just don't want to give currency
Yeah
That's like a common thing it will say like people who say they want to keep rarity often say all but it should
What you could just remove the currency from it and then it'll be okay. Um, so what I was think what we're thinking about is like
There's a sort of market dynamic that goes on peyote one, but hadn't been going on in peyote two so much where
where people couldn't really respond in P2 to the market by picking the reward types
that they would like to get as much.
So in P1, it's like if currency is becoming more valuable, you can respond to that by farming
leagues that give you more currency.
If you need something more valuable, then you can respond to that by farming more uniques
and that kind of stuff.
So there was a little bit of an aim here to make it so that the league's a little bit
more like by picking what league you're also picking, more of what types of rewards you
want to get a little bit better, which can mean that like if there's a gap in the market,
you can fill it that way. And that should result in like more, we're getting total
economic economists here right now, but it would mean that people can respond to the
price signals that the market is giving them by farming the correct thing to like get the
thing that like the market is valuing more right now.
Are you actually seeing that phenomenon difference between the two games and like the economic
statistic level?
Well, I think it's not so much looking at the system as just realizing that like without
the ability for players to do that, it can mean that you can get endless inflation and
one thing because people aren't able to respond to that by effectively getting more of that
thing to drag the prices down again like so that kind of stuff actually can
matter and so one of the things we have been doing is you're making it so that
yeah like like the heasily you can farm more to get more of this thing and like
even with with regard to something I'm like breach because you can pick like
you know this mods are picking what type of worm gift is gonna drop more often
you'd be like okay if currencies more valuable right now I'm gonna pick that
one that's the young have that tree be the one that I'm getting more of and so
it's like giving a little bit more control over what the rewards I will
should actually lead to a bit more price stabilization here as well we'll see
Yeah, that works. It's actually one of the things, but it does seem related to the fact
that in Pewee 2, since Rarity effectively boosts everything, I mean that, yeah, like
that mechanic wasn't letting it be one of the levers that people could, like, respond
to the market that way.
Yeah, exactly. You were just going to do it because it was clear.
Sorry, guys, for turning into an economist all of a sudden, but it's like, I like it.
I think it's just, ignoring the whole economy aspect, it just gives players agency to target
what type of loot they want anyway, right?
Because that not just straight up a bit of flight. Here's what I need. Here's what I want. I'm going to go get it
And here's the the the different levers I have to be able to achieve that be it via choosing a different league be it by choosing different
Multi-choice Atlas tree things within that league be it by picking a certain master and set taking a certain
You know Atlas master skill that changes the rewards of one of the leagues like there's many different axes here
Which is very very cool to just be like
All right, we're gonna try and get the best out of the Unix today
I'm gonna try and target from this or that and like it's just a win even if you decide
I don't care about inflation and all of the trade and all that like it's just
It's just good. So win-win on that regard. Hopefully
It doesn't necessarily mean that we're like happy with how you know item fine stuff is like they're still
Yeah, correct. Yeah, it sounds like you're still eager to replace
Yeah, I am. It's one of those things that's surprisingly hard, alongside leech, alongside
decks and various other things like that.
A copy of Warfare.
A copy of Warfare.
A copy of Warfare.
Topics that always seem to come back in the haunt as they reach it.
What?
Yes, keep your word.
Keep your word.
Keep your word.
Keep your word.
Keep your word.
Stop.
Is that something you guys are kind of like interested in looking at in some way?
Like syncs for exalts or divines or kind of managing that sort of stuff where you're
just kind of like...
This is a...
See what happens.
of some of the perceptions that people have about like what each thing means can be backwards
from what people expect. But yeah, I do think that it's gonna that's gonna come down to that sort
of ability for people to respond to the market. I think that's gonna help. But as we'll see,
if it doesn't help with that stuff, then we'll we'll revisit it.
More sinks for exalts is an inevitability for sure. It kind of has to. Sinks for divines.
I don't know, find Magesblood to see what happens.
I was like, you have something in the book about that, I hear you.
Yeah, you've got it.
Good luck.
Yeah, wait and see all that.
On the topic of crafting, with all this new stuff, are there any changes to the existing
stuff of crafting, like how the crafting systems work, the currencies, like how happy have
you been with the introduction of greater and perfect orbs?
I would just say that greater and perfect are two, especially perfect is just too common.
probably gonna have to know if they're probably trans mused in Orcs. And effectively it's sort of
have being a problem and that kind of early in the end game crafting is like probably a little
bit too easy. So we'll probably know if the drop rates of some of that stuff a little bit. I think
it's probably just a little bit too far. Like not to make them impossible to find. Mostly transmuted
and augmented. Mostly transmuted and augmented. So it's just making it a little bit too easy.
So I guess the outcome of that is that they become the norm like immediately right? Sure, sure. So
There'll probably be a change there, but yeah, I think that it was just being a little bit too easy to progress in that early in game part.
Alright, now I'm going to hit you with, I usually do this at the end, but right now, surprise QOL UX round.
QOL is probably one of the best things coming.
Awesome addition, very exciting.
There's QOL, I'm finally getting added after a year.
I tested it in the past, that kind of went away for a while, which is the way it ended in the Chinese client.
I guess that's the reason why that went away, since you had a bigger...
The funniest thing is the import build feature I've been in the Chinese clients since 2018
We're finally getting almost 10 year old
Chinese tech after all these years
What is that stuff so that means we're not gonna be like what I don't want it to be is like, okay
It needs to be that most, I know that a lot of players want to follow BuildGuide, and
that's absolutely fine.
We want to give as good a tools as we can for that, but at the same time, like I still
want the desirable theory of the game to be that you joined the game having never played
it before, you just explore and find the stuff that's interesting.
So you know, but then like, if you've already going to a website to find a BuildGuide, then
at the point you've done that, like we might as well make that as easy as possible for
you to do and follow and all that sort of thing.
We've actually made sure to keep it hidden.
You can't be allowed to do it.
You don't open your passive tree and it's like load files and you're like, what the heck is going on here?
I should mention that we didn't put it in the live stream because we weren't like 100% sure that it would be there.
But it is being worked on right now that there's going to be like a one-click solution for getting a build from a community website, right?
website right so the idea is like you know a community website can can put a
like a link and when you click the link it'll just add it to your account like
I feel just like what yeah exactly like the film right so then it can just add
it to your account and that way you don't have to screw around the files or
anything that's important for console players as well because they have to
count the files on the console so yeah basically they'll be able to you know
add it to their account just like an item filter and then now it's just gonna
appear there trust and all right now you have to you have to have a real trust
in your filter creator because they can just hide mirrors.
April 1st your build creator just completely changes your build randomly for a day.
The documentation for how to do the build files should be going up to day-ish.
That means that what I'd expect to happen, although obviously it's up to them,
like the various community projects like Path of Building and that kind of stuff
all adopt that and make it so that you can export a build from those tools and then the
creators can create websites showing those off and that kind of thing.
But that kind of stuff is what we'd expect.
It just improves the actual physical act of having a build guard and implementing that
and using it for people who are.
That's awesome.
And if we also find that build creators are interested in adding notes to more places,
we tried to get everything we could think of, but there might be places where you like...
Because the idea is like anywhere where a creator wants to be able to say like here's
some more tutorialization that they want to add.
And the idea is that they can kind of do that, so you know, that's the sort of...
I can tell people to upgrade their lifelights for life, last that year or more life.
Yeah, for sure, exactly.
Like the thing that we added the video.
Love it.
It's very true.
People have a look at it.
So another one from our Outstanding Minutes is the mouse and keyboard and controller hot
I know it's becoming a running joke at this point of like be promising at every
league and then not delivering it and the annoying thing about it is that it's
one of those things that like like someone are working it for I like this is
surprising amount of code to do to change it but then every time it's like
the guy like someone are working it for like you know a month or something and
they'll be like oh sure we've got this urgent league UI that needs doing and
they get derailed but I promise this time this time is the time that we
I took him for the fragment tab, sorry, but not sorry, because the fragment tab, kind
of, I want it and I need it.
I think there was a bingo card that you saw where you're like, people, so many people
want this.
Yeah, so you can actually bring bingo card makers.
Yeah, I guess so.
Hot-Sopping was on there too.
I had my hand over it.
I was like, look, they got the fragment tabs.
Really what I mean is I want the Fragmentale.
Another one that I haven't mentioned before but revisiting is visibility issues.
So skills I think are being designed to look as cool as possible under normal circumstances
all the time, like the artist I imagine is working on them in that situation.
But then they can become extreme on end game builds, right?
You're writing like 10 extra projectiles and screens on a daily scale and attack speed.
I think like the good example is explosive grenade phenomenal looking skill immensely satisfying sounds visuals. Hmm, but now we've got like
Grenade Nova projectiles with totems firing at multiple
You gotta put your sonnies on
It's one of those things where like probably
Bosses
new crafting, plenty of new skin items, new chase stuff, new ascendancy, yeah the biggest
disappointment is no swords or any classes, the community is really excited for that based
on Tether.
It really looked like it was coming, but then Kelly posted something that said not champion
and that's pretty much it.
I feel like there's going to be a lot of stuff to do and a lot of new things to do.
systems for it it's just you know a matter of like
yeah the copium and that's the kind of thing that you just over time just say it
honestly is a time problem yeah we do it gets tested internally it does get
reported the art issues tasks that are made and they say
help my frame rate help my eyes it does say that and 100%
and then it's like I could optimize this I don't quite know how and a few
people have to collaborate to do it. We do fix the worst cases like when they
when they're really, really bad, before you see them, ideally, but they can also just be cases
where it's like, we didn't realize that a bill would be created that could get to this level of
insane. Yeah, when an explosive grenades were added, there was no way to do all this. Exactly.
Sometimes it is the balance that's the problem, right? And then so that can be a bit tricky when
it's like, how do you know is this an engine task, an art task, is it a balance task? And
And that's the funny thing about it as well, because all those sorts of issues have to actually go to a game designer.
Because they're the ones who can decide, like, is this even acceptable in the first place?
And that's like a sort of very tricky thing. So like we did do some nerfs in O4, or I believe, to some of the grenade spam stuff that you could do.
But then I believe there were some other mechanics added that come back again.
Yeah, it was like...
It was like Slutnerf and then Wayne Law.
It happens.
But you know, yeah, like we'll resolve them over time. Like we will get it better and just
redirect because in the past we'd asked about the idea of like transparency sliders or brightness
Honestly, like I think it does fundamentally kind of ruin something there that I'm not you know
Yeah, so you that's like the
Think about it that's not a setting you need to do is not anything like that. You want to take the hard route
Yeah, we're sure always every time. Yeah, that's the best route
The last one I have, maybe, unless there's some extra time
on the list, is you guys looking to get full Steam Deck
verified sometimes?
Yes, yes.
I was talking about that earlier.
So yes, there were a few things around the UI that made it
so we couldn't get Steam Deck verified, like UI says.
So we've actually added a lot of options for UI scaling
in different areas now.
So pretty much everything, like povers versus like the site.
Just like all these different areas are now scalable,
all the different parts of the UI and that means we can now have defaults for Steam Deck that
we can now go okay hey Valve can you Steam Deck verify us please and get all that stuff
and we're sort of testing on the Steam Deck now like we have you know Steam Deck stuff internally
you know it's a it's a it's a thing we're taking seriously because we know there are a lot of people
who want to be able to play it on the deck so I really want to make sure that by launch especially
that it's like a perfect experience there's still some performance issues of the in-game on Steam
like it's still not quite there that we need to hang out with them, but during campaign it's fine, but I'm not going to play your games on the same deck as me.
So there's like a few things there we still need to do to improve, but in terms of like the experience of, you know, like the main experience and all that stuff, it's way better now.
Great news, excellent. I keep saying in chat, I'm just going to ask you, people are asking like, tell me about Mageblood, but like quite clearly.
We're not going to tell you about Mageblood.
I know people are fine, but I mean you don't get the all attack.
Hence they're kind of subtly...
You shouldn't have all the information out of the way.
I know how to tease a... tease a unique...
I mean this is like... outside of a headhunter or something, this is like one of the most...
Like chase along the way, dead eyes and...
I don't think it's going to ensure that people actually like it as well, because we don't
want to disappoint people.
Yes.
That would be, that would be sad.
It's going to be insane though.
It's going to be insane.
Yeah, it is.
Yeah, you must tell me in the trailer you make sure that mage blood on the screen for a second.
You put that text there.
I can't get burnt.
Insane.
Excellent.
There's one for you to look forward to.
Had other impurity to reject.
There's another impurity too.
There's a pretty nice signpost.
It regularly teleports you into ground explosions.
Literally, signpost?
Terrorists are horrors for us.
We'll just dive into that thing a few times.
So we do understand that if you're a player to play through, it needs to be that it can be efficient.
And yeah, we were thinking about what is better in POE 1 than POE 2 in this respect.
And we're thinking, people just learn a lot of tricks.
But then we're like, are there even enough tricks in POE 2 to learn?
We want more mastery things.
We want it so that if you're paying attention, you actually can work out,
hey, this thing leads to that thing, lots of stuff.
Go nuts on that.
So yeah, we are just going nuts on it, right?
Because it won't actually affect the time it takes for a first-time player to play through,
because they don't want to know what it means.
And that's the secret, isn't it?
Yeah, exactly.
That's the secret source there.
And in some cases, we have shortened some stuff.
Like, for example, at the end of Act 2, there was two areas of the cart, like the Faraday cart.
Now there's just one.
Oh, nice.
The one that there is very slightly longer than one was before,
so it doesn't feel like a complete compromise of that.
But it is definitely shorter than what it was.
And it's just stuff like that all through the game.
And there's some counter-intuitive things that we've done, like in some cases, you want to take an area that was linear and actually make it non-linear, but with wayfinding, right?
Because if something's linear, there's literally only one path to go, like entirely depends on what your clear speed is to get from one end to the other, whereas if something is not open, but then you've got things that point you where to go,
it's like if you know what those are, now you can get through it faster, but if you don't know what they are, it's still like an area that's going to take you a little bit of a get-through.
Getting a possibility of shortcoming.
Exactly, so things like that can actually be something kind of counterintuitive that you can do because a lot of people just assume
I cannot make it shorter the way to do it is just more to speak a little smaller
You know, but that would compromise the first time experience
So it really is about like, you know, how can I make it take you less time while also not making it take you less time
If you're playing for the first time, you know, even like the jungle ruins now that
Silver back to the big the big big old quadrilla is now in the direct center of the level
Alright, so that means you can always find them easily, right?
You can find them, you know, you know,
North-East-South-West, you just, you know,
and then obviously you can find the campers another way,
you know, there's all these different way,
and many of you find the venom crypts, you escape out the other way.
Yeah, yeah, so there's an extra, there's an extra exit
of the venom crypts that comes out directly next to the exit of the area,
so if you want to go down through the venom crypts,
it actually can be a faster way to find the exit from the zone.
There's like a shortcut through there.
So, oh yeah, and then the venom crypt, here's an interesting one.
All the snakes, this is one people probably want to notice,
notice I'm going to tell you all the snakes will go towards with a venom
crypt scar all the snake all the snake
they're going home they're going towards it so if you see a snake that's the way
that the baby is like everywhere just a little little things like that
a little bit of stuff with monsters as well like there's in the venom
crypts again towards the boss room where there was the shaman making the whole
event in Potion now you get more of the humanoid monsters of that tribe so that
that was that was an area it was really hard to find that final place where it
was but now that you now you know like oh if I find those type of monsters that
means I'm getting near the place where the you know we've done that in a few
places so like yet a density of monsters increasing or more so the other types of
monsters phasing out as well so an introduction of an abnormal monster or
one that's not natural to the rest of the area or in some cases one that's
natural to the area and then you get to a section where now only those monsters are there and all
the other monsters aren't spawning. For example, the snakes in Keath, right? Around Kibala's section,
the boss there is only Serpent Clan. You don't get the other monsters.
So you don't want to find Kibala then you see, in fact, run in the direction where there's more
snakes. Yeah. You know, that kind of stuff. So yeah, I don't know if we'll get it all perfect
in one go, but we're going to be doing a lot more just that sort of stuff all through the campaign.
definitely got more to do and we're just going to keep going.
Excellent.
Also, what we're finding is it's just adding more flavour to the areas.
It's adding more identity.
It's adding more interesting things and yeah, it's just an upgrade overall and on every
axis.
I had a little bit of hands-on time and I was especially a fan of the Ogham Village
change because like now you actually just, you come in and there's an obvious cobblestone
road there and if you follow that you get to the blacksmith.
Oh, that was so interesting to find before.
Yes.
And it actually like, it makes the zone feel a lot better as an actual zone too.
It actually feels like a village like a town doesn't feel like just a random maze like it was before
So it actually yeah, do more of a bulletin than a
believable realistic area
So good stuff on the levelling topic something that comes up somewhat often is this idea of like so you've got new skills
Getting unlocked all the way through into like late act 4
And I always thought of this personally is like a good thing
Or I like you've got a nice steady progression of new stuff to play with but recently I saw some interesting
People don't actually don't like this and that's the idea that you sometimes spend hours leveling a build that just isn't your build like
You play all the way through dark for on some other build that you don't want to play until you get until you get
You know you're top tier ice skill there
So I have to imagine you're like a fan of having that like long tail of progression
But so there are other reasons why you kind of like want this spread and how do you feel like the idea of compressing
I don't know maybe the main skills down to the first 30 levels or something. That's actually not something that I've had
come up before in terms of being a problem like that. So that's very interesting to think about.
I've seen, I prefer the the slow unlocks personally. That's my style I prefer.
I mean it's certainly for the first time player you want it to be that you kind of get that like,
it feels like your build is still progressing as you get through the game. So but it is interesting
of course to think if you want to just speed through and you want to play a certain build.
That is certainly true. Even on like the experimentation level, so like you know when
respect to a character at endgame it's like just trash it feels bad generally
to do that because you didn't have that evolution of that build over time and I
feel like maybe if you're swapping over at level 52 to your main to your actual
build then that's when you get the skill and you don't actually really have much
of that progression evolution of your build to test it might be more of a
matter of just swapping where some skills are given I think it also can also be
that we're not necessarily so necessarily clear when we're creating the build like
what some skills might end up being ones that are feel like main skills in that
way. So it's probably likely that that's one of the issues there, it's just like moving
things around where they start. It's just that we don't want something that's like
too flashy to be something you get really, really early, because otherwise it feels kind
of strange in the power curve. You don't even feel like that level of progression of like
those skills get more epic.
I imagine it's pretty okay to have things like those glory skills and stuff like that
right down the bottom there.
Well certainly. I mean the last row tends to always be those sort of ultimate type things.
In theory those are not things that your entire build is like made around so it's more
the examples that I get to see brought up usually aren't that sort of thing but rather
like I said I skill the shoots projectiles everywhere that round spin you on.
Winter something.
Is it winter or what?
Is that winter?
I have winter.
I have winter that's the one.
Yeah I have winter as an example that I see get brought up because like it is on the last
year and it is kind of a nice skill and it's not really like a big skill point.
That one honestly might be able to come down.
Alright so that's something to do.
I think there's some tweaks to the levels, there's some reorganization, there's possibly,
I mean, I could see a thing where also once we have the full campaign in place, maybe
there's a point where we're like, okay, you want every skill buy and then we come up with
a new point.
But I honestly suspect the rear-ranging is the solution there.
Nice.
Okay, that's good to hear.
I think that'll be good for these people who feel like they don't get to play their
build for a long time now.
of carrying on with the topic of skills, bills and balance. We have the two new
ascendancies which you seem to be getting a little bit like with the classes.
Why are they so hard in Spain's right though?
They're just a little bit extra, a little bit more by effort each time.
The new Hunter's class looks like Spearborn from Diablo 4 though, like real fun.
You know, we have only one that thought that. I'm like, this is actually the Spearborn.
Just forever things. You know, we obviously have a whole alternate classes
league and stuff like that which is cool but you know we don't on rare occasions
would be obviously gonna change the balance change kind of what the skills
are but who those characters are and the identity of that most of them are
gonna remain fixed for like a long time yeah you get rebalances you'll get
changes like obviously right we've done that a lot but like you know I wouldn't
expect the dead eye to despawn anytime soon as an identity if ever just by the
way just and so like they just need to be high effort and they need to be you know something
that we are like something that comes up a lot and you'll notice it in these two like
now for every single beast boss the spirit walker yeah we have to make a tamed version
this is what I keep saying like what do you do for every modern gloves which we just added
a bunch of alloys and there's you know it goes on and on we have to there's a
maintenance but the thing is as I said these are these are forever classes
these are identities these are very important and so it's like always very
worth it but now we just bit of a rant here about those beasts because it's
come up a bit recently where I'm like what is a beast is that are the new
pinnacle bosses beasts and I'm just like oh no what's going on here what are we
doing like you know like you know there was a shape-shifted one who turns into a
werewolf a beast runner in shape-shift form. Exactly so you know.
What are you going to tame the count is that what you're telling me?
I mean second for me.
Second for me maybe.
I mean cool.
You know or maybe specifically no I don't know I don't know where we're getting
from there. The point is it gets a little bit complicated it's like where does it
end and you know how much you're talking about you know visibility how much of your screening you
willing to have be a join get.
A very cool boss and um thing is like changing the scale is not actually as trivial like.
Yeah I was like I thought you were making smaller but then I saw like the giant bird boss I'm like
nope that looks like a small sized boss right there.
I think that's fun but um you know we did limit it to one we did internally have
that people were running on with five for a while and it was a little bit off
a little bit out of control, but it's quite fun, but I'm so excited to just sit and how
honestly it's such a weird thing to say. I'm so excited for how much work we've created
for ourselves in the future.
I'm very glad to hear that, that was good. That was the right mindset, I think. Excellent.
So with the Team Beast thing, like when you get your first to say that Team Beast Gem
is actually a high level though, like is this something you're...
We do have a thing that we're going to do about that.
There's a solution I believe that we have for that one.
And with this being an idea of being a big single beast.
And a lot of the time, I don't know that bosses, compared to say aura beasts,
don't have a bunch of utility stuff on them.
Like that bunch, there'll be some, but not as much exactly.
So I mentioned you want these to actually be things that kill stuff.
So how do you make the big single minion work?
Well, we have like, honestly, I think it might have even been...
We've tripled the damage, I think, of Team to Beasts.
Just FYI.
Cool.
We're doing a few changes around that,
because we want damaging companion builds outside of,
obviously, just Wolf-Durg to be more of a thing.
So we're doing a bunch of changes to, for example,
we're trying to give them a longer revive time.
The idea behind the revive time on that, which I know sounds bad,
but I'll just let me explain the thing,
is that with, obviously, an undead build,
you generally have a swarm.
And so the revive time is a little bit lower and the assumption is dying and reviving more frequently.
Companions should be a bit more, you obviously have one or two, and you have a lot fewer of them,
they're more significant, so they should take longer to revive.
So these are uninvested aura companions, and when they die, you should feel that more.
It should be having to invest into them to keep it alive.
On the other end, we're making them do way more damage, so they're more of just an aura bot.
And then for the bosses in particular what we've done has gone through and for every single one of them
We've gone okay. Are you good at stunning? Are you good at freezing? Do you maybe they have?
You know the prime for stun thing maybe they have we're trying to just really give each of them something that can
Just a question of just taking the boss as it isn't being just
Yeah, all of them are actually designed.
No, it's like this is crazy.
There's even more of them.
It's more like taking a picture that's got the existing animations and being like,
now we have to complete the AI and everything.
Adding a bunch of new passives for companions.
There's obviously a bunch of uniques.
Some of them I think we showed one or two today.
But yeah, playing into that, I've marked up a lot more for sure.
It's definitely way more fun to play.
it's just running around with your mini zoo. It's kind of fun. Awesome. On the
Martial Artist, the Fist of Stone that converts gloves. You showed that working
with a rare and that was quite spicy. A lot of Unix don't have like
modifiers that are like actual kind of like regular modifiers so does this
work on Unix? It certainly does. Crazy. Why not? Why not? Every Unix love from now on you're gonna
the fun some way to convert them.
Does it affect the mods that go on the runes that are in the item?
I don't think it affects socketed mods, no.
It's meant to affect every explicit mod.
We talked recently about vile corruptions and whether or not it does or doesn't, so
TBD.
But yes, it does affect Unix.
It is intended to affect all essence mods and alloys and all of that, but honestly, you
We'll go as far as we can with these and until we
Rune modifiers that come now. It's on the 29th only
You don't know those two
I was just trying to think of some unix to talk about but I can't remember a whole lot of specifics
Yeah, it's one of those findouts thing. Yes, I guess so I'm wondering what happens
If there's like a pair of unique gloves like grants a skill or something like that
What are you gonna do with that? We generally don't touch the skills. I like actually stay there so you could still
You just haven't seen it.
That's interesting in its own way.
Or, like, you know, we're not...
Having to remake a skill for this is a little bit in the...
Okay, I'm talking about creating work for ourselves.
That's like not...
That's not a bang for buck win.
So, like, making a new skill or a skill for this,
like, that's a terrible, that's a line that would have to be very...
Really only cares about money.
What do you mean?
Not right now, yeah.
What are you doing for your buck?
So, normally, patchments would be right out of this Q&A.
Holding it hostage today as it's
Be that it's a week before launch because it's still too much that will change between
Them now that'd be inaccurate and then you get
Even happier who knows but too much would just change and
You know, maybe we can speak like on the big bigger picture intentions, which to some extent
Yeah, but like a classic another minutes from previous
You've done some boss on renovation and it's a new mechanics here and there
Is there any additional love for those on the card in some way or defenses in general discussion?
We looked at a couple things that the first thing we identified
because I I'm all about like just reviewing the the fundamentals is we're like okay we at some point
in one of our many millions of spreadsheets we're like okay here's obviously you you have an expected
amount of how much defense does someone have at a certain point in the game. Now that we have obviously
enough players enough statistics we went and then had a look and we were like oh people are way
low especially at um say between interlude act four mid game early end game um people's defenses
are significantly lower than what we had deemed as what we wanted them to have and you can look at
that in a few ways you can say well okay people aren't upgrading gear as much as we wanted or
expected people aren't upgrading as the currency drops expect is definitely more of a thing people
aren't maybe taking as many defensive passives as we had expected, etc. And there are obviously
many reasons for that, some of them are garbage. But at the end of the day, right, we balance the
game for people to have this much of a defense way, this much EHP, and they don't have it. So
let's get them to have that amount is our plan. So instead of obviously changing,
you can either change monster damage at that point, or we can give people more defenses. So
We are generally buffing all of the base types on all of the defensive gear on all Armored Evasion, I should say.
Armored Evasion buffs.
The end of end game, because like peak characters, there's a lot, you can get a lot, so like we've taken some of the outliers that are the things that make the end-end game characters a lot of those defeats.
It shouldn't be worse, it should just be the same, but relative to rears they could be a little bit worse.
Yeah, this is mostly from Act 3 onwards, right?
Pretty much, yeah. More armor and evasion is the start point.
You know, we've done a whole bunch of other stuff, like, I mean, Energy Shield has...
This thing has too much recovery available, like, too easily for recharge, and like, we've done a few things.
things. A lot of them are outliers, not necessarily all of them. So we've done a
bit of changes to a whole bunch of stuff. But in particular, we're also doing like
the deflection equation is honestly kind of not good enough. It's too rewarding for
very little investment and then there's a kind of weird thing in the
formula that I was trying to figure out the other day. But and then for investing
Beyond that it's kind of like well not worth it. Yeah passive tree nodes are too weak
It's there's always clusters there. No one cares about or mostly
There's other things like the armor applies to elemental like there's a bit of it
Generally, it isn't weak
But you know, I wanted five clusters for it. I wanted you to be able to actually
Invest in it if you were in different parts of the tree
Currently, there's only like three nodes that granted in the strength section. It's not not enough
And then all the way through to like things like the hybrid section of the passive tree where
Normally you have armor on the strength section over here. You have evasion in the deck section and then combined you should have
Both of them on the nodes and you do for armor and evasion and then you have
And a big rant here then you have things we're like, okay all the armor and evasion notables are like kind of
hyperconditional
Some of them don't even grant armor and evasion and so there's just like a ton of work across the board
And then those secondary defenses don't generally have hybrid nodes, which they should.
So if you're now playing hybrid, you have to double invest in the secondary axes.
It's just all kinds of just like, honestly, what I would establish is fundamental problems
going on here that just need to all be addressed.
And when I look at all of them, I'm like, well, they all are just buffing it.
So that's great.
Awesome.
like a little bit energy shield problems which and I mean you know other hybrid going more
northeast like the we looked at all of age pure evasion versus pure evasion with a thousand energy
shield or more kind of thing as in a ghost dance user yeah and like the differential in power of
using ghost dance with one KES is just out of control and everyone will be like make everything
like that that's how this is how this works we're not going to do that so like ghost dance needs
some changes, but then also playing hybrid without that needs to be brought up. So there's
a whole bunch. And then also, I mean, the highest death rate, just to be clear, and
by 300% is armor, yes, which I don't have an exact plan for yet, but that needs a lot
of love.
There's a missing piece of the puzzle there.
Yeah.
And it's obvious, right? You look at it and you're like, obviously, but it's I don't exactly
know what the solution is yet, but we need to do some more love there. But like generally
Really speaking, yes, where there's a couple of OP outliers, but everything should be getting
raised up for average player, especially mid-game, early-end game, without having to, and you
don't have to, the only way to play it shouldn't be this one very specific node to take this
very specific skill, use this very specific node, or use this very specific unique, and
just trying to make it just more broadly, like investing in defenses no matter what.
Well, these are self-aware, right?
So, anyway, gigarant, we covered a lot of things.
Basically TLDR, Energy Shero, Parse-Shrong, unperforming defenses, still need to work in revamps, they're still going to redesign the passive systems, better accommodate those other defenses, and they just confirm more life-thanks.
Overall the game should be easier for a casual player leading up to energy decision, and how do you feel about it now, kind of like 0.5 of the way in?
I prefer it not being there. I think it makes the decisions of what I'm
taking on the tree more interesting and where I'm pathing and I think yeah to
not have it I think that that will increase over time. I think I'm less
penalized for hunkering down in a certain section as opposed to having to
get the slight minimum life percentage threshold by going to certain spots. I
think it allows you to be a bit more free but I also understand why people are
asking for it, especially like I see a lot of people comparing life and energy
shield where it's obvious right they're both your life pool, but energy
shield should be compared to armor and evasion and obviously they're asymmetric
so I can understand how that can't be so trivial and I can also understand that
when people are dying to a thing and they don't necessarily understand why the
answer is I need more life and I get it but that can not that it can be that the
problem and the the solution don't have to be the same thing like there's an obvious path to the
solution when you're dying you're running out of life but it can be that there are other ways to
solve that problem and when I look at the defenses and just identify fundamental problems uh how much
of that problem will be solved by just fixing those fundamentals and easy to take and actually
so I'm not ready just yet to like you know but they didn't say the things like these are off the
cards for sure. Yeah I know you've been discussing. But if the defense is a bad then we should
fix the defenses first and then see if it's still bad. Yeah really well I'm just going
to follow the trail of bad. And then we'll see. The reason why we don't want to do it
is really we just want to make it so that if you don't know to pick life then you're
just going to suck. And this is a thing that Pee Wee One has right. If you don't know that
you have to pick life, if you don't know that you just die. And we want to try and remove
noob traps, right, of just things where, like, okay, like things you just have to know. And
so ideally we can get to a situation where we just don't, you know,
because I would even rather solve it with more immediate options. So, for example, if
you're dying a lot, and you're like, I need more life, here's a cluster 12 passive points
away. Okay, so I got a level 12 more times to now feel a bit stronger. I would rather
just immediately go, if you need more life, then the way to get that should be itemization
Solutions like you should be doing it on your gear because and that should be something that is readily available via things like essences
Or various crafting systems like I mean runic ward kind of is that in a way?
That's some runic ward now. I'm probably gonna die less. I understand. It's more of like a
Problem, right? Yes, hello here. I'm having my second percent. You know, I need to be tankier
I'm five days from now if they're playing only like an hour to a day
So I also just want make sure there are immediate solutions to these things as well via
Itemization so it might be even that we need to look at that more. I mean
Okay, I am looking at that more recently. I was like
Damn a lot of these runes that are ongoing your armor just because we're doing the martial artist and you get this room sauce
I was like, okay in game. There's some chase stuff
But these ones in the campaign are just kind of sad like there's some sad like obviously resistances are fine
I got no issue with that, but some of these other armor runes, I'm like, well, that's just,
this, okay, I put that in and now I'm like just, I'm what, 2% tankier? Like, what am I even getting
out of this? Like, I want to make sure that, so I was looking recently and I'm like, we just need
to buff all these armor runes, like, those were meant to be problem solvers for holes in your
core stats throughout the campaign. And so even just things like that, where it's like, yeah,
you should be able to just get a lot more of that just by using, um, defense or armor, armor slot
ruins as well as adding new ones because they're honestly there's kind of a thin
selection and it just ends up being like resistances in most slots until end game
again. I would even store sometimes just resistances there as well depends but
yeah obviously we're adding 160 so that's a big difference but I wanted to
make sure there's a lot more in the campaign and the campaign ones are buffed
as well so I don't know there's heaps going on here it's like hard to reel
nail down to a single problem and a single solution and I know there's like
the easy way out and we've just spoke we don't like necessarily the easy way out and I don't want
to have to make these kind of compromising decisions that I feel like have made a very good upgrade
in many ways when we have just fundamental problems left right and center still. So we'll just be
fixing them and that's part of again this lead up like we can't we need to address a lot of these
fundamental balance concerns by release right. This is why we wanted to do you know these intermediary
patches and here on out just like make everything better plug all the holes get everything good
because it's really hard to do that when you're adding 100 new systems and plug in the holes
at the same time you're like okay we're making holes faster than we can plug them and it's obviously
not that dire like most of the time it's like pretty you know things are pretty comfortable but
it's obviously it's my job to make these good and so I look at them with a lot more self-criticism
them. But at the end of the day, you know, we will get it pretty damn good if not, you
know, perfect.
So it's never perfect.
We're talking about yesterday. How do we make how do you make the passive skill tree good
for launch? Like, how do you get that? Like, what are the problems with it? Because it's
something that like, you're adding more and more cool stuff to it. But at the same time,
there's still people that just kind of like, don't like the passive tree for some reason.
And it's often a lot of different reasons, like the size of it, the travel nodes, like
at the downside, no, it takes a lot of massaging
to get the tree into a good kind of state.
And it's really, really tricky detail work as well.
Like the difference is like one note here,
one connection there can make a huge difference
to quite a lot of stuff.
So yeah, it's just.
I've identified, I mean, as I said, issues with defenses,
there's issues with lack of interesting mechanics and some.
And some of those is just due to the absence of classes.
Like you'll notice the parts of the tree
that have two classes for the start point
and have just generally a lot more going on
because there's a lot more stat design mechanics
design and stuff that's happened.
So, you know, that's the thing that expands
and as you get more ascendancy classes,
I said we're doing the spirit walker,
all of a sudden companion stuff's gonna be
a lot more fleshed out.
So this is stuff that's just gonna happen over time anyway,
but we're gonna do a big push to try and fill
in all those gaps.
Fix the, there's obviously just like a bunch
of just terrible clusters.
As I said, there's notable armor and evasion notables with no armor and evasion and like, yeah, they have a stamp, but why can't they they have like a, you know, immune to ailment thing, but why can't they also have armor and evasion?
Why must it be only one or the other?
And you know, there's all kinds of just things like that kind of everywhere and it does take time. It does take a lot of like really fine, you know, work of going through and tweaking everything and iteration after iteration after iteration and but it'll be all right.
I think some of us feel like a little lost on what you need to do the passive tree, but
We all can work on that conversation with you. You seem pretty confident that you know exactly what you need to do
I mean, I did literally
Give me a day and I'll fix one of the slices and
It won't be perfectly fixed because again, it's but it'll be
You know twice three times four times as good
um
But like giving getting a day is not exactly entirely trivial, but that's all right. Well
I am confident we'll get there though. I have no doubt in my mind that I see a road to success there, so it's just a matter of getting there.
And yeah, it takes time and I don't want to make things worse in the meanwhile as well.
So obviously knee-jerk, reactioning, everything, and sometimes stuff you can't come back from or makes it very hard to come back from can be very dangerous.
I would say that like if there's any criticisms after 1.0, which there always will be like of course you can't
There's always gonna be some some finer than others some broader
You know it should be significantly less 1.0
Hopefully the majority of all of them are addressed so yeah
Yeah, hopefully we do a couple a couple of cool eventy league economy resets between here and
for release
It's also like the last patch of Spectre Pass the Tree essentially.
It's the same time, that way we can get a lot of feedback and testing, right?
I'm not just gonna take a shot in the dark without people being able to get their hands on it.
Which is similar to why we're doing the end game now is very important
because you need a lot of testing and a lot of eyes on that for quality,
for just making sure people really enjoy the end game after 10,000 hours,
not just how it looks at the start.
there's a lot of time there and obviously the player base is capable of
testing this at a significantly faster rate than we are and so that's that's the
joy of being able to try and get all the stun before the release and have it to
be as flawless as possible. Excellent. On the build meta side of things one of the
ones that came up was... Can it do voice? Give it to you second. Never a word to turn off during the segment, don't try to troll.
the pure damage of time, it seems to be always better to scale the damage and treat things
like ignite as an addon and there seems to be various other problems with ignite as well
in terms of like scaling, it seems to be always correct to go like stacking or in some cases
people are saying like well the best way to play ignite is chaos damage, so how do you
guys feel about kind of like that sort of thing?
Those keystones are always going to have that level of like one way is quantifiably better
than the other in an interesting way but um yeah this obviously is not fully fleshed
out of fully right like you can tell while playing this and we do want to do more.
It was number three on my I had my like top five here's the things I want to fix I like
defense this was number one.
Number two I had I think I actually had some stuff to do with some minion stuff which I
mean we've done a lot of itemization for but I didn't get to do as much as I wanted.
You know we had the Ascendancy glasses in there had Chrono Martyr in there and I had
you know, there's like some gemling stuff in there. We had chaos hits and you know, by correlation
archon, we had ignite like these are all in my own sync top five is now a top 10 list, I guess.
But you know, like they're all up there. And so as soon as we actually get to haul ass and start
fixing all the balance, more than we, you know, have been able to with this patch, given that it's
kind of the same resources, trying to ensure endgame is good and trying like, there's a quite a bit
bit of overlap there and with all the crafting systems in the league, like the same resources
that are going to be looking at all of these. So as soon as we can get to, you know, soon
as we're like backforked working on the campaign with our core like content monsters, pipeline,
et cetera. And, you know, thus doing less systems, we can have those guys come in and
just like start fixing all of these balance systems.
Is it intention to get to there being builds that are like the pure dot field like you
You don't really have the upfront hit damage, you do flamethrower, and it's just pure ignite, that sort of thing.
Oh, like the whole spreading wildfire ignite fantasy 100% needs to be a thing where you're just doing, like, you know...
There's the thing where, like, when you take away hits, things can lose a lot of satisfaction,
but there's a different kind of satisfaction of just watching the world burn around you, or decay around you.
around to you so you know you trade one for another and different players have
their different preferences but a hundred percent that is something that we
want to support. We had a bunch of keystones in mind for enabling it we
had different supports that we thought we could try to enable it it's just a
matter of being time to execute it so I would be very very surprised if it
doesn't come in one of these interim patches between here and full release
though for at least some degree. With that wanting to get things right for 1.0
there's I have a feeling that like 1.0 is like where you get to establish like
He's the baseline of what the game is supposed to look like and that's what you're saying within game indeed
So I kind of wonder about like how you feel about a few things and how close they are to where you want them to be for that
For that games foundation thing one of them is the pace of combat
Especially an in-game map across the build spectrum. So like from the from the lower end build to the really high end builds that it is currently like
It's a very tricky question because like people get such different experiences here, I mean
And like there are definitely a few, but part of the issue that we have is that people
often judge things by watching streamers who are often playing something that's completely
cracked and out of control, and so people don't get an understanding of what the average
player is actually experiencing.
And it can even like affect like our designers in some ways, because like, yeah, when you
look at people and they're just like completely trivializing things, it's easy to forget
that the average player isn't like, you know, is actually taking longer.
And when I say average, like the true average is like way worse than you might expect and
of the number of minutes that it takes them to kill bosses and so on like you know like it's easy
to look at it and be like oh yeah like everyone's killing bosses in five seconds but really there's
a lot of people out there who aren't. So do you feel pretty good about the lower end of things
but less good about the higher end? Well I mean there's things that need to come up as well for
sure but it's more just that like okay like you know there's some things that are a bit out of
control with like you know on the top end like you know there's some of the some of the stuff
going on with triggering and like there's a bit of you know it's it's it's a bit out
of control and so there's stuff like that and like as I said I think a lot of you will
judge the pace of combat from things like that so you know yeah but I guess that's
the ultimate comes down to if you have a mage blood or equivalent you should be correct
right yeah so I think I've said before that the ideal situation is the first time you
fight a pinnacle it should be a pretty damn tough fight but then after that you're getting
more stuff you like the post pinnacle content of getting Unix and like pretty
like leads to like craziness and then you feel like a complete God but you do
want to get to that point it's just that you know like the there's just by the way
every I've had made a change in that regard by the way which I know will be
nice for some people every boss where you've had to farm for the fragment and
go through 60 maps and you finally got there yeah does now have infinite
attempts. So once you've earned it, unless you decide to log out and just-
I thought we did that in the 4-0.
We did it for some things and not for others.
Right, right, okay.
It's just, it is across the board now, because you've done all that, you can try, well,
you can try it, you can die 150 times and keep going, but of course if you just like,
let your instance time out and die, didn't-
I don't know if people are going to feel about this, people are critical about this.
I would still love to be able to do that so I said if you log back in like the next day
you're still there and capable to do it but um that's a slight technology gap there for
Matt for now but um I know that's just it's the whole um the reason I bring that up is
because that whole like oh I don't want to fight the panicle yet because I might fail
it you know and some worse or fight them and then what that then leads to is that you only
only do it once you've over repaired. Yeah, so that's the reason why I was kind of lame.
That's not what you want. You want to go in early and have an uphill battle the first
time, don't you? For sure. Yeah, exactly. But I guess what I'm trying to say there is
that I think that like, that the pace of combat is correct in many instances, it's just that
there are some things that then lead to that being bananas. But then you still want it to
be bananas after the point where you've done that. So, you know, like, yeah, it's just
question of the power progression needs to be right. It sounds like if anything you just want to
wise the spectrum and just tuning some certain points of that. There's crazy things you see where
even when you go and ask a lot of our designers you're like how long do you reckon the average
boss fight takes and you specify a boss? How long do you reckon the average, I don't know what's a
random boss, that killing the forsaken son takes let's say and like honestly I would say my experience
at this point with understanding how to gear my character and build my build at that point,
you know, sometimes it's, I'll see eight seconds and sometimes it's 20 seconds and
that's like, is it ever really more than that? And then you're like, and then you get that with
all of our, well, obviously a lot of our designers play and about people. And then you go and actually
look at the stats and you're like, oh, it's a hundred and nineteen seconds average. That's
two minutes. That's what we intended for it to be. And so the average across every, and that's
the average, which means there's some people taking four minutes and whatnot. And so it's
It's actually like, oh, okay, the numbers are not as bad.
And yeah, it turns out if you know what you're doing
and you are good and you play a lot,
you kind of kill things quickly.
I know a lot of people might be like,
oh, you should have that be flatter
because what the hell,
an eight second fight's not necessarily fun, right?
You're not engaging with any mechanics and stuff.
And some people are like, no,
if you're that powerful, you're that powerful.
And if you know what you're doing,
have it be that fast, right?
So it's a bit of a thing where some people want
the way less variance between character power
but also then that feeds into the end game of yeah,
you want characters that feel like gods
among gods, among gods, right?
Like you can do that,
but it is again, just comes back to who, you know,
do you have item X, item Y, item Z of different kinds?
So when things are too cheaply OP,
as in almost free, and I don't mean economically,
I mean like as in you just your general time to earn,
generally that has to come down.
And I think that really is the message overall of like, you know, if it costs you a lot, then yeah, you can be a god.
If it didn't cost you very much, maybe that's going to be something that we would consider nerfing.
So, leech and us triggering.
The state of recovery, especially because like really fast life recovery tends to lead to situations during combat.
The only thing that matters is the thing that Kazoo installed instantly.
So how do you feel about recovery overall?
So we're definitely unhappy with leech.
And this is one of those things where we attempted to simplify it from PEW1
because period one had the most complicated leech thing
that would fit through the universe.
And so we're going to simplify it.
We're going to try and make it simple.
But unfortunately, the simpler thing
has not led to a good result.
And so now leech is, yeah, it's a bit of a problem.
So we are changing address at least.
Are we fine with telling people how it works now?
Like, we could go into it.
Yeah, that's fine.
Yeah, all right.
So basically one of the key things that we're first changing
is we're going to a single source method of doing leech.
And there's only one leech buff active.
So whatever is the biggest hit that you did,
like you're only leaching from one place.
And that obviously then means that we need to, you know,
change all the balance of leaching,
everything like that to make that work.
But it does mean that there's a difference between,
like there's more of a thing with like life gain on hit
versus leech is like a thing between like fast hitting
and slow hitting builds.
Like higher hits are gonna lead to more leech.
But the other thing we're changing as well,
and this is just kind of to retain the idea.
Like so one thing we liked about what we had
was that when you get more leech percent,
you do get more leech.
But the thing is that the way that damage scales,
like it's just gets completely cracked at some point
and like it gives you insane amounts.
So effectively what we wanna do is add a cap
to the amount of damage that leech will consider
when calculating how much that you get.
So I don't know what that number will be.
Like I don't even know what order of magnitude it is, right?
But let's just say that it's like a million or something,
right?
Like I don't know, maybe it's less than that.
Yeah, it's hard to say what the number is,
There's a there's a goal of the kind of expected rate per second
Effectively, there'll be a number that's like a million or 100,000 or some number, right?
There'll be like, okay, like after when we go to calculate leech
We're first capping your damage to that yet
You're still doing the damage by the way
But like, you know just just for the leech calculation and then we apply your leech percent to that
And what that will mean is is that it's always the case that getting more leech will give you more recovery, right?
Like if you double the percent on your character you get double the recovery
There's no capping thing like that, but it just means that at some point, getting more
damage isn't increasing your recovery.
And that's the key thing that we need to try and disentangle.
So the intention really is to get it so that a typical character who's like investing
and literally actually cares, they're able to recover their entire life orb in like three
seconds or something like that, and that's the kind of thing, right?
And yeah, you could go further than that with even more investment, but it's probably not
with welcome me to other stuff and then like other characters while investing are gonna
get less than that sort of thing but like you do actually have to you know we don't want
it to be so ridiculous that that's the only like source of recovery you would even need
yeah because it's now capped we can give a lot more leech early yeah well because that
was kind of a bit dead yeah if you know yeah some people know about leech resistant monsters
like a, you know, currently you leech less from a white or magic monster than say a unique monster
because the assumption was you're hitting many, you're AoE-ing, now that you, now you only get
one instance, that's flat. And then that means that leech will be more consistent between boss
fights versus not boss fights, which is another thing I think a good thing, like you kind of can
rely on that in some level. But if you have all the affixes, you know, you got some investment,
you could do between 20 maybe up to 40-50% of your life recovery per second, which is obviously
still pretty fast, but and then we're removing some of the instant leech just because obviously that's
then bypassing that. It's funny, those are maybe you're coming to me at one point and you're like
either we can nerf like all these skills by 10 times or we can nerf leech like that was the
It's part of the just like damage begets recovery, which also gets energy triggering and like
it just feeds into itself and then you have characters getting 3 million percent of their
life per frame.
Yeah.
You know, while triggering.
This is part of the meta-square.
It's a real equation as well.
It's not triggering per frame and it's just like, what are you supposed to do?
And hence the 200 million DPS like infinite recovery and immortality builds, you know?
The leech explanation sounds like complicated, and it kind of is on the back end, but the
player facing side of it is now just that you get a leech percentage, and that's the
only affix, and you get more of it, you get more.
Well, most people, yeah, you get a mod, and now your life starts recovering, and more
importantly, yeah, and better than before, but also importantly, doubling it, doubles
the amount of life you're getting.
Yes.
So, yeah, like there's a lot of calculation going on to achieve that, but the one player
The other thing that is important to note is that there is a point beyond which getting more single hit damage is not going to increase the amount of recovery you're getting.
At some point, obviously, getting damage gives you damage, but at some point getting damage is less valuable than getting more leech investment if you are simply wanting leech investment.
Interesting. There's obviously going to be some adjustments there for people to...
For sure. It's a big change.
...with the meta skills and custom-created comments and things like that, and their interactions with these various things.
For sure.
So that's going in 0.5, this stuff for people to figure out.
Go test it out.
It's all fully changed internally.
Feel free to go over look at it.
All right.
And with that, so like I mentioned,
the part of the core problem ultimately
is that you are, aside from the meta skill stuff,
if you're recovering so quickly, then things
have to kill you very quickly.
Does that allow you to look at things that are killing very
quickly?
Then once you start to feel like recovery
is getting a bit more under control?
Well, part of that folds into the whole defenses
and everything, but outliers are outliers for sure.
I mean, obviously, some stuff is intended to mess you up.
It's kind of the point.
But it all folds into the same, be it recovery, full life,
one shots, characters having significantly lower defenses
than we anticipated, tools for getting more life
via runes. All of that folds into the same problem here of, yeah, if you're absent of
all of these tools and you don't know how to do the like very, you know, I guess the
meta strategies, then yeah, you sometimes will just going to get obliterated by things.
So I'm just hoping like, obviously that leeches a case of bringing down the top end. But I
think more the defense is bringing up the defensive tools like a body armor runes, etc.
ward everything all of this is going to help contribute to ideally things feeling more
fear and of course as expected though if anything's just like one-shotting you and you don't
think the telegraphing's enough you just let us know because like you know it might
be on our radar but it might not be on our urgent radar and maybe we need to do something
about it like we have improved a lot of these things either via increasing telegraphing
or lowering damage like we had problems with the whole number of skills especially early.
I'll say the number of those is dwindling, but they're still there and obviously we might add to new ones on accident, but
you know, just keep telling us about that stuff a hundred percent.
It's not the intention. The important thing is things feel fear, less so than damage one way or the other.
So, you know, if you're getting insta-killed by something you couldn't even see coming, that is a problem.
We're obviously adding a ton of new pinnacles and all of that and we're going to do our best to get everything as well telegraphed.
telegraphed and is you know the correct damage output and everything but you know we miss things
and if things feel unfair just raise the alarm. Alright that will change the topic a little bit
to end game and I've seen it getting asked a lot about a lot with temple going core is there
any major changes there? Yes so we had to we had to get rid of the snake strategy.
Oh
Is that we felt like it would be a mid-league the behind farmers
You know like a few band-aid fixes, but it wasn't really the correct strategy and ultimately
Oh, the snake strategy is as it comes about because there are rooms that the game wants to delete
But it can't delete them because it would disconnect the temple. Yeah
And so what we've got is a solution that effectively is that if that would happen
Then it will just create an empty room there that still connects it up
But isn't the room that you had there before and that just means that there's no incentive to kind of do those weird strategies anymore
Which should result in all of the like yeah, we knew that was gonna happen from happening
Yeah, like you can kind of take it more at face value because you don't worry about this like particular
I was surprised to be able to you know to be able to do well and to be clear the current
like snaking is resulting in what we deem as a 1,000% unacceptable levels of
unimproved. Yeah, the item drops out of control due to the out of control. But there was
just there's always a situation when you've got this stuff where like we
would love to nerf it but you can only nerf something like that if it hasn't
gotten to out of can like out of containment before you nerf it. Yeah.
Because the moment that people feel like oh like 10% of the player base have
like gotten well then I can't do it like you're pulling the ladder up behind them
and that kind of stuff. It just doesn't feel good. So the whole thing we just
had to let it be and the thing that sucks about it is that it can like really like make people's
perception of what the correct level of atom drops is to be incorrect and that can then mean that
like when we don't have the like banana's temple like loot going on that people might not be as
happy with that but it'll be a thing there like you know one lead down the line after they've
forgotten about that part it'll be okay but yeah like that was it was out of control and we didn't
love it that being said like there are also some did you get the the extra reward stuff for the
reward rooms is that? Yeah we've done some buffs to the reward rooms. So basically just like if you
play it conventionally there's some buffs to the rewards, like for the stuff that was like pointless
to do before. So in particular the reward rooms that you get from killing the architects, like
those weren't good enough. We want to make sure people weren't even bothering you. There was a
strategy where people were using those to like get quick at Zeriruns and stuff as well and we
fixed that problem. There's a bunch of algorithmic problems with like how rooms get deleted or decide
to get deleted or swapped should have been changed so that there's not like some of these
weird, you know, they got to the point of being honestly a little bit exploitative to the
point it's like, I hate that I have to do this thing.
Yeah, we certainly don't want anything where people feel like I have to do this weird thing
that I don't enjoy doing in order to get those rewards.
Like that's the key thing we want to, yeah, because of course that will do it, right?
Because that's the most reward.
Couple cool things, Atlas Tread now applies to the temple, right, whole thing, and we're
obviously relevant. There are some cases where obviously there's no summoning circles in there.
And obviously it has its own Atlas tree now. Now that it's core. And its own entire quest line on
the Atlas. We can go there and do a thing in place where it physically is. It's like you get all the
points and there's parts of the tree that are blocked behind killing the architects. You're
getting like little unlocks and stuff like that. There's supposed to be little districts in the
city where like you kill the architects and now this district is unlocked and you can go in there.
Oh, yeah, there's just little things exploring that are nice. Um, production. Could I request a brief intermission for us?
We didn't have to rush the rest of the in-game discussion. You guys failed on just having a quick two minute break.
Sure. If that's what you're saying, we'll be we'll be right back folks.
Ziggy D a Taco Bell. Yes, take a that shit. Um, it happens. It happens.
Yeah, so yeah, what do you guys think of it so far right like I know a lot of people are expecting
What I guess a lot of people weren't expecting the reveal
They're expecting a totally new endgame and they didn't do that right essentially added story lines for the endgame a guided experience
That's like deterministic you just had in a certain direction writing you encounter and counter the mechanic and then you get your unlocks
It looks more like you to the Alice still trash will well this is Alice you're getting for launch
That's essentially what they said, right. They said this is Alice going to 1.0 launch in December
No, new weapons kind of sad. Yeah, they tease out a bit and
The new community manager did like the gladiator reference right and they focus on the sword so
People were 100%
Set in stone that there was going to be swords and a new archetype there and they were not and
And I did yeah, like I don't know if it like be it like okay, so like basically
GGG is always like pretty cryptic with their teasers and like the community's always trying to decipher like everything that they're trying to say and
Do you feel like it's social media every streamer content creator with hyping up swords and multiple ascendancies for
Dade if I like click on you know dark microtransaction
like all these guys, everyone was pretty much on board that swords were going to be a thing.
And then she actually threw a curveball the other day. It was like on the fifth, literally
like one day ago that it's not champion. If people go, okay, it's not going to be champion.
It's going to be Slayer then, right? It's going to be Slayer and gladiator because she
actually posted like a image of gladiator. So people are like, okay, so it's only going
be two of the ascendancies and not three of them. And then it just ended up being none
at all. It just ended up being none. And I think I used yesterday that people are not
going to take that. Well, I think they, I think I used an analogy of a Diablo immortal
announced in a BlizzCon and haven't looked at Reddit yet and everything else. But I,
based off Twitch, I can already see that people are not liking the no new weapon type
and not liking the no-new as sentences, right?
Like, obviously people aren't taking a well,
but also I do feel like Endgame
is very important, right?
And crafting, right?
And then, you know, for full launch,
you'll add those and it'll be, end up super hype.
It's just kind of disappointing that, you know,
some people did want to play like a new weapon type
and a new class, and that won't be this,
but the Endgame is the most important part of an ARPG.
And there is the Calgurran skills, right?
So there's how Gern skills there is like new sentencies that you could do but they're not a new class and there's not a new weapon
So I'm honestly put really hype for the martial artists. What do they have that stone hand skill or whatever?
It's like the ultimate one that looks freaking sick. Okay, sorry. I want to stop you happen. Oh
There's still muted I'm using ed we can't hear MP no more
Wait, we can't actually hear Ziggy D. Wait, I forgot to unmute it.
Firstly, I'm very happy to see that the world looks like an actual world now.
It's an Atlas, an actual map.
It's where you go with a do exploration.
So is this kind of the goal for the outside when you're making this whole world map style
Atlas?
Well, okay.
I think that I didn't realize when we were making it the importance of having those fixed
locations, like knowing where things are, and like so it's like we wanted it to
feel like there was a world of stuff to explore but I think that we did make a
mistake and not necessarily like realizing that you know it is important
you can get your bearings and that kind of stuff initially. So having the
fixed points like this was even better than I expected honestly like I was a
little bit worried it would make it feel like too samey every time but honestly
it's like it's really cool like in all of those points of interest like I don't
know if we really showed it like how easy it is to sort of get to things but
usually to get to one of the league things it's only like four or five maps away from the from the
site location like when I was first showing it to you when you first arrived like you know yeah
like you just go like I started with it just all fog of war there and I'm like okay if you just go
down the square a little bit then you get into the breach area and you just go like you're in
right a little bit then look there's these abyss cracks here and stuff like that so that's really
cool and the other thing as well is just like you know the fact that there's like a giant ocean to
one side means you just got like got your bearings we're like okay we're on the edge of the continent
here like this is where we are and we did even try to sort of think okay well like in the physical
ray-classed map you know like this is where this is the direction in which like all of the you know
the the temple of you know the the Zerries temple everything of Lara Vile was and like so we're
going to put it in that direction we try to sort of like have our bearings so that all those things
is sort of like have some kind of real world analog which is pretty cool and there's even if you go
far enough into the ocean you will find aureus which is has the the beast as you
know it doesn't actually do anything like there's no reason but like we wanted
it to feel more like we change later once we've got the campaign but as long
as you pick the exact right direction it's kind of more an easter egg than
anything, the fact that it's there, but we do want it to feel like it is actually, it is Ray Class that you're exploring, that this is like, you know, like things are, things are at least broadly where they're supposed to be and, you know, like, that while it is, like the
binds and stuff like that are all randomly generated, like what maps are there randomly generated, like the initial layout of where the landmarks are is, you know, is like really, is really nice.
We're gonna have like a world first race to R.F. or something like that.
Expedition race.
See you get over there first.
That's really cool.
So I think before when you first started Endgame, you just got to ran maps and it took dozens of maps for anything to kind of
have to think about.
I agree, I agree. And now we want that to be way shorter. So like, you know, the first time you open the Atlas, like, you know,
there's towers that rise out of the ground and like, there's a quest marker right there to do that.
But you don't have to do that, right? You can go a different direction.
And you'll probably soon you'll run into like a breach or something, and then you'll be in NPC, you know, like within one or two maps,
there'll definitely be an NPC telling you, hey, look over here.
And like, you know, it'll appear in the fog of war.
You'll see there's a quest marker.
like, oh right, something of that way, you know, like, that's the kind of experience
that we want to have of like feeling like you are exploring, like a kind of, I guess
it's more of a sort of, it's funny because it's a little bit, in a way it's sort of
a bit more like that sort of open world game design that you would get from a kind of open
world game, except it's on a kind of like atlas level, so you need to be thinking, get that
feeling.
There's points of interest and stuff to find and that sort of stuff, and not only that,
but we did want to make the kind of the infinite part, like once you have done all the quest
lines, the infinite part needs to be more interesting too.
So now what we have is all the leagues are adding Atlas mechanics, right?
Like, so you've got things that, and I guess that's one of the other things I really want
to make sure people are aware of is like, all the leagues do have things that interact
with the Atlas in interesting ways.
So like, you know, you've got the DeLarion fog thing, we were spreading fog over, and
the, you know, the positions of things matter, and where you pick to do it will matter, and
that sort of stuff.
Actual and best cracks.
Actual and best cracks that close on the Atlas is really cool, I really like that one.
That was, that was one of those that people, people thought I was a bit crazy when I suggested
that one.
It's one of those things that's just, oh yeah, it's just really cool, you know, so, it's fun to come up with those kinds of mechanics for leagues and think about how they can escalate and so on.
But it also adds like another sort of deeper layer to everything too, because one of the big issues we had with all of the leagues was that they had kind of like their mechanic, but they didn't have like, and here's how the mechanic changes and here's how it evolves and like,
There wasn't a lot of that going on with those initial 010 Early Access Leagues.
And it's really adding all that extra depth that makes an actually interesting thing.
Part of the reason why we identified that is because when we came to write a questline for them,
well, there actually isn't enough here to write a questline for them.
There just wasn't really stuff enough to it.
So it's like we have to add a bunch more to make it so a questline is reasonable to do.
And so the questline actually drove in some ways, making sure that there is an evolution that happens
across the the course of every league and I guess that really does set the
standard down for what you have to have to make a league for the P2 like that
it's gonna have things like that and mechanics like that.
It seems like you're really trying to min-max the bread coming here in particular because like you leave the town
literally the second map as a tower and then like three, four maps after that is the gate of the
giant fortress. Yeah exactly right we want you to get to that stuff quickly right?
What we said earlier about how the difference in amount of time it takes
for like the average player versus what people believe is the average, like it really does
need to be that minimal number of maps to make that happen because for some people like they're
taking a long time to complete maps right like yeah like if it's taking like you know seven to
15 minutes in some cases to a map like like you don't want it to be multiple hours of gameplay to
get to the first even that even that's fast by the average yeah yeah and it's like you don't want
it to be hours and hours later when you finally get to one of these things so it really does need
to be just a few maps and obviously if you're a fast map runner you're going to just blaze through
that real quickly but yeah you do need to sort of consider you know what that
experience looks like if it's the first time because a lot of this this this
questifying stuff is for people who don't even know what's in the endgame
I don't think you'd have for the first time player before us you'd go in the endgame
is there even anything else there like we don't even you don't even know right
you need those kind of like a few guys to even get you started to be like okay
well like here's some actually some stuff that I might be able to find yeah and
even if you don't go like that tower into the fortress you can literally pick any
direction like because that was the thing that surprised me the most when you
showing me by kind of like revealing them out was like you literally can't pick a direction and miss
It actually made like the Raycloss situation look this this Raycloss situation is crazy
It looked pretty die. You're like basically surrounded all sides. He's like you look one side and there's like don't breach the
Skunkan area. It's like freaking a beast over there. Wait to like five years from now. I know right
It's now whenever you add anything you add a spot on that. We're probably gonna have to do a bit of rearranging to make sure
the newer stuff is like close to the center and there's like you know the ring outside that which
has got some of the stuff you can kind of sneak out to get to.
Like weird passive tree situation with like stuff further out just getting closer and
that's uh that is going to be wild but it also kind of helps solve that problem a bit because
like I sometimes I go back in a play like a game that's been around for a long time and the way
that usually they're like 10 years worth of content is presented is like a giant menu.
Yeah yeah and it's definitely much a lot of these.
very difficult to engage with that but here it's physical places in the world
so it's kind of almost solved by the fact that you have to travel to them to
start interacting with them in some capacity. Yeah I would say so.
But yet all of them do have events that will occur that will direct you there
and like reveal it on the map and show that there as well if you do find that
and you know so you sort of get quests. We have a few things as well though like
it's a lot but I also don't want people to feel like oh I have to do all of it
every time. I think we mentioned the fortress completion, like if you just want to obviously
there's a big red tree of nodes right so you can go like we're a path of least resistance to all
that if you look this is if you're good you know what you're doing you're repeating good build
like just beeline towards that go to that go to that go to that kill the bosses kill the
pinnacle right you've now done the quest line and now just go out into the infinite and go and
farm or maybe go do one of the other leagues or two of the other leagues
whatever and then go out and farm and every time you then get a set of
citadels you kill the thing you can then also complete a section of the
fortress and that unlocks a big chunk of it and complete all the maps and you're
like sweet there's my 15 points allocate allocate allocate and so you don't
have to just like hunker down and sit in the fortress for like forever yeah right
we were really concerned that what would happen is like you'd kill the boss and
you're like oh now if you do all these maps in here like to just finish it off
So we wanted to make sure there was a shortcut for that stuff
So if you didn't do all that stuff while you were going there
So if you're a new player and you like you don't like burning through the tears that quickly
That that number of maps is intended to be the number that you'd need to be able to do
For like a sort of an average player who hasn't done it before to be able to tear up to get to like, you know
To you know to get to t5 to get into the this part of the fortress and you do everything in that
Yeah, exactly. So it's kind of designed to be like you have to the players who are normal
But if you're if you're if you're a player who like really knows how to tear up really quick
then you can just beeline to the quest objectives really quickly and get through that very quickly.
And I guess one of the things that we wanted to do as well, even just for the regular leagues,
is like, if you're like an actual, like, a player, we sort of imagine it's like a night
of gaming is what it's going to take you to like do one of the quest lines.
You know, like, I don't mean like a half an hour, I mean like a solid night of gaming.
A few hours, right?
You know, like a gaming is enough to kind of get like a sort of a fairly reasonable player
through one of those quest lines and then that can be like your goal for the night and then the
fortress might be like a couple more initially but yeah but for the good players they're just going
to be able to they can obviously get through the stuff really quick because they know how to
burn through every map really quick and that kind of thing. So with the fortress, so how many
roughly pastures is there on that core Atlas tree? It's like more than 300 I believe. So that's like
300 maps within the first place? No but it isn't because some of them give you more than one point.
Yeah, so we actually initially had it so the number of points on the tree was the same as the number of points in the fortress
The problem was is that we found that a ton of maps
Yeah, it was a number of maps that was was too many
Okay, so we were like, okay
We need to do some like things here so that the the Atlas tree can be bigger than what the fortress is roughly know
It is like a hundred hundred fifty or something. Uh, you know, I actually don't remember what the number in there
I come into these and but yeah, like it we sort of wanted to make it so that it wasn't
There's a few options there as well if we want, if we want, we haven't yet, based on testing really is what is...
...technically, it doesn't have to be every map gives you a point, it can be the first X map to give you a point.
Like, as in technically you can fully allocate the tree.
It's just, if we needed to do that, we've got lots of levers to be able to flexibly just go, okay, this is fine.
We don't want the fortress to feel like a chore though, that's really important.
That's what I was going to say, I was a little worried that that would be the case, but you
showed me that there's like, so there's these little icons on top of the map, and that wasn't
all of them, like what was shown in the footage was actually you hadn't done the list yet,
it was like half of them or something.
But what surprised me, so these are adding like things like, ah, you know, every rare
monster in the map is an essence, or monster treasure, or you know, the rare exiles are
fighting each other, hunting and guns, all this other cool stuff.
And what I was surprised to learn was that these are actually all individual unique things.
Like they're not being repeated inside of the fortress.
Yes, yes.
The fortress is one of each of these things.
Yeah, yeah, exactly.
So all those mechanics are things that, yeah, like just there's one off, and so if you auto-complete
that part of the fortress, you're effectively losing that for this run, but they do appear
out in the infinite as well sometimes to kind of make the infinite farm part like kind of
more interesting.
But this is like really interesting.
Even in P1, as good as that in-game is, which is really, really good, is it kind of takes
like 30, 40 maps before you start getting stuff to be in your maps all the time, right?
Like those scarabs, you've got enough points.
But here, you've almost created an end-game atlas area of maps that you can do that's
preloaded with scarabs.
Yeah, yeah.
Effectively, as you do that, you're effectively then loading it more with the atlas tree.
Yeah.
So that when you do the infinite farm, you've kind of got more of that stuff there.
So when you're out of that, then you've got your passive tree full of it and everything.
The passive tree does add a lot and of course you allocate all of it now so it's like changed quite a lot like how the passives work
But yeah, like we have had to do some work to the level design side to make it so that the the maps can support more of
Mechanics and so on as well because like people
Especially after juicing everything
Speaking of things like the completion. There's a few other little bits where people are like, oh, I've got to do every league tree
Like that's a lot right because that's the same thing. You don't want to be too chore chore like but reality is
There's a few changes around this so let's say you just what you do the fortress or you do the infinite and in order
Complete it after in the quest line and then you do just delirium
Now you can run three delirium tablets and it will scale all three and you can just go do that for the rest of your life
And the thing is people are like oh, but breach can randomly spawn and then I have to get the breach tree
Otherwise, I'm not a vestibulist. We have changed how this works once your every so effectively your leak and your area can support three leagues and
The newest versions of it and so when you put force three delirium tablets, it won't spawn other leagues
by putting a tablet by what putting a
League yeah, that's preventing the other leaks from spawning which means that you don't have a situation where
Basically you can juice hard.
You're losing out on potential juicing because you've effectively made sure that you're going to get the special content you want.
So you can do that, or you can still leave it wild card by using the...
Radiator.
Radiator says wild card the legs.
Can you still mix and match?
Of course.
Yeah, you can still do it exactly.
You can do breach, breach, delirium.
If you want two thirds, breach one third, delirium.
You can do whatever you'd like to combine.
It's not the greater level of control over this previously.
What it means is that if you just want to all in on one, you can.
If you want to all in on two, you can. If you want to go three, you can.
And if you want to get them all on wildcard, you can do that.
Awesome.
Yeah.
And part of this that I was a little bit worried as well that you were like,
like the physicality of the map is really cool,
but I was a bit worried that the downside of that would be that,
yeah, you'd be removing this ability to focus on things.
In particular, I can.
Yeah, okay.
And in particular, I was worried about the Breachstone thing,
because it's like oh see if you want to use a briefstone you have to find one
of those things on the map to put it in. Does that mean you can only find a boss
if you physically have one of those locations on the map?
All the pinnacle keys are all tradable so you can do that stuff.
And if you have 20 of those keys you can just do the boss ring time.
Yeah, exactly. So the bosses are all in the...
So effectively each of the leagues has a kind of hub that like where the league...
And that happens like in its physical location right?
So, you know, like there's the and the hub is where you give where you use the
The pinnacle keys in order to fight the pinnacle boss
So that means that yeah if you want to do them back to back you just you know go the hub 120 120 bosses
That's fine once you've done the quest line one
You can then farm it as much as you want if you trade the other thing that we've done is some breaches unique in that regard because in
Order to kill the pen ultimate boss to get the ticket to the ultimate boss
Yeah, you do need the biome
Now you can buy the key after, right? That's completely fine, and you can buy the the Breedstone, but that one is unique in that you do need to go find those biomes, or someone has to go find those biomes.
So that one is a bit unique in that regard, but for some of these leagues also, for example, simulacrums, like you, you do deliriums, you get this grand mirror, you apply the fog, and there's a simulacrum in there.
there, we do do still drop Simulacrum splinters and very a lot less of them and
once you finally get that item instead of that item now just going in the realm
gate because that's gone, what that does is allows you to turn a map into a
Simulacrum on your outlast and so that will give you an extra key and so there
are some ways, the expectation is that you complete the quest line and
experience all that before you complete a Simulacrum but later in the game when
you're farming there's actually ultimate ways to get access to more of these
And so we have that for a few of the legs. I can't remember exactly which ones do and don't because it's asymmetric
But yeah, some of them are like trying to counter that. So it's the thing with breach where if we're finding a breach stone versus breach
biome and balance
We can end of a thing where once you've finished the quest line
You can start getting splinters towards pinnacles without necessarily having to do that or maybe there's some other mechanic where you can
Create a breach biome, you know in the fog of war that way
them. Mechanically create it. Reveal one that definitely was there the whole time. And, you know,
go over there and there are tools we have to be able to do all this. But yeah, breaches are also
very unique in that regard. The others are less problematic, but you know, just try to have
different ways. One of the things that is fun with those ones though, is that there's reasons
generally to pick one area of the Atlas versus another. Like they're kind of subtle, but like
we should have tried to explain that with the Delerium one, where there's certain emotions that
that only come from certain map boss classes.
So what that means is that you're like, okay,
if I want to be able to get like this emotion,
then I'm like, I wanna find this type of map
to put it on so then like, you know,
that I get that.
So there's little hidden things like that that.
The volume's actually not out.
Yeah, yeah, yeah.
So there's stuff like that that we can do too.
That's cool.
And so yeah, picking where to do the right of the nameless
can like, you know, and where to do the delay and things
like ideally that stuff should be something you actually do
have a little bit of think about, you know,
because it can affect the rewards a little bit.
Yeah, right.
Wow, that's okay.
Now, it's impossible to say, like,
put an hours of end gameplay estimate on end game
for part of the big XR, because it's, like I said,
it's sort of variable.
But how would you say some of the end game milestones
for Pv2 now, like, line up with maybe the milestones
from Pv1 that we're a bit more familiar with?
So, like, for example, getting to the fortress pinnacle boss,
unlocking your full trees,
like getting that full bear of the atlas,
if that's a clear goal,
filling up those nice new progress bars
for the legion mechanics,
like, where did those kind of pan out?
So it's definitely intended that the kind of like like completing the fortress is supposed to sort of be analogous to doing Atlas completion in Pewey 1
You know, it's like a kind of similar thing that you're the similar type of goal. It is almost like a pewey 1 atlas on the map.
Yeah, yeah, a little bit like that. So if you can get enough tears, it's
4550 maps to kill the pinnacle if you can
right like which is honestly not you know that out of control no that's not
fortress complete that's that main quest line complete right like it's you
know you think you've got a big square with two ramparts you're just going up
to this thing up over this thing up and then to the middle and then after the
back kill this kill this kill this thing in the middle right and then you and
and yeah you just follow this path the shortest path to it if you can do it go
for it. It's fine. It's entirely up to you. Which again, good players generally will be able to.
So like, yeah, 40 50 ish there. And as you said, the first, the cigarette to the fortress wall,
pretty short distance, like it's right there and then right there. Let's say breach. I'm just
giving some examples just to give some people some context. Yeah, breaches the closest biome to
of the cigarette the closest start so you just you went tower what is it five maps over
to breathe that's what that is for sure then you do a few breaches you don't have to do
that many she gives you the first breached on you use the breached on you do you can
probably minimum one hive one sky hive and then the boss now this is the problem that
we run into a bit here where I have level restricted the bosses yes they can actually
to do is to do it fast.
That's why you do just do it tier restricted.
Yeah, tier restricted, not character level, yes.
As in you do need some waystone periods.
So if you just go path, shortest path there,
yeah, you're probably gonna find
you don't have the waystones.
But if you know what you're doing,
you can obviously get pretty far pretty quickly.
And then you can kill the breach lords.
And then you can immediately do the pinnacle
as soon as because we have level waystones here
restricted the pen ultimates. But that's like Breach and the Fortress, whereas over to the
left of the Ziggurat you've got Breach slightly further across as Delerium, so plus five maps,
even that maybe, Ritual, plus five on that, plus five and then the, what is it, eight?
Honestly, it's probably only eight maps you have to do, nine maps or something, and I'm
I'm talking like absolute if you're just zoom into the end and it's not like the early versions of the end game thing
Definitely burned me out. It was just like the sheer amount of time. It took to just travel through maps
I was even I was even like coming up with theory crafts for like ideas of like what if those under these travel maps are like really fast
So it seems like there's just so much less of that now
Yeah, definitely. I mean like that's that's the experience you're gonna get if you know what you're doing, right?
Yeah, if you don't it's gonna take longer because you're like, okay
I need to build up for some up juicing and as much I'm not doing all that point
Yeah, yeah, when you're in apps, as soon as you're focusing on the action, you're doing your goal so much because you don't have the experience of that anyway.
Yeah, yeah, yeah.
King's March is a bit further away.
It is. Being on the coast, kind of, if it had put it too close, it would have restricted the other things that can go there.
So I've got like a sort of slightly longer lines that, to shorten the distance to get to King's March.
Oh yeah, as long as it's being up.
Yeah, so it's not as many maps as what it would be for the normal conventional distance.
But yeah, there's a couple of extra maps further than some of the others.
The cool thing is, because it's now questline, as soon as you get to Kingsmarch, you're given the first logbook.
So you just instantly like reveal a whole section of ocean, just start mapping.
You're getting what, 15 to 20 maps per logbook, give or take.
If you just want to export, let's say the logbook you placed didn't spawn the chase thing you're looking for.
You can just short his path to the edge and then reveal another and you can go...
So kind of logbooking. Sideways. It's just a bit gritter-squares.
A logbook-tradable thing, like if you want to blast through that.
Yeah, the quest ones are not like, butch by the way, you get your first logbook,
it spawns a guaranteed island for the quest marker, you complete that,
it gives you your second logbook. Because the start's questified, right?
So the first one, you get through those bosses and stuff like that with the first four logbooks.
It actually takes you all the way to the bosses, part of the quest.
Yeah, because as I said, now what we're doing is every single quest line takes you to the Pernacle Boss.
Right? Like there's no randomness in the ability to do that, you know?
Because it is the active league, in particular, the Bruins of Eldrö, Pentecost, is more maps
than some of those other biomes, because it also, it doesn't have a tree, right, because
it is the active league, and it has just a lot more generally going on in many different
ways, so it itself is a bit more, yeah, there's more going on.
then when it's not the active league we can then, you know, get that to be more like,
what, in line with the others and that kind of thing.
Oh man, I'm so excited for this to play it so much but,
but a funny thing is though, like you, I heard you talking about very recently this idea of like,
it's actually good to have a quitting point, not stepping off point, and it seems to be tackling
that problem. So that was another big thing when we were designing this initially is like, so I mean,
and at this point we were literally just looking at steam reviews and being like, okay, like, like,
Like, on a more meta level, like, why do you get a situation where someone's like,
game is terrible, 400 hours played?
Like, what leads to that? You know what I mean?
And honestly, we're like, one of the big problems is, like, there isn't an obvious point to stop.
And like, eventually, any end game is going to get boring eventually, right?
And if like, you didn't have a point of like, you felt like you were done,
like, you've got a place to leave, then yeah, you're going to be there,
then the game's going to eventually suck for you.
So like, we have to be like, we want to actually get you to feel like you're done.
And part of the way that you do that is you add more objectives that like have progress bars
We like you finish them and then you're like, okay. I'm done with this now. And so
Whether or not you want to do all of them or not the key thing is is that there is a point where you finish the fortress
You've got all the points in there and like there's progress pass and like there is a point where you do
You know you finish the league there is a point where you finish
you know all of the other league mechanics around and then
You know and then and then there's for other people there's challenges, right?
Like part of the reason we wanted to have challenges in this one was to see like this
There's quite a lot of people who have their goal for the league is to finish the challenges
and stuff like that, you know?
And so it's like, it's just another one of those things that Peerwe1 had that can give
you an objective for yourself so that you know when to quit.
Because ultimately the goal is, you know, like we want you to play when you have a great
time, but we want, when you decide to leave, that you come back with a plan to play again
next league.
And so long as we can get you to that point without burning you out, then you're going
to be wanting to come back and play again.
So, yeah, it's like that.
It's just one of those really important things
that Peewee2 just didn't really have
because it just kind of peed it out into nothingness.
It didn't really have like this.
Yeah.
I'm now done with this now.
Ultimately, it's just about having core goals.
Yeah, exactly.
And then you've got less clear goals for that now.
It's probably like Fortress plus like a specific league
mechanic.
Or maybe you want to do all of them, or maybe you don't.
But the key thing is, is yeah, like you get to that point,
you know when you're done with it.
And you know, you got eight progress bars
that can pop up the side so you can sort of see it a glance.
Like, here is my like end game completion
how much of that stuff they're done. And you also know, by the way, that when you do finish that
progress bar, that you have seen all the major content that the league has to offer in terms of
like, you know, you fought the pinnacle boss. And yeah, there's more uniques you could get and
more things you could farm. But, you know, like the that stuff is really extra stuff. It isn't
really the core of the experience of that. So, yeah, it's fine. And at the same time, like,
for the people who never quit, the, the infinite, of course, we want to make sure that stuff is
better of course but you know like you know like it is it is still important
infinitely significantly better it is way better yet way more trace drops to get
yeah and made blood you know like it's so much more crafting that you might want
to min max like this just a ton and you could be like I'm gonna go if I'm farm
the land, the not ocean, you're going to go far the infinite land, and then the next
day I'm going to go explore the ocean and just log book log book log book and do all
of those you know like different choices different axes that's also important and
cool I'm going to go do breach this day and the next day I'm going to do delirium and
and the next thing, I'm gonna mix them all, you know?
It seems super easy to change, like,
whatever it is you wanna do, if you wanna mix them up now.
So if you are focusing on expedition,
like, there's nothing now to stop you
from going and focusing on breach for a while instead.
And of course, the fate of the vile temple, right?
Like, it actually is unique amongst the others
in that it doesn't have an atlas active mechanic
because the temple is its own whole building a dungeon vibe.
And so it still is a tree, it still appears in maps,
It has a tablet, all of that, but instead of now doing the progression on the Atlas,
the meta-progression layer, you're doing it in the temple, right?
Just without, with less snakes.
Excellent.
And the new Atlas Tree design supports this idea as well, where this core full tree is
like a full completion thing, which is cool that also your initial reaction to that might
be to worry that, oh, it seems like it kind of removes some player decision.
Well, one here doesn't mean that it's a product,
it doesn't mean that it's not a product,
or a version D.
We had this problem where designing the Atlas
in a way where you don't want to constantly respect really
handcuffs you in terms of what kind of nodes you can add.
Because if you want to add a node, which is like, oh,
this cool thing happens when you're in a forest,
it's like, well, now, if you're not in a forest,
you're like wasting a point, right?
So effectively, by doing full allocation,
you can now say, OK, well, I'm not wasting any points.
They do different things in different locations.
And it means that we can just be more interesting
with the bonuses. And they can be way punchier. And they can be way punchier. Yeah. Because
we're not like worrying about so much about the balance of that. So and so then when you're
doing your initial progression, when you're picking stuff, it's more about like, you know,
what stuff do I want now versus later. But the issue with that is you can't add difficulty
if you've got a full, a full tree. So we're like, and you still wanted the idea of having
a build for your character. So then we're like, okay, we're going to solve this in two ways.
One of the ways we're going to add more choice nodes to the to the regular tree, so that those
ones can be like am I going to go difficulty or am I going to go like like more difficulty
more rewards or am I going to go less difficulty less rewards so that example in the stream
of like okay for shrines like do I want the shrines to go on the bosses which is going
to make it so that they're harder with more rewards do I want to make it so that when I
go into a boss fight I get an extra shrine effect thus making the bosses easier so you've
kind of got that tweaking you can do and so on the regular Atlas tree you'll find things
like that where where the design space there is that there are decisions that you're going
to want to make but not very often right so it's like you know as my character gets more
powerful maybe off like that node from one mode to the other but it's not something
you're gonna be changing all the time so that's that design space but then for
the Atlas Masters this is the design space of things that I do want to change
all the time because it depends a lot like maps I'm facing but then we make it
really easy to change because we've got that system where the button on the side
which one so what that's actually most close to in a way is kind of like the
the Jesus Christ I forgot the name of these you know that you pick the modes
when you run a map in P01. What do you call that again?
Like, there's that, like, there's the thing for...
Like, um, Exoc, Exoc in a year.
Yeah, yeah, yeah, there's that thing.
Yeah, exactly, right? So it's...
I can't remember any more than names of the shit.
But, um, yeah, it's kind of more analogous to that in a way,
because it's like, before each map, you might want to consider what you're picking.
John, that's an interesting dude.
What you're doing there. So that's that design space.
And so those things together, but that thing there also has, like, you know,
like, the choices that you're going to make, your sort of Atlas build comes out
They're kind of like your Atlas build loadouts, but with pre-configured nodes, as opposed to...
And way better than that, because if you want to re-spec one of those, it's only a couple nodes.
Exactly.
And you can do that freely.
Yeah, exactly.
So it's no longer the...
But by making that not be on the giant Atlas, it actually simplifies that quite a lot in terms of being able to see that.
So at a glance, you can see here's the choices that are implanted, as opposed to a million other little nodes that kind of don't really matter in practice.
So nice not having also just like...
I suspect from a more player who's like, you know, approaching it for the first time as well,
just way less FOMO, way less like, oh my god, I don't know, I don't go this way that way,
I don't know what you're doing, there's still choice of how you get there, but even with the
Masters and stuff, you don't have to have all these respect systems with different currencies
and gold costs and they're too cheap and not, or not too cheap and all that, and yet they're still
built, like there's still Atlas strategies, there's what tablets you're doing, what multi-choice you've
you've taken on your league trees, there's, I mean, even just what league you're running
is, is in itself a build. What like, I guess you have this kind of like, you could be support
of a meta strategy, but even I really, I'm going for forest biomes because this league
with these nodes on the Atlas tree equals, you know, some certain benefit when combined
with the delirium. And then you could be even doing things like, well, yeah, as I said,
the multi-choice maybe you run this master when fighting bosses and this master when
fighting or when boss chasing this master when doing certain leagues of others this
master while logbooking there's just like all kinds of stuff where it's like holy okay
so you'd think by having the tree to be for the allocation you're like oh there's no
builds anymore and then it's like hold on there's like the complexity there has been
moved into a much more tight place, we can sort of do all that in one go.
So it's just a lot more manageable and it feels a lot better, I think.
What's the deal with the sub trees within each master?
Because they each have three tabs, don't they?
No, no, so each of those tabs is a master.
So basically, yes, one master is one of those tabs,
and then you pick the things you want for that master,
but then when you change to a different master,
that's the choice of master you're making for that map.
Right, OK, yeah.
And it's just one of the master you have that's selected.
It's the one that's active.
It's the one that's active, yes.
Each has the four rows, which is their quest line, unlocks each one row in one point.
You can take all of one row, or you can take one of each row.
They're just all kind of keystone-y things that you can do.
There's a lot of, even within that, there's obviously a ton of permutations of things
you could do.
Yeah, right.
So we've got our Atlas ascendancies and all that lined out.
So the...
Is there going to be other stuff written on his hair?
To your idea to 16 plus in-game juicing hours like go to the fortress
Maybe they have a hand she leads that you're gonna focus on
Have their course I guess they appear kind of like at certain points when you just those ones
Like so for example, you've got hilda who's like sending you to kill like bosses
Yeah, she'll pick maps that are like a
Few maps away from the map you just did as like the place where she's gonna set her object and check
So then it's kind of like you kind of do that like while you're doing other things because like, you know
There's this you do have to visit her campsite first like get to get to get to get her
So there's like a place like right where the other starting point where that is
But that's like the then her mission can kind of be completed as you're doing other things
Chateau hold that and like Doriani Doriani is tracking down
That quest of what you had is like the quest before is now just like going on he's like master quest
The places where the corruption bimes are is like hard like like in the starting zone
We like put we put them in like specific places so you questify going to them
Like do you only can go I'll go to this one and then go that one and so on so like we've kind of got that stuff
But his quest line is kind of that seeing Doriani's quest kind of like minified into his little master thing now
Makes it seem like it'd be pretty easy for you to in the future make other leagues in two masters like that as well
Yeah, I was gonna say next I was immediately like someone someone who's looking at this damn well knows we're gonna be adding more of
There's gonna be more of them for sure
more Atlas classes get added over time based on different new themes like we've tried to have okay Jado order of the Jin
Their whole thing is like you know getting powerful artifacts out of the hands of the villains
You know and so you get a vibe there about what the types of nodes could be or should be where you've got Duriani
Who's like a powerful formative scientist so you can get that you know you have all these different characters and you have just the
Classic I want to kill bosses Hilda who's just trying to like kill powerful beasts and so you immediately can go okay. Well
You know, not that this is confirmed.
I'm literally making this up as we go, but it's like, well, you've got Farrow,
who's the rune seeker, trying to learn blue shapes.
Maybe that's a must when he's not every core or not core, depending on how things go.
You know, like goes on the Atlas is a big thing.
Like you've got those options now for how to integrate things, which is exciting
as this is to play now.
I'm excited for the future of this.
It seems like it's much easier to see.
I mean, we designed more than the masters that we've been putting in here.
We just didn't get time to do them.
Yeah, we had some great ideas there.
Excellent. Good to hear.
So.
Yes, you guys could scroll down a little bit more.
I can go to the next part. Thank you guys.
I saw the reflection of the screen and Ziggity's glasses.
Troubling around the map.
Star Wars still kind of exists, scattered around.
And does the grand project still exist as the way
to kind of like teleport after you've done any...towel?
Uh, it does...how does that work now?
It works some way.
There's a bit of a change.
Not to like nerf it, it's just like, there's a way about how it needs to work that I can't
remember the exact specifics of, but yes, ultimately, yes it does.
Excellent, okay.
If you guys ever considered like just making towers work like that in general, I kind of
love that thing.
Maybe?
Maybe?
I might help with some of the discussions around.
I know you're a big fan of having a nice variety in the outlets,
and certainly there's going to be a lot of that,
because if you're doing one of those breach areas,
you're going to be doing a variety of maps in there.
But for some people, they want to just avoid certain layouts
or other things they can.
So, in a way, you can path around maps all the time.
And I guess the Grand Project is one of those ways
that you can kind of dodge those things, too.
So, something worth considering.
Has there been any look-at layouts for maps?
There's always some of that work that's been done.
I'm not entirely sure how much of it there's here,
but there's definitely some.
There's also a bunch of new maps,
just like new maps in the pool as well.
But yeah, there's always work on layout stuff.
They address that stuff typically,
just like the level design team just sort of
address that sort of stuff.
Just the way it's open over time,
or just having the background,
they're just addressing things.
But that being said,
I don't want people to believe
that we're just gonna devolve them
to just like every map is just a simple layout
without any like resistance at all.
It doesn't need to on some level be some maps
that are just like, maps should have some level of identity.
And like, I wouldn't want to just
be on the same level as watches all day.
Exactly, you know what I mean?
So like, I don't want people to think that it's like,
oh yeah, everything will eventually just become
like a fricking circle or something.
You know, like, you do want to have some level of interest.
You want some interaction with some maps
to be with certain leagues and others and others,
you know, different things like that.
But yeah, obviously if there's maps
that are just like nobody likes,
that not a single person has ever came to run ever.
Then we might want to consider changing that.
Well, you do get rid of the slow lovers in Hungary.
Yeah, sure.
Right, the exiles are a fun idea, and there's some cool things for them here where you've
got this like nemesis system where they can come back and hunt you down, it's like, it's
the patterns expired on that, OK, we're going to see.
But have exiles been made more substantial in general?
Because they kind of push over.
Yeah, yeah.
To make that a bit juicier.
Yeah.
Excellent.
because I was like very excited for them,
but they were like, oh, they're kind of lame.
So it's good to hear.
Co-op progression, I had grim expectations
of how co-op progression would work with this,
but you've reassured me that.
It seems like I work well here.
So the way that it works basically is that
for the fixed part of the Atlas,
when you complete a map that would give you something
like a passive point or something like that,
it actually completes it for everyone.
And because the layout is fixed
for the parts of the Atlas that are important
for quest stuff, it means that, yeah,
effectively you can all progress
and call up the atlases at the same time.
So you don't have to worry about that part.
But as soon as you're in the infinite farm area,
now you're effectively working on your own atlases,
just like how you were before.
So yeah, like some, some don't.
And I'll give some examples,
cause you know, the general just random map that gives,
you know, gives a passive point.
Yeah, your completes for everyone.
Now, if that's disconnected, like let's say,
I've been mapping and you join me on day two,
and now I'm just completing maps,
you will have a disconnected set of completed maps.
You cannot path from those.
They have to be connected to your home to be a path.
So you still got a path there, right?
But they are completed for you.
So once you connect it up, you can skip over them.
But the other thing is that,
let's say you get to the delirium tree.
You get to the hub,
you do some of the maps with delirium.
Those will complete in multiplayer.
But then you get to the grand mirror.
That one does not complete in multiplayer
because it applies a thing to your Atlas
that if it were to just complete would rob one of those players out of some sort of either quest or meta progression
Which ultimately yields a reward for some maps shouldn't complete and multiplayer because
Then you have to split up you have to run them each in your own and then you apply your own mist your own atlas
And then you can run all those and those will complete together
Well flips like that is that the entire party gets to go around and do everyone's pinnacle boss
I suppose at that point correct. Yes, good. So yes, some do some don't we're just
But it's almost all do like it's just a few cases where we need to make sure it's judgment calls where we don't want to
Rob you out of rewards right like because you happen to be playing in a group and you're like damn it
We should have split up and I or I should have left the instance before you did that so that I got it twice
You know we we're trying to make it that that's not you know just stealing loot from you
We've got some kind of rapid-fire random chat questions here mixed in
Some people have been asking about like the portals for maps so like the portal restriction one portal for six modifier maps
Is that something you're like looking at or reevaluating or how do you feel about that?
Change now at this point.
There was some discussion.
I think we now have it be minus one portal per two modifiers.
Oh, what's that?
Wasn't there something with the tablets?
Did something as well?
Oh my god, I don't remember.
I can't remember.
There was some change here.
Oh, this is actually, yeah, I wasn't expecting any change here.
There was a change here.
We've changed some stuff, but the whole thing of like,
we don't want you to run five mod maps all the time
because I just have an happenstance of dying.
Like we've done some stuff around this.
Maybe we undid that though because now we have like Atlas nodes and the master for additional revives
There was something about that though. I feel like we did something and
There is an Atlas card that gives you an extra. We have the master for an extra
Oh the master does it? Okay. Okay
There's something here I can't quite remember. Is there the one that removes all the revives?
That's often what's mentioned is like people are like one portal just feels like oh man like
Yeah, yeah, like we are doing things around I just can't remember exactly what
which decision we land on.
But we did show it.
We did show, at least in the last couple of weeks.
I don't know if we put it in here,
but on the, I think on the website
when you're looking at the announcement page,
there's one, there's a few nodes on there.
One of them is an additional revive.
So it's like you could at least turn that on
if you're running a certain class.
But I think we have some ways to do this now,
but I can't remember how much we baked into
the inherent behavior versus just putting
via the tree and or masters.
Cause we went through like five iterations here.
There's a question for Ascendancy Trials, so I guess there's two questions here.
One is, Trials of the Ancestral, the third mystery...
So the third one's not in this expansion?
No, but...
A lot of it too much content to...
But I assume that's one of those things that you want to have absolutely in and good for launch.
And I guess the second question is, the existing ones, is there any kind of plans to improve them?
We do want to improve them, they're not good enough.
But we didn't get time this time.
Yeah, like there's a lot that needs to happen.
So all three of those are on the cards for before 0.0?
Should be.
Should be.
I wouldn't want anything put it this way.
Anything that's in the game right now,
I don't want anything that's in the game to be bad at 1.0.
So certainly I would want to fix those other two trials
before we get to 1.0.
The third one, I want to get it into 1.0.
We'll have to see how that goes.
I would say that's a quite a lot.
Yeah, yeah.
It's got a lot to do there to make it good.
Doing that would compromise something else. It would 100% and I don't think we're well.
I think it's Crusty, I'm very excited to see this mystery for the final.
It might be afterwards.
No, the game has been released under the year, no matter what this time, pretty much.
It just depends, see how things go. But the other two we had a plan for, we're like,
oh, we're going to fix everything in the end game and those two on our cards as well.
Because technically we want to improve the end game farm ability of them as well.
In particular, they've not really got like they're not something players really playing the game that much
And we want to improve that. Yeah, we want to we want to get that to be a thing
That's like a viable league as it were. Yeah, you wanted to stand alongside these other endgame mechanics exactly
We wanted to do the core atlas stuff first and then so because we were like, okay
We can't do this and this and this and this and we already did we did that and then the and end of this
Kind of tape it off and those were two things were like let's do those in a separate patch a separate time and give them the justice
I didn't try to do too much at once here, but you got it.
It does seem to like doing that anyway.
One kind of on the topic for us here is bosses.
I cannot overlook bosses.
It's always one of my favorite things.
New bosses.
You guys are getting a little bit cracked with bosses.
They're getting crazier and crazier.
I've seen like a bit more than I think
I was teased in some of these boss fights.
Unhinged.
So I guess my first question is,
who is each of your favorite of the new bosses?
Because it's what, 15 new bosses this one?
I mean, I reckon just conceptually
that the one that's the ritual one, the Bodak, under the ground is just like really cool
with the light, like just with the darkness and the like, you know, the beams and everything
with the sun.
Yeah, it's just really cool, just like, conceptually as I said, like, you know, the way that the,
I mean, I don't know how much to spoil about that, but like the way that, you know, you
bring in some entities to help you with that and like, you know, the reveals, playing with
the mechanic of the lights and all that sort of stuff like this is this is pretty cool
tale of light versus death yeah exactly so that's just like that's just a really cool
one yeah um favorite i never picked favorites they're all you must pick a favorite of your
children go on this children try a deal of more than a lot that's hilarious bosses i
I mean, it's good finally having the, is that a spoilery?
It's good having the strange voice, has a thing now, you know what I mean?
He's not so strange after all.
Always more strange, I guess.
One of the two.
Anyway, but like, it's nice that from a, you know, Delerium's been in P.O.E.1 for so long.
So it's like, holy, holy, this long till we got, you know, a new pinnacle out of delirium.
But in the same sense, so as a ritual, and see, it doesn't really have any of the way of bosses
and anything really so much. And at some point, King and the Mist became it. But that obviously
wasn't, you know, that came with the Affliction League. And, you know, so it's like this,
it's just a little guy. It's just interesting finally getting some, some new capstones to some
of these stories that have been around for like a decade which I think is real cool and honestly
it's just nice to be able to reflect the king in the mist come on you fight him in act one
I know he's a he went from being like a pinnacle boss to a big campaign boss now it's like your
bar has elevated that much and and then you get it again you're like pinnacle of ritual and it's
king of the mist again and why don't they kill this guy in the first act of it yeah he's like he's a
He's got a new skill, you know, it's just not good enough at all, I'm underselling it, but it is clearly just not good enough and so yes, I wanted to be more, you know,
Ancients with it, more primordial with it, like things that are just beyond your comprehension of power and just like holy, we're on a...
a couple of them look a bit mind-bending in that regard.
But not also just like, you know, OP human, you know.
Those are cool, you know, like technically Tang Mizzou is just an OP human, you know,
there's such a cool little storyline there and, you know, people, I can't wait for people
to see that because there's actually a cool storyline between ritual and delirium, not
that mechanically they're about that, and you get to see, you know, some of the origins
of how he came to be who he is and you know you might feel a little bit sympathetic for
him or you're just like nah I don't like you you just make me see crazy demons and stuff
or maybe I love that you make me see crazy demons and stuff I don't know but um I just
love all of that like I like that we're finally putting a bow on some of these things finally
getting to the end of these well I wouldn't even say it's the end right like it could be the beginning
of something new as well like that's the whole point is but um something you'd be a bit more
proud of. I'm 100% it's like oh it's a bit sad that just Olaf that Olaf guy that you know who
as a character is cool but as a you know a boss fight it's just it was clearly just a rip from
PeoE1 and you know it's like here's this new thing in PeoE2 with this new epic new how we make
bosses is obviously evolved over so long and we're just taking this thing from several years ago
and it's just the pinnacle and sure we redid the effects and gave it a fresh coat of paint but it's
It's just not the justice they deserved and stuff.
Yeah, that's, I would love like a mini documentary, honestly,
on like the process of how you make a boss now.
Like how does it actually go?
Like how do you get from like the original concept
or whatever to the boss now that has like 40 skills
and just pretty easy.
There's kind of a few ways.
Sometimes it can be driven from three points.
One can just be purely like narrative,
let's see what we can come up with.
Like the campaign is way more narratively driven
design of bosses.
We kind of know who is going to be the final boss in story before we develop the boss and thus then it goes to concept and through the art pipeline.
That's probably a more standard pipeline, but honestly, I would say a good half the bosses.
For example, and you are not going to know this, and it almost undersells it in a way, but the expedition pinnacle boss, the avarons of elder pinnacle boss,
Which some people saw some silhouettes of and whatnot, but that thing is like this giant massive
horrific creature that's just like, you know resembling a spider and
You know that was initially just a random mini boston act 5 that we were gonna do
Yeah, and the area kind of evolved to the point where that Boston fit anymore
And so we were like well when we
We're doing league design. We're often looking at some of the assets that we've got around and then like it can actually inspire design for some of the stories.
Yeah, like look at this.
So we sort of look at this thing like, oh man, like what if we looked at the mix between what if irisium and corruption would have come together and mix and like what that sort of result in.
But you see this thing, oh, maybe that could be. And then once you've got that, you're like, okay, maybe if we change this model to kind of be more in line with that, we can then like, you know, like look at this and be like, okay, like it sort of creates something.
sort of create something so having those constraints when you're designing a story and then like seeing
like some other stuff can actually really inspire quite a lot of creativity as far as like designing
the story as well as concerned. You go back and we're like you know like partly it's also like
it's too epic for this just random hack five areas and in between you know it's not a not a key story
boss I guess is what I'd call it and not that there shouldn't be epic but then you take it and you're
like all right let's let's make the limbs out of voracium let's add this let's add this add some
magical power we can do this blue glow here add some more flesh and by the way
and then we tell the like the modelers like by the way we're gonna 3x the
scale of it and they're like oh geez the resolution of the textures might not
hold up so they're like you know there's all kinds of stuff like that we have to
do and then all of a sudden you've got this like and obviously when you make
for something that big you have to you can't if it's already animated you
probably have to reanimate it right because the way it will move needs to
be different things move slow correct so if you want some telegraphing that
matters so you know it helps but honestly the way it comes about can just be
honestly just out of nowhere you just have this thing and you take it from
somewhere else you have the narrative and other times you just have like I mean
our artists are just working on stuff like normally we're very very reactive
to player demand for what they want from mechanics and balance and stuff like that
we try to be and so we don't generally design league significantly ahead right
and generally honestly we we do not know the next league just we've said this
many times before we do not know it. So, but obviously you need time for the artist to
produce all that art and so they're just making stuff. They're just in there making
cool stuff. They're just making lots and lots of cool stuff and it can be sometimes we have
a mechanic we want and we want art to support it so we look through our library of just
ruckus. We find something that fits or sometimes we're like damn we're like struggling to
to come up with a theme for a league here,
we look through and we're like,
oh, what do we do with this, this, this,
and this is the boss and this is that,
and then we just piece some stuff together,
bit of retexturing, maybe some, you know,
and it just kind of can come together
in that regard as well.
And so we have this just insane backlog library of art
constantly being made for stuff that we don't necessarily know.
And sometimes they give some direction,
like for example, I know, and Jonathan's mentioned it,
we are going to do Delve again at some point, right?
So that's, as soon as I hear that, I'm like, okay,
I'm going to tell the concept artists, the character artists, and sometimes even the
environment artists, it's just like, we are going to do this at some point, make sure
it's there, make sure we're experimenting and thinking about what does it look like?
Who is now all of the Crystal Knight, or maybe his friends, or his siblings, or his father,
or his, you know, you just start, you just start at expanding and just let them start
coming up with the real epic stuff.
And then it's like, what does the underground now look like?
And we still, you know, they can, and they might want to experiment with things that
It's like, do we want to change how azureite is represented?
Because it might just look like verisium now.
And stuff like that.
So we kind of have just stuff like that going where it's
sometimes directed, sometimes completely undirected,
just going constantly.
And it just allows us to just really quickly then just grab
some stuff out of the hat and chuck it in and start,
assign it to either a mechanic or a theme,
and just to unify those three threads, which
is the art, the mechanics, and the narrative, which
either can come first is kind of the thing either could be the check-in or the egg and
you know it's it's kind of awesome and it allows us to just be like real fast
you know well you guys are absolutely cooking with this can't wait to check
some of it out we do unfortunately have to wait a little while but I suppose you
might have a few teasers and things like that for us over the next couple weeks
to help make things worse maybe while we agonize over this length that's very
much to it. Thank you both for the extended amount of time for a very long Q&A.
It's been a good run. Torsflue for now.
Yeah, it's good stuff.
Intermission.
Yeah, for the first intermission.
Woo!
Now, really cool.
Very excited.
Couldn't make it.
Alright, we'll see you guys next time.
Thank you very much for watching.
Thanks everyone.
Thank you.
See you on launch.
Okay, bye.
That was a long one, man.
That was a little bit longer than normal, but this was a lot of things to cover.
things to cover because there's a lot of revamps happening right and they're definitely peely
one on a fine the game is that the best way to describe it and also this is a common trend in every
like arpg like the procedurally generated chain systems it's like the new hot thing it's equivalent
of like a battle royale game right within the genre like every single every single arpg is
Using the chain mechanic pewee one got it. Last you pocket got it. Yeah before got it
Pewee two is doing it also at the new island expedition mechanic right with the with the chains
A lot of the stuff is straight ported from pewee one, but we know that we they said they're gonna do that from day one
It legitimately said we are gonna take stuff from pewee one that people like and we're gonna change a little bit
And they never lied about that. Also another thing, Chad said I was looking up Buildguide's
one that was going on. That's not what I was looking up. I was looking up, I was preparing
this boys. I found like the news review stuff, the news announcements view, they actually did
like conversations with the developers and stuff. So Path to Exile 2 massive return of the Ancient
and Expansion will be at the last major update before it leaves early access later this year.
This was just posted by during that thing
But yeah, basically the endgame revamp is happening and the game is going to launch this year, right?
So it looks like X-all cotton is happening and then December release and as they stated originally
They said if things not done they'll just cut it
Be the game is not done being developed. It's going to be a live service game now
The real question is what is not going to make the cut?
But Mark and them said possibly trial number three might not be in the game, right?
Possibly revamped to like the current trial might not be in the game.
Will swords be in the game?
Will whole ascendancy be missing?
Yeah, the whole sort thing that people are really disappointed that because they didn't
say swords were coming out because usually how they do the hype thing for like new classes
it's like the focal point of their teasers, but this patch really said it was so big and
they're focused on ending them. They're doing a lot of fuses like that, but there's a lot
of like references to like swords and gladiators and sword users and stuff. So the community
really, really thought swords were coming out, new weapons were coming out, new ascendancies.
Well, new ascendancies did come out, but yeah, new ascendancy classes did come out. New classes
did not come out, but NewSense you did. So yeah, basically, it looks like we're going
into full launch without swords or melee weapon, most likely, or it comes like one of the smaller
patches that they said that they'd employ before full launch for testing. Where my hopes checked
off. Well, honestly, it was still a good announcement overall. They are making the game a lot more
complex, which I don't know if people are going to like that, right?
A lot of people are hoping that PUE 2 was going to be a little bit more simple,
but dude, they're full on PUE, they're fully going to PUE 1 round, man.
And I guess they are abandoning the more like a sandbox style approach,
and they're going more theme park style, where you're just going to have your
quest line to go to objectives, right?
You're just going to have that check mark system, right?
going to have your challenge modes that, hey, I completed this league. I did 8 out of 8.
I owe the 5 out of 10 for you. They're going to have like a whole bunch of crafting. They're
like Cal Gern stuff. You got the new runic stuff. So, I feel like they're adding a lot. They're
adding a lot of bosses and whatnot, but they aren't actually fully redoing the end game, right?
Like with the end game that we had previously, the end game we're having now with quality of life
and new additions and more curation and like more mechanics to stack and being able to focus on one
type of the mechanic to focus on right that was like one of the big takeaways like where you
don't have to you can just only do breach in your map or you don't do breach with a crappy ritual
do you think this reveal legal rip casuals oh well they're gonna have more aspirational content
that for sure. It probably means it's going to take a lot longer to unlock stuff.
Overall, the game is getting a lot more complex, like Peely won.
But I guess we'll see, right? It all really depends. It just a lot, okay, I think why people feel
overwhelmed. It's just a lot of information just being thrown in your face at once. Well,
I think the information actually is too complex at all. It just, there's so much. It's like trying
of cram for a test, right? Right before it's about to happen. You're just like, oh, shit. I really
should have looked over this slowly. But yeah, they just kind of like threw everything at once.
And you're just like, what are all those new masters names, right? Like what are all the new
mechanics? Like what are all the new crafting recipes? What are all these new runes? What are
those new elite mechanic, right? Oh, we got new dungeon. We got new quest chains. We got new bosses.
Oh, you have to go to all these locations. Like what are we going to do here? Also,
they did say they're working on like defenses a bit, which was like a plus. The one that was a
little bit weird though is where they said they wanted you to focus on gear to solve your defense
issue, but then they have like nodes on the skill tree that's like 60% energy shield, right? What
Mark was saying, he said, he wanted the solution to be derived from your like affixes on your gear.
But then, but then you're like, but why does energy shield have all these things on,
on your passive tree. And then I also said, you know, our passive tree Blackluster,
where we need a lot, you know, we need to do like node overhauls to help combat certain
situations in different parts of the tree instead of just existing in one portion.
So yeah, like essentially they're going to have to like do tree trimming, tree
bloating and everything else like that.
That model upon this replay this for 40, the content, I won't mind.
I don't think I'll be doing that, but the update's honestly really big.
Like if I had to give this update a rating, honestly, I'd probably give it like an eight.
What are you guys saying?
I think honestly, it will probably be like an eight out of 10 update, right?
More crafting, more bosses.
There are going to be builds, a lot of new stuff to do.
But yeah, like there is like some disappointing aspects, which they didn't promise or guarantee
it's stuff that the community created in their mind.
So if you're one of the people that were over analyzing what they were posting online and
you really wanted swords and you really wanted the new class, then you might be pissed off.
But maybe the other stuff will grow on you and then you'll be like, okay, whatever, they're
the cool new build.
Obviously there's going to be new builds with the new crafting systems, right?
New unique items.
implementing the age old Diablo 2 system like where you upgrade your Unix but then also the
Unix will like be modified to within certain tiers so there's obviously gonna be like different
builds and like way to scale and you know that you're gonna have like new affixes on different
slots and stuff like that so it's obviously looking like a good update to me but they didn't
they didn't give people everything that they wanted or at least what they were expressing
and they want it on social media.
Not overanalyzing and giving.
They should add a new class weapon that's
releasing end of year.
They still need four classes and weapons.
No, they don't.
Why do you people just keep on saying that?
None of you guys listen to what Jonathan or Mark are saying.
They have always said from the beginning
that if they don't have all the classes and weapons ready
for launch, they want to get the game
Now, it'll be postponed via the live service game.
One point, and we actually talked about this
a few days ago.
You remember where I was discussing with some guy
about what 1.0 means?
And some guy would like it means every single system
is finished.
And that's not what 1.0 means.
That just means that they're ready to move from
early access to full launch.
And then it's a live service game.
Then they'll slowly implement the stuff
that wasn't ready for 1.0, right?
It's just, it basically is a changing of naming scheme, right?
You're going from beta to full launch.
It doesn't mean the game is fully finished, right?
It'll actually, ARPDs really never finish.
They're always evolving.
Yeah, the biggest thing is 1.0 is free.
So you don't have to pay for it.
Full launch, it doesn't mean the game is fully finished.
Yeah.
It doesn't. At least not for game dev.
It makes sense if you don't think about it.
D3 is finished. Update them. DLC don't count.
as they're not being finished.
Yes, exactly, 1.0 is the version they considered
competing enough to throw the game to the masses.
It doesn't mean every system is complete.
It just means that essentially game ready.
Also on that note, we got some subs during that.
I have like notifications turned off.
So obviously I wanted to like thank people here.
Slide, thanks for the 44 months goal sim,
things for the 64 months set.
Things for seven months.
Papa shango, 130 month.
That's a long one there.
Cole Kerba, things for T1 sub.
Holy see things for 200 bits, big worm things
for the 46 months and I'll during things
for the five months there.
The game is already thrown to the master.
No, it's not.
It's paid to play right now.
That is not true.
You're paying money to be a part of early access,
AKA the beta.
The game is not fully launched, right?
It's like, yeah, the game will be free once it fully launches.
It's not free. P2 is a free game. It's just not free yet.
Bistar all great. Thank you very much for the five gifted subs. Appreciate it.
What else is going on?
Yeah, so basically 1.0 is confirmed to be the end of the year.
end of the year. So I guess they're just announcing a Q2 actual launch date at ExileCon.
What do you guys think? Probably beginning of December?
Hey, nobody want to be working during Christmas time. I know that for sure. Christmas,
Hanukkah, all those things going on.
Live service never finished unless the devs have been in it. Very true. December 31st.
I don't know, well, we know New Zealand historically next December, well, no, they said this December,
what do you got to mean?
It's definitely going to be early December.
Let's say you like halt people's time off, right, and they go, okay, guys, no holiday
break and no New Year's break, you got to have to work the entire time.
Yeah, usually they always release at the beginning of December, right, to garner, garner the
most amount of players, right, and spending.
Now, that's basically it.
Point five, make the game feel complete.
Now, if the MD and direct players through
at the interlocking mechanics and sprawling atlas,
1.0 will come with the last two acts of the campaign.
Oh, actually, so they are confirming
the last two acts of the campaign
in every Ascendancy subclass for existing characters.
Only a few of the other five previously unannounced,
oh, this article actually had the juice in it.
Actually confirmed what we're talking about.
So this was like an article where they interviewed them.
So the base classes and all their Ascendancies are confirmed,
but,
but,
which also means all new weapon types like swords
might not make it in either.
So previously unannounced classes
might actually not make it in.
So yeah, basically they're,
so for 1.0 launch,
they're fully committed to have all the,
you know, three subclasses for the current ones.
And then all the other ones they originally teased talk about
will, are essentially up in the air.
They don't know what will actually make it
the window. Honestly they don't launch with swords though in 1.0 that would be so weird right?
Like imagine not having like they're gonna have to have swords but also I said they're probably
gonna have to have swords in this update. Yeah.
Jonathan, I want to get this game finished. I really, really do. It's definitely something I've
been looking forward to a very long time so I want to just get back to regular league development
and I have all the other stuff going on.
I'll make it feel complete to OK.
You two won't feel like two games
smashed together initially campaign in the current version
of game field like playing a Call of Duty story before multiplayer.
You go from linear narrative driven experience to a big sandbox.
Yes, so there's going theme park style.
People are very checklist oriented, though.
May 29th, had pretty much it, yeah.
Okay, I saw some other thing too.
I'll do that.
There's like the update live stream stuff here, like the summary stuff.
good old summary stuff over here that's pretty much after 10 minutes you would
never say that so soon for in fear game from daddy bulletin tie your car wreck
ruined your brain cells other day I meant that was it for the article where
a current reviewing potato I obviously got to the end of it and I pulled up
another thing I you don't got you got to concussion my man I can run in some
old lady not paying attention on the road.
Mother's throwing tie again. I thought my fault tie was over here running into old ladies that
were just going through yellow lights. So anyway they have like a little summary here of like some
of the stuff. I did want to like go through the video though and like look at some different things.
It was red, sir.
I don't know about this.
That looks like a little hipster over here.
The RuneCrafting looks like a lot, a lot of options though.
They made it, honestly, they made it really intuitive though.
You just like walk up to it and you press the button.
You don't have to like remember combinations or anything else like that.
it's just like there, right? And what do they say like 50, 100 plus rooms or something like that?
You watched four videos. That's not sure I watch new videos every single time, Ty.
The 100 plus, yeah.
17 new skills that are based off of Ward, Runic Ward, it's a different than the current
Ward system.
You don't really see too many Ward-oriented builds.
You guys think they should have changed the naming scheme to something different or no?
You're like people associated like, you know, like PV1 Ward or this Ward, where this Ward
is actually different.
they actually have given it a new name.
I feel like they should have.
Ward rather than life.
Well, Marx said they're constantly rebalancing defenses
and they are making efforts to make like armor
and evasion better at the patch.
And they said they wanna like move nodes
with like armored elemental, right?
And then they also said,
hey, we wanna like,
they want you to get your power from gear affixes,
not from the tree.
So, I'll see how it evolved.
Maybe they end up putting like more life notes,
life wheels on there.
There's also the voices jewel too, right?
That they showcase.
Voices have come into PE2, right?
You get a four socket voices, right?
That's gonna be really, really strong.
No idea how rare it's gonna be.
Yeah.
And like Annie build that like just stacks
what blue jewels is gonna get absolutely insane.
So I guess what technically adorned buff, right?
With the voices, mage blood coming to the game.
I hope that four socket voice is a mega rare.
Well, I'm guessing it'd be the equivalent
of one socket voices from Peewee One,
which yeah, you don't really get them.
I saw one that's done literally thousands of simulacrum.
You don't really get one socket voices.
You get like a three fives, right?
Though they're pretty good, seven's really common,
But yeah, one socket for like unheard of, right?
Like when in the lottery,
one socket voices are unheard of.
You really do get one socket voices by buying them.
You don't really farm one socket voices
consistently league to league.
So the new ward stuff there,
should be some of you like build enabling stuff.
Expedition, brother, funny thing about the expedition thing.
I hate expedition.
So, I don't know what I actually think about this League mechanic here, my man.
I don't know what I think about this League mechanic here.
I always talk about how I always do Expedition, but I don't enjoy Expedition.
I'm like, oh, it's so strong.
I gotta do it.
When you're like Big Bang or whatever, I'm like, dang, now it's actually League Expedition
over here and procedurally generated islands that need to chain them together.
might be my worst nightmare come true. I don't know yet. Maybe it may be able to grow on me and
I'll be like, man, expedition is really fun now. But the expedition has been like one of those things
that I've done a lot of and it's probably like one of my least favorite mechanics in game.
Expedition is great at least in P1.
I think either you you like it or you dislike it
Mods praying for heist
I said alright, dude. I actually really want a delve. I saw like the teaser and I go dude
This is like one or two things this like ritual revamp or delve
Now really hoping for delve
But it just ended up not being delve right and ended up being a ritual instead
And then even Jonathan said he really wants to be del. So that actually gives me some hope
You have the I will the original delve enjoy and have no cool mechanics
And then they kind of like changed over the years and they buffed a little bit
They changed like all the fossil mechanics and they weren't able to get like
Like what are the called the subterranean aspect?
Apex is anymore
You know there's like a fix of that restricted to like fossil crafting only but then they can that they kept it in the game
Would have been too convoluted so
So, yeah, this is what it is.
Maybe Delve after launch or something.
Who knows?
So yeah, basically expedition stuff there.
Your expedition, you'll find log with that open
with a vast oceans to explore,
discovering islands marked by expedition sites
and cover hidden secrets and delve into dungeons
in search of power for runes.
So, they didn't say there's no way to block.
Like map types that you don't want like let's say like what's like one of the math that people really dislike Meyer
Right like I've seen the people say Meyer. I don't desire. That's like the mean
Right like my right. Yeah, and there's also like the molten vaults
There's a few agree right, but they actually made it so like you pull the levers like right away, right?
It's instantaneous. You just made that up. I just made that up. I said I just made that up actually Meyer
I don't desire but it's actually true though. A lot of people don't like Meyer
Oscar Meyer weiner is over here
Sounds good
Now I've actually seen people I think people say it but here we go
What are this? Investigate the tomb of the fallen Calgurans and challenge them to earn remarkable awards.
Seek out the creator of a fallen star, a meter of pure.
Grisium, from what you hope to forge objects of immense power if you defeat what awaits there.
So how many new bosses are there again? Like 20, like 20 new bosses or something?
20 new bosses or something, 30 bosses, new pinnacle bosses. There will be a lot of bosses.
That looks like an egg. It looks like an egg over here.
But that was basically the same they just added some direction and hand holding to the game
I like the abyss effects like where you're gonna go to these zones right you like okay
I'm gonna go to the south. I'm gonna go to the east. I'm gonna go to the north. I'm gonna go to the west or whatever
And I feel like complete like the maps right the abyss is actually gonna close
That's kind of cool how they built it, but it's still the same pewee to Atlas right people that wanted a
A total Atlas where you don't they're not getting that it's still pewee too, right?
And then it still will be infinite, but you just have the hand-holding component of the game
So if your goal of a gamer is just to beat the quest
Or I do the bosses, you know like the pinnacle bosses and then not farm anymore
And that'll be it, right?
so
It's not just random. Well, yeah, you'll be able to go to like
You'll be able to go to your different sites right and like get your quest done. It's not going to be RNG
Like I'm getting to like RFICER or something, right?
You're not going to have to like just path around looking for the Citadel and like oh man, I'm level 95. I still haven't done the boss yet
So yeah, you'll be able to be like Arbiter or whatever like without
dealing with all the Citadel RNG
Same end game. What are you smoking? This is way better
Well, like the same system. It's the same system at the revamp though. It's improved, but it's
what do you mean? It's literally
but you not see the similarity between the old system and the new system.
I think you missed the part where I said at the revamp system, but it got totally new.
It wasn't to me. Oh, I thought you were talking to me. Okay. You didn't like put like the
at thing in Twitch chat where you're talking to someone specifically. I figured you didn't
tag somebody. So you're talking to me then. Okay, perfect. I'm stun locked over here.
A new fortress. That's how you're going to get to your arbiter of ass quickly. No more
looking for Citadels. You pretty much was like, what, get an endgame? You just go to this little
entry point, they like, let you in, and then you just go and do maps in this area, huh?
People like handholding.
Many paths to explore, new depths, though the zone looks cool. I saw some people complaining,
They're like, they're like, wait, is this traps? Am I ARPG? I don't want this.
Did you guys like that? They're like, we go watch the clip or whatever. They're like a snake
like going around. It looked like it was just pathing like a certain area, right? And he had
like go off and dodge. I wonder if it like one shot to you. Like a hungry snake trying to get you.
The snaking, the temple is going core, but they're not allowing temple snaking.
So like the way you set up your temple, you won't be able to do it anymore.
And they actually talked about that in depth in the Q&A.
So they're a good take away from that.
The temple is core, but they're removing the snake mechanic, either unintended, but they
also said they don't want to nerf it mid-seed then because people were too attached to like
their divine per hour.
Overall honestly, I think a plus for the game.
If that mechanic was as damn much more rewarding than everything else in the game, it just
cause like create the inflation. Like you obviously want good drops, you want dopamine, right?
You want the area to be meaningful and rewarding, but having to like,
you can't have it so disproportionate, right? Where like one thing you're getting,
you know, two divine per hour, three divine per hour, whatever, like, you know,
doing some open war mechanic at this and then going in a temple and getting four or five divine
per little area after you set it up, you know? Divine per hour is what every chase and PLE.
that's not true. I think some people really like the currency per hour farm and that's a
totally fine way to play, but a lot of people don't do currency per hour, focus only on currency
per hour. Do you think, I don't think, I wouldn't even say a majority of players chase like currency
per hour. Well, I guess technically do, but they're trying to upgrade their build, but not
everyone cared about like, you know, just getting like the, the buying things over and over and over
again. But like I guess at the end of it if you're playing you ever need currency to upgrade their
gear. Patch notes they sent before launch they didn't actually give a date though.
They're going martial artists. Now I already called martial artists but the new tree looks good.
Looks like you'll have like some cool interactions with mechanics right you'll be able to like scale
the mechanics higher you're going to have like the new Broga Exxon mechanic
Or like every single run they get stronger and stronger which is actually from I see that another ARP do before
Right and by other ARP do the main Diablo 2 that's like what they did most recently and it was like a
Week before yeah, like I guess 21st. Yeah, I give or take
You're gonna go monk instead
They kind of remind you of Diablo 2 when you're doing the endgame zone farming, right?
Where you like stack the monster buffs and then eventually like one-shot you, but I guess
put the rogue extra out there and get strong every some time you defeat them, leave, right?
Evolve.
You want to team a vulture, a beast farming.
Arbiter of Ash is no longer the pinnacle of P2.
New bosses, that's good.
I like those golds good to have
Many the many boss fights event will be peak the funniest in Diablo 4 just did this where they have like the multi boss
Mechanic it actually probably like one of my favorite parts of the d4 expansion is doing those
They're called nemesis layers where you fight like two and three boss combos at one time
And it's not like it thought exclusive to Diablo 4 fighting multiple boss at one time has been a staple ARPD thing forever
But yeah, I think that's gonna be a good addition for pewee too
It looks it looks fun. It's a fight
Well, this all goes depending on what your build is right and mark mark talked about a little bit too
Where he was looking at average kill time right where if you're looking at like
Streamers content creators people that like really really mid max and you're going to DPS focus build your encounters don't last that long
But if you look at you know, if you know you're saying if you look at the data, right average boss right for most people
Well, it's like a hundred plus seconds.
But yeah, like, you know, distorted image
of what a boss fight like should be.
And you know, that could be people that aren't prepared
under geared going to fight and stuff like that.
But I can't imagine fighting two bosses
with a slow, clunky gameplay.
I thought that's slow and clunky,
but I definitely think they are still sticking
with the charge generation and everything else like that.
But then build that, ignore that mechanic
and you just kind of ramp.
usually those end up being like more popular.
The QL import build is what I'm looking forward to.
Yeah, there's a lot of good QL
that they're implementing in.
But the whole build planning feature
is actually a thing from Chinese Path of Exile.
And it's legitimately been in the game, right?
It's legitimately been in the game since like 2018.
Wait, I need PUE import build feature.
And so they actually have this build feature in China already.
They've had it for a while.
I'm not feeling the pressure now create proper builds who are making proper builds
Nope don't feel pressure at all. Um
Guys I play I usually play off I don't really play often to build I usually play new stuff and
sometimes it ends up being good and sometimes I end up not being good. Like I played Holy Hammers
This is past PE1 League and it wasn't like overpowered.
It was just an all right build.
Yeah, it was just all right over there.
I don't really, yeah, I don't really go
for the overpowered build.
I should just go for the new stuff.
Do they nerf temple? They did.
D4 craft is better than PE2 craft.
PE2 players just like the idea of crafting.
They sell every currency item over here.
Mod couldn't make a build a lull. What? That is toxic. That is not true over there. That's fishing.
The new stuff is always fantastic over here.
Hilda's Hunt. They got like the three new masters. They said, you know, this is going to be expanding with like future updates and stuff like that.
Basically just masters for your Atlas, allowing more curation and setups and stuff like that.
What you can call it, your SOCD, you never post a build since it's never finished.
What?
No, I don't post build.
I don't post build right away because, okay, it ends up like the Diablo 4 situation where
I didn't want to post the Warlock Fire build because the website didn't have a weapon yet
and then people would be so confused even though I literally had, literally look at my build
thing.
The first thing that I said, read the notes, right?
Read the notes from my build guide.
already posted it. No, I definitely played the build before Woody Joe stop. Yeah. And
then no one actually read the notes section at all for where to get where to get the weapon
from. It was a little bit massive line of text before the build got over here. Yeah.
So probably like the most common, I wish I had a counter for that question. Dude, it
how to be thousands of times, thousands and thousands of times over here.
We're drastically improving existing lead mechanics in Pua 2, all four leagues who
launched, uh, uh, just upgrading all lead mechanics and stuff.
What do you think about breach getting high walls and stuff?
I know a lot of people, one player just like that.
I think they're obviously improving them.
They're probably inviting an approved version from the previous P1 league.
Yeah, what do you guys think about the hive walls and stuff like that?
By airing out the hive walls, we're going to have to hit them.
They're going to have the 24-way-based events and stuff like that.
So reading of the way for the government to control your mind, true, true.
If you want to see bloated, well, they want to make you two different from P1, yeah.
But they're also going to keep it as P2.
Trickster God is being released over here.
The delirium voices changes to what the delirium mechanic,
right here in the building, is a currency that will cascade out.
Increments of 10, right?
The delirium power, right?
So it looks like as you progress, right?
It'll like, it'll increase by 10% every time.
Uh, the walls were fine, especially that was no that makes them all blow up
Uh, they didn't even talk about temples. I did they talked about temples in the q&a
They're getting nerfed and you're not going to be able to snake anymore
Distilled the motions these actually kind of cool just like, uh
add remove mechanic right for uh, joy crafting
So get a jewel
Hopefully make a stronger maybe not stronger. Who knows?
Dr. Funfrock, thanks for the 54-month resub. Appreciate it, man.
I'm about to start employing the injured today.
What do you mean? Why are you guys trying to tell me what to do over here?
Yeah.
Player feedback over here.
Overcoming insanity.
There's some cool new bosses.
Mark said if you feel they're unfair,
they might adjust to difficulty,
but they're probably gonna end up being stronger.
I completed the quest line
to continue to explore and delay them section of the atlas.
Well, yeah, skill tree done, skill tree.
Basically, if you're expecting to want to be more simplistic
or puetude to be more simplistic than puetude one,
that ain't happening.
Highborn, the high tree is coming.
And they even made like a more node,
But I think they also restricted like what you get a craft from the tree also.
But there's like some new item types and stuff that they showed in the broadcasts that you
could do.
Like, I don't know if they're exclusive only to the hive or the tree.
Maybe.
Do you think the boss companion will be any good or same as the wolves from Druid?
Oh, I have no idea.
I haven't played it.
Maybe it'll be really strong.
I had four in the game and started to feel like a job to keep up with.
Well, they said they're gonna be doing improvements to like player defense and whatnot post-accuracy. So
This should be easier to survive against people with effective health within high enough
Also being played to you to in a bit they add up like a lot more drops
So you get a lot more drops you get a lot more currency and items. How do you level up?
so
Hopefully it continues to improve right?
That's why the obel for exist and then you know you have your combo base system right in pui 2 and
They want people to actively press multiple buttons.
So it's a lot different, right?
It's definitely a lot different than POE One,
the gameplay-wise, 100%.
And count to the breach.
Well, that's in breach is like what, few to one?
I'm zero bet things to prime game, so I appreciate it.
Just to remind you if you want to be honest,
The new tree, with its tree, so it's larger than the P1 tree, right?
More control, but then what are the 12 total nodes or something?
I think they highlighted over it.
So they have like all the points, but it's only about 12 points allocated,
like in each area at a time.
I think I could find it in the VOD.
The 12 or 15 points.
Okay, 15 points allocated to destroy the high wall around A-lith.
kind of like same thing as like do one you're gonna play a fireball sorgue
the breach Lord so they got some hands as feet over here
It's kind of like period one, right?
You can focus and boost drop rates or whatever wound gift you want to hatch.
Are we going monk?
Yes, sir.
The martial arts actually looks sick.
Hollow Palm.
Dude, Hollow Palm, when we started Hollow Palm, when it came out, actually was sick.
It ended up being so good.
Now, the thing is though, they did like some bell revamps with charge generation since
then.
So that's a weird thing, right?
So like before, right, you're able to like punch your bell and like generate charges,
but it didn't want people to like automate that process so easily.
So now you have to go to like additional steps from getting your charge generation.
back to the breach floor bosses. I wouldn't see any signs of that, maybe though, but they
also said they're saving stuff. Who knows?
The Wild Woods.
Approved rituals, kind of, maybe, possibly.
Right now, if you're going to do the virtual encounter,
swollen of power until the map boss is defeated,
leaving behind a fragment of an effigy you fight your way
through and completed to face devastating final trial.
The red of the name of the saw brought to its end
at your name into the effigy.
We're going into the prison.
It's kind of actually reminding of the dog version
of the Fistel.
Are you going to try the new in-game guide feature, the new in-game guide feature, like
make a build guide?
I don't know.
Maybe eventually when my build doesn't suck.
The build doesn't suck then maybe.
You don't want to javakie both with a crappy build, you know?
That's always ZDPS.
That's not true.
The build is either ZDPS or I copied it.
There's no in between.
Or I'm a Metacoc.
That is basically the duality of Twitch chat.
If the build is good for the new skill, Metacoc, I copied it.
If the build is mid tier at ZDPS, there's no, there's no, just, oh, this build is good.
It's either, it's either, you know, your metacoc can you copied or, you know, you the build sucks. Why not bow true? That checks out.
A greater reward for your different nodes and stuff like that.
I actually like the challenge league. The challenge league is always fun to do, especially if it's a good league, you know.
I'm calling bosses and stuff 30 unique items.
Yeah.
Some of them are like level, level nine, the equipables, actually like high end units,
or if you need, say you find a lower level and you like upgrade it with the new system.
Um, good job.
I'm proud of you for the build me once about 40 years ago.
Yeah, things are the water for the nine Emma threesome got our fire warlock build into y'all before actually ended up being good
What the heck man?
Our fire warlock build actually end up being good
How would she was a last-year good build no you guys made fun of that at the time also you guys said that build
Was shit back in the day. What the heck?
What the what are you guys made fun of me for playing ho a G non-stop?
What the, and then suddenly, many years later, it's a good build.
Not true at all, yep.
Not true at all.
That build was ZDPS.
Yeah, but it wouldn't mean it was really good.
It wasn't ZDPS.
It was actually good for a PUE Hardcore, but a PUE Hardcore definition was good.
I don't think Quinn ever actually played Ho-A-Gee before, Ho-Agg, Campaign.
Oh, I like the Clues system, right?
They're like kind of like Waste-Like Speed Run the game, but the Clues are a nice addition
to the game and it's something that PewDiePie always had with, you know, your different
layouts, right?
The huge plus, follow build guide.
This thing is going to be amazing for helping people.
The pathing feature.
If you're following a build guide, you just copy, post it in, see what happens over there.
Oh, they got new supporter packs.
How much are these packs anyway?
They're like $500 packs.
They got these big old packs over here.
I guess they also have the new Stash Shops.
See they got the fragment tabs and whatnot happening.
$90.
$90.
Let's see if they had a $500 one.
Let me look.
Peewee2 purchase.
What are the max price?
$100.
No guys, they're $100 now.
Oh, we got inflation up in the bitch dude.
What are the $100 for that one old one though?
They have a $100 pack now.
What is this thing?
They do the $90 these new ones are $9.
Who's gonna do one though 90 buckaroos for this don't know inflation on those over there
$500 for 1.0. Yeah, probably yeah, they don't want to drain people's wallets too early. Yeah, I'm not watching dark micro train action
I was stealing the build. I think Peeley hosted them. That's why. Use code, Darth Micro Transaction,
Focus Fuel. What the heck is that? Is that like G Fuel?
Crash-free, all-natural caffeine gummies? The problem with this is it just tastes good. I'll
get all jacked up on caffeine. I can't do the gummies and the gummies with the caffeine, man.
Man, how did you slap in those gummies like crazy, man?
Super good for you.
Sounds like a win.
Sounds like Edibles too.
Okay, let me go see if there's any other news to go over.
I was just going through what they're posting
on their socials.
Diablo four.
Okay, the P2.
Um, let me see. Is there anything else going on?
Yeah, before here goes boys.
And a deal before get down for later.
Our biggest update ever huge.
It's better to have massive end game with.
The new class without end game true.
Well, people wanted the new endgame and the new class, right? They didn't want anything excluded.
They wanted- they wanted all.
Who drew this fucked up thing with a guy getting shit into the ass?
Not gonna lie, you expected more.
What?
They did say huge, right? They said that expectation was really, really high.
I think I said that at the start of the stream.
Over at the Livestream Mads.
Videos live over here.
The content reveal streamed two years ago.
It's Jonathan Rogers up in the house boys.
The trailer was pretty sick, huh?
It is in your stream title, huge.
Well, that's what they said.
They said, huge.
But what I was saying was,
people thought there was gonna be even more.
Like everyone had different definitions of huge.
You know?
Everyone had the different definition of huge.
But we were told it's gonna be the biggest update ever, right?
So people were like, biggest update.
We're gonna end game revamp all the new classes,
Campaign finished, new way to craft in.
It was huge, right?
But people thought it was gonna be bigger, you know?
Rise again.
The old, the first agent.
Real talk, what is your guy's favorite mechanics currently in P2?
For me, it's Abyss and Ritual.
Right, like top two mechanics.
I like Abyss and Ritual.
Those are like my favorite things to farm.
Abyss v. Number one, you got like Breach, Ritual, Trials suck my ass.
No, in-game mechanics.
I actually like Trials, which I know I'm going to get a lot of hate for this.
I don't think it's perfect.
I think they need to work on the boons and stuff.
I actually like the road-like mechanic.
But if you will, he will absolutely despise it, but like once you get it going, you get like resist and everything
And sometimes you have bad runs, but there are what once you get used to it
The rewards used to be so good in there like all the jewel that you would get like random upgrade stuff
Do the yeah, the jewel it's just so good or if you're doing the ultimatum right you get like adorn adorn's getting buff, right?
Be the voices
Yeah, I gotta get my Path of Exile shill hat on today.
Look at this link.
Whenever it's time to shill, wait, look at my shill hat, yeah, just hold, wow, wow, wow,
Wake in the dreamer.
This is tree.
25 new skills.
Face off wards though, right?
You can do the war mechanic.
Everybody's in the queue, old boss.
Come with that guy.
Yado, Doryami.
I'm not going to lie though, that new class actually just reminded me of Sphereborn, right?
like you know you have your different forms like centipede and stuff and gorilla form
yeah that's actually just reminds me of damn this is really really cool
the hour sphere masters from dark gate to camalot
I feel like there's a few examples you know
I'm going to martial artists this is like wicked
I want to go stone fisting, stone fisting.
Well, they added like, okay, they added 40 uniques, but then they also added unique
upgrading, right? Which is going to elevate the stats and even get them new stats. That
can go up. It's essentially the Able 2, right, system, a lead exceptional. That's the kind
of deal in a period too, which obviously a good system, right? Because stuff loses value as you
level up. So it's essentially like making a new unique without actually making a new one.
So it should be good, right? Like killer cores of things for the 37 months. Yeah, so the real
question is, and they didn't answer this, are the level 90 uniques that they
showcase default level 90 or that upgraded level 90?
Do you guys know? Yeah, like the the equipable level of like those mini uniques
equals uh is it default level 90 or the upgraded level 90 so you'll be able to
get them before that or use them before that.
40 uniques equals 39, useless in one mage blood.
Oh yeah, Mageblood is coming to PewDiePie and people said it's gonna be pretty much really good, right?
It has to be in the trailer, no matter what. No matter what it has to be in the trailer.
after the fight break the remnant to receive the item you crafted as you get
higher level you will see them remnant with more slots for more ruins
allowing you to this is like kind of seemed like an updated like bestiary
league to me you got the bestiary going on dude right it seems like a little
combination of that get more waves and whatnot this you over here I'm like a
evolved a version of it this me that of me indeed
the craft rare items wow with the burn things to the 237
increases though more waves of monsters will be added with each wave being
empowered by more and more of the rooms
And this can get pretty dicey because some of the runes can have powerful effects.
Yeah.
That right there is a little bit into like metamorphlead, metamorphlead of beasts.
Like the oath rune, which will cause one monster to be nominated as a leader, spawning waves
of minions.
The leader himself will be invincible, but killing its minions will deal damage to it.
Some recipes can get pretty large, requiring six, seven, or even eight runes.
But don't worry, you won't have to remember them.
Pharaoh's RuneCrafting Book will record all the options.
Six, seven.
More friendly charges.
Not like a support skill, Jim.
Percussion.
which way
you want to craft
given the existing
Rounds that are already on the remnant
to expand your knowledge and to allow you to craft more items
pharaoh has asked that you keep an eye out for signs of runic magic around reclosed
he wants to document anything you find
in order to rediscover the secrets of ezomite runesmiths of old
I thought candy rolls.
The first of these can be found in Ogham and reveals to you an ancient secret buried deep
underground.
The runic magic which the Esimites believe to be their own is actually of Calgurran origin.
Thousands of years ago, the Calgurrans came to Rayklaas to find sources of Varicium, a
The metal on which engraved runes allow control over reality.
Pharaoh is determined to learn these ancient ways and gain mastery over them.
If you can bring him more Varricium, he will be able to use it to smith power into any
armor granting you Runic Ward, the power harnessed by the Calgurans since ancient times.
Runic Ward is a new resource that protects you from death.
war is going to be OP.
Yeah I think ward is going to be OP. It's different right than P1 ward and everything else.
I'm gonna drop the gen 3 single piece of armor in the game can be upgraded this way
even you need some are just a strict upgrade giving runic ward with no downside others are
are more extreme. Sacrificing defenses can minimize the amount of runic ward.
There are even some that add new modifiers to Unix entirely, making them much more viable
for high level play. But, the Calgurans use runic ward for more than
just a defense. It can also be used to power many other magics. Instead of using gems
created from corruption, the Calgurans used runes of power and fueled them with runic
Ward. Many of the options available from Remnant Crafting are new types of
Paugaran skills that exclusively spend Runic Ward to wreak havoc. An example is
Triscallion Cascade. Using it will cause your next spell to be triggered
multiple times in a Triscallion pattern. You can use it with skills like Ice
Nova that you cast from yourself or with something you targeted a distance
like Comet. There are also skills to modify exist...
Can't we get in buff again?
...using Brunik magic, like Frostflame Nova. Using this skill on a pack of burning
enemies will transform the ignite into frostfire both burning them and building up freeze at the same time
you have basic buffs like hollow shell that guards all nearby allies
yeah they put it in uh with the druid release dad rage but actually some really really strong build
to that.
To more complicated mechanics like the mark of repulsion that creates a mark capable of
pushing away all nearby enemies.
Instead of spending mana, like skill gems do, all these skills cost runic ward and unlike
gems they don't have a colour.
This means that they don't care about attribute requirements or what kind of weapon you use.
These skills are designed to be used on any class, and so often interact with mechanics
that apply across many characters.
By combining different runes together, the Kel Gurrens were able to support their runic
abilities and you can as well.
Can you write this fire ravens off, what?
But the minion tag also does.
Gadi is also hot about it.
allows you to add these concussive shock waves to any skill that stuns.
While Runa Confusion lets you spend ward to directly empower the damage on any skill.
Now there are other quests during the campaign too that unlock even more interesting crafting
methods.
Buried deep in the jungle in Act 3 you can find the Mystic Refuge, containing even more
secrets for Pharah to learn from.
Using this knowledge, he gains the ability to re-forge unique weapons.
With this technique, many low level unique weapons can be upgraded to do significantly
more damage.
Now, we've been able to take a bunch of uniques that had interesting modifiers, but were not
in-game viable, and give them a bit of a boost to get there.
And it's not just low level uniques.
All Calgurian Uniques are able to be runeforged this way too, and they can do some pretty
interesting things.
Like Serles Grit, a new Unique, which when runeforged can get one of several different
outcomes.
Now, there is still so much more that you can craft with remnants.
There are also 100 new runes, as well as many other new crafting currencies.
This is the runes of Elder after all, and some of these runes have quite powerful effects.
For example, this element will switch from all fire and lighting modifiers to cold modifiers.
It will convert all the existing mods on a nonunique weapon from one element to another.
Using it, you could combine a weapon with all three elemental damage mods into a single element,
making a weapon with massive amounts of cold damage there is also a room that
lets you destroy your room sockets to turn them into a dual socket on your item
that's how cool and there are even crafting meta rooms they can unlock new
types of mods when used with regular crafting isn't really good for gold I
need what cool down reduction chrono Mount C will unlock a set of time related
mods to be crafted on your cards. Once placed inside, use regular crafting orbs to attempt
to get new mods like cooldown speed or increased skill effect duration. You can also create
a new type of currency called alloys. Using regular metals alloyed with viracium, new modifiers
not normally available can be directly crafted onto your items. Using imbued alloy could
improve your ailment damage for example. There are honestly so many options here that unlock all
sorts of creeps. That's good. I like the thing I want to look at. I want to look at some of the
runes and stuff. Expedition man. I'm gonna have to learn to learn to learn to love expedition this
patch huh? With this. It was just like a little boss highlight thing right? Maps might spawn as a
rogue exile hunting ground containing multiple rogue exiles who are there to hunt rare beasts.
You might come upon them in the middle of a fight and be able to take out both of them.
Or a map of champions that makes all the natural inhabitants of the area into magic monsters.
Or this one that causes all shrines in the area to release as merry spirits when used.
Once you've explored and found your keys you can return to fight the pinnacle and-
So what? Endgame didn't rework? I got reworked, but it didn't get replaced.
Yeah, so they didn't like replace all the existing Endgame with brand new Endgame, they just reworked it.
The work expanded.
It's kind of nice for the progression though, right?
It'll expedite your progress.
A lot of T-Log there.
The double bosses. What's up?
Okay, we'll do. Bye. We'll buy it. Boss rush over here, but this is just one of the new
storylines. So let's talk about the nature. The shitter's clogged again. No, so it was
Delo's birthday yesterday, right? So I ordered her flowers the day before and then we were out all
day long and when we got home the flowers weren't here. By the time we got home it was like 9 p.m.
So the place was called. So I called this morning. I said, hey, you know, this is where I live at.
Where are these flowers at? And the lady, she's like panicking the owner or whatever, I guess.
And then she like talking to other people. Apparently they got the order and then they
they forgot to fulfill it.
And I was talking to them earlier today before streaming,
they said, well, we'll rush them over to your house ASAP.
And they're still not here.
That's what Dilo told me.
And that was like earlier this afternoon.
So yeah, I don't think I got scammed.
I don't think I got scammed, but yeah,
they definitely didn't deliver the flower
they were supposed to do for Dilo's birthday.
Um, rush, see you next week.
Yeah, but they, they, they flipped me through like three different people, but they couldn't
figure out like where it was.
They're like, wait, where's this order?
Oh, shit.
And then like, you know, they just like, we're like talking to me or whatever, give me excuses.
Like trying to explain what happened.
They're being apologetic and stuff.
And then that's pretty much it.
Yeah.
Mods, well, they forgot to order flower.
The main excuse.
No, I didn't.
I, I did.
I remember to order them.
Yeah.
Yeah.
I did not, I did not forget at all.
I did 100% order them and out of contact them, yeah.
They should refund you and deliver it.
Yep.
Tell them you're sleeping on the couch right now.
Just be honest, you forgot to buy our flowers
and you're throwing the dirt on the imaginary flower shop.
No, no, no, I bought the flowers, yeah.
No, no, no, I bought what the flowers 100%.
I did not forget to buy them.
I did not forget to buy them every, every year, every year I get her flowers for her
birthday.
I did not forget to buy them.
See if they throw in a free set also.
What the heck?
Okay, here we go.
Don't need that place for mother of the, I'll call them tomorrow, well yeah.
So anyway, yeah, I will, I will stream and they're supposed to deliver them late and
And then they're still not here yet.
So.
Atlas.
But earlier we talked about how the ModiJoyce nodes in the tree allow you to still have
an in-game Atlas built, but we didn't think that was quite enough.
You have an Ascendancy class for your Passive Key.
Why not an Ascendancy class for your Atlas tree?
Well, that's where the Masters of the Atlas come in.
Throughout Ray Class, there are many opportunities for those with the skills to find them.
Atlas Masters are willing to train you in these skills if you're able to help them in return.
such master is Jago, remember? More trees. I thought people, I thought people would want
more trees. Don't people love this in PUE? It's obviously not more simplistic. It's more like
systems to worry about that does overlay on top of each other. But more things you gotta do,
more things that you gotta remember to do. Trying to see if there's anything else I
wanted to re-look at. I don't think so though.
Looks like there's gonna be a lot more ways to do so we already looked at the tree that
was on Reddit. Growing aim lip on the tree. It looks like some modes I want to look at here.
Its branches will regenerate and allow you more and more control over what kind of items it will birth
So for example this branch of the tree will allow no life ambulance types of amulets can be birthed
bad
Energy shield and as you go deeper it will even allow you to create
New base types that you can't get anywhere else
Unique amulet types kind of nice
Like this one, which gives you an entire spirit skill for free, or this one, which has a rune
socket in it.
To the left and right are branches that will let you control which mods the amulet can
get including making sure that they're high level or controlling which specific mods that they will
always have with 15 points to allocate 15 points to choose wisely how you want to specialize your
crafts but it's worth noting that this tree doesn't have any cost to respect it i like that
disable the nodes at any time by clicking on them on rings we've also added some really
interesting new crafting options as well you have a bunch of new base types like these
But you also have entire new classes of mods that can be added.
The right hand branch of the ring tree adds an entire new set of castor mods to rings.
From basics like extra elemental damage for spells, or more niche options like this mod
that increases the rate you gain seals for unleash.
And on the left hand side, you can unlock an entire new set of mods for minion characters.
This stuff is actually pretty important, because casters and minion builds didn't have as many
slots with interesting item crafting compared to attack builds.
The Genesis tree narrows that gap.
There are also trees for belts and currency.
I won't go over them too much here, but there are all sorts of goodies in these too, like
Being able to
You've seen those before attribute modifier, okay, look quality
Or belt the good landing damage
Once you've done enough great watch this our video again
There's just like certain portion that had info that I wanted to look specifically at at all
And you can then use it on the Hiveborn incursion.
Once used, the true extent of the Breach Demons' foothold becomes clear.
They have not only transformed the land, but constructed huge sky hives as well.
When you enter the outskirts of their realm, you will discover breach hives.
Using the power of the keepers of the flame, these otherworldly structures can be burned
away when walking through them but for each one destroyed more of the hide one will attack
when you attempt to purge the hive.
These twisted creations are securing- I don't know if they're going to update the character
models and graphics for P1.
And this one will give Eilith additional abilities that you can use while attacking a hive.
That's what you will get.
There's also some nodes that affect the Genesis tree.
Like this one, which will be used in the next map won't start from scratch.
They contain all the monsters that were gathered from the rituals of the previous map as well,
making them harder and harder.
And that includes the map boss too.
You will need to defeat both map bosses in the final encounter for your next effigy piece.
And it still doesn't end there.
Pick another map, another reward, and add another map boss to continue until the ritual
of the Nameless is complete.
Yeah, look at this.
You're gonna be like in fine little area.
Do you better have a lot of damage here?
Like four bosses at once.
Two bosses at once.
You know, it's kind of nice.
Thanks for watching the video.
available on YouTube on Twitch, just go to their video section if you go to YouTube it's on their main page, not the live page and then
it's a rewatch portions of it.
That's all really.
It will take five maps and all and will be an incredible challenge.
But once complete, you can return to the Wildwood to perform the final right.
Thank you, if I like to say it, I'll boss that once too.
I actually like that Druid build, those fun man.
rituals on the atlas you can continue to give tribute to the king and the mists for another audience
some of them affect the right of the nameless like this one which extends its duration you thought
as a path of xl1 will be used to the fact that each league comes with a series of
eight challenges but they're probably gonna take a while right probably take a bit to do the challenges
like this man people love free mtx it also gives them motivation to play more
right? Some people just play leagues just to get their their MTX to show off how to
challenge the word. Same as PUR1, objectives complete it and then you get
unlocked for your armor cosmetics. Yikes, challenges. Yeah, you know, you might not
like it but a lot people do. There is a challenges that you can complete in order
to prove that you are indeed the best. We haven't done these yet in Path of Exile 2
But it's time to change that
forums
able to infuse the power
engines
Beret Walker has developed an affinity in a class of the cool
Finding class of newest seven seats. There are many classes overly vulnerable. I come on three you might want to take
We have the monks near a sentence. That's what I want to play a thing
artist
After decades of training he has mastered three of the seven hollow techniques
Channeling Hollow Form Technique allows the martial artists to create illusions of themselves which then use a skill of your choosing.
Perfect for turning skills with less area of effect into ones that can obliterate packs with ease.
Should you find yourself overly vulnerable while Channeling, you might want to take Way of the Mountain,
which causes you to be covered in stone when you immobilize enemies, mitigating large amounts of damage.
This can even enhance your attacks too. By hardening your weapon in stone, you can deal even more damage.
After taking Hollow Focus technique, you can manifest your spiritual energy into objects.
In this case, bells, which will appear around the martial artist and can be shattered by any of his attacks, even ones from the Hollow Form technique earlier.
Polo resonance technique furthers that by adding a manifested bell to your back, which rings
each time you deal a critical strike, damaging all enemies around you.
Pro-a-wee bell.
Through all the martial artists' thorough training, he has mastered the flow of internal
spiritual energy too, and has engraved runic tattoos around his meridians.
By doing this, he can gain the benefit of extra runes.
Just open your inventory and add the runes.
There is a lot more to do.
Use your gloves to become a new base of resistances and life gain on hit.
These stone form gloves look sick.
Use your gloves to add some physical damage, cold damage, and a lot more damage.
Oh, damage is extra there.
That's actually insane.
That's a lot extra damage.
Unmodifiable.
Do you think this is going to be one of those things where they nerf it before it comes out?
Meanwhile, no major changes to Chalk. Well, no patch notes haven't come out yet.
So they're obviously doing other balance changes, but they just haven't announced patch
So patch nodes will be a thing, but we just don't know what they're changing or what they're nerfing or what they're buffing yet.
do and the different modifiers and gloves. There's a ton of different build options and we're looking
forward to seeing what you can come up with. Now with so many new bosses in return of the
ancients, of course we want to have a huge number... No dude, I'm not gonna do... I actually found
Plant Build really boring because I started to drill it. I did Bear Drill and I tried out Plant.
Plant was actually pretty boring, I don't know. I was not the most... I wasn't the biggest fan of
plant build that's racks of maine and companions sorry for insulting racks
something like the new level 90 weapons are these by default level 90
equipment or do you upgrade them
two reasons firstly your spells gain a bunch of
extra physical and chaos damage for each curse on enemies
Secondly, powers of the Asmarian spirits by dealing damage of cool new weapons and stuff.
And each new lead. I also want to look at as we learned from Path of Exile one,
one of the things that can really help is having elements in the campaign that tell you where to
go. Pretty cool. Any choices? I think I'm pretty from the check for the review over here. I didn't
see anything else. We looked at the article where they basically just said, well, they mentioned
on the broadcast, right? Like 1.0 later this year.
X-Helcon for a launch date. Mark and his Jordans. Yeah, I guess Mark started like
collecting Jordans or something. You got the Jordans, he's collected them with a big blue thing,
so 46 months.
Swords might not make it into 1.0 launch, we don't know yet.
Swords, the sword will probably make it into 1.0 launch, right?
What do you guys think?
It would be weird if they don't do swords for launch.
And they, like, launch comes in December and they're actually not swords.
I feel like that would be so weird.
No swords in the beginning.
They're probably going to be there.
Well, that's what people said today also.
saying Swords are going to be here today. Yep. You think launch is going to be two new classes?
Yeah, it could be. They didn't get me in the way too hard.
Couldn't care less. We want a two-handed axe over here.
Swords.
It's pretty much it. I don't think there's anything else.
We'll be like some prep and stuff like that before it actually comes out.
We've been doing teasers, patch notes, patch notes, what, a week before?
So we're probably not looking at patch notes until like the 20th, 21st.
Five classes still missing.
Yeah, there's no way to do all the classes before launch.
and you're starting to prep now,
but there's no prep to be done right now.
How do you do prep without patch notes?
Yeah, how can you do prep without patch notes
without all the info, without all the changes?
What are you prepping right now?
I'm gonna be doing prep right now.
There's literally nothing to prep for.
Watch it just be a skin instead.
It might be, yeah.
It's called professional stalling.
Where they're hiding swords from us. Yeah, there's a sword actually behind Ziggity over here. Yep
That's kind of funny
Yeah, so all the Chris Wilson thing actually had a pulled up look at I had that over here
Chris Wilson Chris Wilson
in the Pewe2 interview.
I'm not gonna watch this today,
but I actually wanna play a game,
but we'll maybe watch this tomorrow
at the start of the stream or something like that.
Am I dropping frames right now?
I don't know, it's your internet, yeah.
Chris Wilson actually did an interview
with Jonathan Rogers, talking about Pewe2,
so we are going to be watching this.
Twitch is dying right now.
Wait, what?
I'm dropping zero frames right now.
The Twitch? Yeah, probably a Twitch. I'm literally not dropping a singular frame.
It's probably just Twitch lagging or something like that. Yep.
FNChat over here. I wonder if it's for everybody or it's just something else. The stream of that.
Wait, the stream is dying for you guys right now?
Oh, it's working for me. I'm literally, it might be region based.
Yeah, I'm literally pulling on my own stream right here. I literally see myself stream with no issues
Yeah, I think it's like I think it's region-based
Everything is fine here. Yeah, it seems like certain people from different regions of the world
Can't see nothing
Uh been on multiple streams not you uh twitch just buffering a little bit right now
Hurry and download some ram your dead pixels over there
freezing is back weather boy working here working fine for me chat line I
don't think chat line I think I think the stream actually stopped working for
some people in different regions twitches janky you freeze but chat is good
it's working for a little bit then complete freeze yeah I think that's
based off what region you're in right now it's been freezing on and off for 15
minutes now. AWS issues are probably affecting Twitch, but good again. Yeah,
anyways, I'm not dropping a singular frame, so it must be just a Twitch issue.
Twitch issues, man. So, okay, anything else going on? I don't think I did. I think that's it.
nothing else going on until like game actually launches.
Oh, that was actually the code that I was getting earlier on Firefox.
Yeah, I'll actually wait, what browser are you using? I was getting that, I was getting that
exact error earlier, error 2000, and it wasn't, I wasn't viewing at all.
Yeah, I was actually getting that error earlier.
RIP, F from Michigan, you got the streams are canceling out, what if it's like a site,
is it a site wide issue right now?
Or that is my stream, where like you guys are dropping off, I wonder, I had an issue
watching another streamer, another streamer working fine, my stream keeps them free then.
Why don't I have to tell you guys, I'm literally not dropping a single frame.
It could be like, yeah I'm not dropping a singular frame right now, look.
Zero drop frames, like my connection to Twitch is actually perfect right now.
Yeah, I'm not getting like a single, I'm not at the same error on Firefox also.
So, it could be my Twitch server issue that I'm on.
It's yours to check the bunch of other streamers over here.
So, I might have to actually restart the stream
and like connect to a different region.
Possibly, you know, a lot of people are just not able
to watch the stream, I guess.
I'm getting debated by Twitch chat right now.
Other than I'm getting debated because it seems like
people actually like are getting like unable
to watch the stream errors.
It's happening to you on other streams also.
I think eight, seven issues on call for a company. We're having issues too right now.
Lord, I don't have to perfectly fine right now. It's literally just switch only. It's working again.
Which is side.
I spoke too soon. We're getting a little positive over here. Some of streams are fine over there.
But also different regions, right? Like where you're connecting to.
Yeah.
You had 3,000 viewers and now you're down to 1,700. Yeah, people aren't able to watch the stream. That's why.
Yeah, people are like, people's stream is crashing and they can't watch anymore.
That's again, it's not loading. Yeah, so people, people are not, people are not able to connect, I guess.
People trolling are serious.
Other streams are working fine right now, Twitch is twitching.
Twitch is the problem, I think they're trying to fix something and fucked it all up over here.
Now it's actually lagging.
Yeah, I haven't had, okay, so now I have to decide on what I want to do here.
Do I want to restart my stream and connect to a different area to hopefully resolve this issue or?
That's it.
Infinite loading screens over here too.
a lot of people are just crashing non-stop, rip.
Restarting the stream might be the best bet for right now.
Yeah, well, I thought my connection, my connection perfectly fine right now.
I have the same issue in every Twitch stream, not this one right now.
It seems like there's some outage going on affecting some streams and stuff like that.
It's holding good.
Mom getting hacked over here.
Uh, D, Dyer beer doesn't seem great enough.
And I don't think it's me either.
I think I just said Twitch end.
I could try, I could try to like restart and like go to somewhere different.
Yeah, it seems just like a Twitch, a site-wide Twitch issue right now.
It gone for Twitch, good run.
Yeah, it's all my internet, my internet's fine.
Yeah.
Yeah, like I literally have perfect internet right now.
Not a single drop frame.
Not a single drop frame.
Okay, maybe I just like restart the stream
and then we'll see how it goes.
Okay, well.