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The gameplay is obviously inspired by ''DiabloII'': you control a single character from overhead perspective and engage in massive monster slaughter, occasionally dropping by the town to sell loot and pick/turn in quests. Even the control scheme is very similar to classic ''Diablo'' titles. The main difference is the skill system, wherein passive skills form a veritable skill ''forest'' based around three core attributes, while the active skills/spells are stored in upgradable magical gems that can be socketed in virtually every piece of equipment (not unlike Materia in ''VideoGame/FinalFantasyVII'').

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The gameplay is obviously inspired by ''DiabloII'': you control a single character from overhead perspective and engage in massive monster slaughter, occasionally dropping by the town to sell loot and pick/turn pick up/turn in quests. Even the control scheme is very similar to classic ''Diablo'' titles. The main difference is the skill system, wherein passive skills form a veritable skill ''forest'' based around three core attributes, while the active skills/spells are stored in upgradable magical gems that can be socketed in virtually every piece of equipment (not unlike Materia in ''VideoGame/FinalFantasyVII'').
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** Shadow is, well, the Shadow.

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** Shadow is, well, is the Shadow.Shadow (duh).
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* RegeneratingShieldStaticHealth: Unlike mana, health does not regenerate by itself (without regenerating items), but the energy shield, added on top of health by various armors, does. This is the preferred option of magic-heavy classes, since the shields are tied to the Intelligence score.

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* RegeneratingShieldStaticHealth: Unlike mana, health does not regenerate by itself (without regenerating items), items or specific passives), but the energy shield, added on top of health by various armors, does. This is the preferred option of magic-heavy classes, since the shields are tied to the Intelligence score.

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* CoolDown: All active abilities have cooldowns in addition to consuming mana. The cooldowns of mine-type abilities function slightly differently: preparing a mine (happens without active player participation) takes time and you can only carry a small number of them around, but launching them has no cooldown.



* DeathIsASlapOnTheWrist: When you are killed (on Normal difficulty), you are simply resurrected in the town with all the gear and items you had at the moment of death. The only penalty you incur is that the location may reset before you get back to where you were killed last time. On higher difficulties, however, you lose XP and on Hardcore, [[AllDeathsFinal you cannot resurrect at all]].

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* DeathIsASlapOnTheWrist: When you are killed (on on Normal difficulty), difficulty, you are simply resurrected in the town with all the gear and items you had at the moment of death. The only penalty you incur is that the location may reset before you get back to where you were killed last time. On higher difficulties, however, you lose XP and on Hardcore, [[AllDeathsFinal you cannot resurrect at all]].
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* NothingIsScarier: The Warden's Quarters are completely devoid of enemies... right up to when you run into [[TheBrute Brutus]].
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* TreacherousQuestGiver: The [[spoiler:ship captain in Act I]] calls his ghostly flunkies and tries to kill you after you complete his FetchQuest.

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* TreacherousQuestGiver: The [[spoiler:ship captain in Act I]] [[spoiler:Captain Fairgraves]] calls his ghostly flunkies and tries to kill you after you complete his FetchQuest.

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The gameplay is obviously inspired by ''DiabloII'': you control a single character from overhead perspective and engage in massive monster slaughter, occasionally dropping by the town to sell loot and pick/turn in quests. Even the control scheme is very similar to classic ''Diablo'' titles. The main difference is the skill system, wherein passive skills form a veritable skill ''forest'' based around three core attributes, while the active skills/spells are stored in upgradable magical gems that can be socketed in virtually every piece of equipment.

to:

The gameplay is obviously inspired by ''DiabloII'': you control a single character from overhead perspective and engage in massive monster slaughter, occasionally dropping by the town to sell loot and pick/turn in quests. Even the control scheme is very similar to classic ''Diablo'' titles. The main difference is the skill system, wherein passive skills form a veritable skill ''forest'' based around three core attributes, while the active skills/spells are stored in upgradable magical gems that can be socketed in virtually every piece of equipment.
equipment (not unlike Materia in ''VideoGame/FinalFantasyVII'').


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* SocketedEquipment: Virtually of the equipment allows socketing ability gems into them.
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* DesignItYourselfEquipment: Crafting in the game is randomized just like enemy drops, but allows for a great flexibility. Using the orbs, you can upgrade items of any rarity to higher tiers, give magical and rare items additional properties, completely respec an item, change the number of gem slots or the gem slot connectors on it, etc.
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Fixing dual wielding


* DualWielding: Marauders and Duelists can dual-wield one-handed weapons.

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* DualWielding: Marauders and Duelists can dual-wield All one-handed weapons.weapons can be dual wielded, including two different types, though this is not advised due to spreading of passives
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* TreacherousQuestGiver: The [[spoiler:ship captain in Act I]] calls his ghostly flunkies and tries to kill you after you complete his FetchQuest.
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* TheBrute: Brutus, the mid-Act I boss.

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* TheBrute: Both Hillock, the first boss of the game, and Brutus, the mid-Act I boss.
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* HighlyConspicuousUniform: Kinda. The Duelist wears a bright-{{red shirt}} under the armor, as if tempting the enemy to try and hit him. Given how his defenses are based on Evasion, this is not as suicidal as it seems...
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* FiveManBand: The player characters can be interpreted as such, if put in a single party:
** TheLeader: The Templar, of the headstrong variety (according to [[http://www.pathofexile.com/classes/templar official profile]]).
** TheLancer: The Duelist.
** TheBigGuy: The Strength-based Marauder--also literally the biggest player character model in the game.
** TheSmartGirl: The Intelligence-based Witch.
** {{The|Chick}} {{Action|Girl}} [[TheChick Chick]]: The Dexterity-based Ranger.
** TheSixthRanger: The Shadow.
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* TeleportersAndTransporters: Just like in ''Diablo II'', there are static waypoints on every other location that have to be found and activated before you can use them to teleport from any one to any other. Also, the Portal Scrolls create single-use portals from anywhere to the town.
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* PenalColony: The entire continent of Wraeclast. What do you mean, it's not inspired by the LandDownUnder?
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* RegeneratingShieldStaticHealth: Unlike mana, health does not regenerate by itself (without regenerating items), but the "shield", added on top of health by various armors, does. This is the preferred option of magic-heavy classes, since shields are tied to the Intelligence score.
* RuleOfThree: The game system runs on it. There are three character attributes (Strength, Dexterity, Intelligence), three core classes (Marauder, Ranger, Witch), three mixed ones (Duelist, Templar, Shadow), three types of defense (armor, evasion, shields) three colors of ability gems (red, green, blue), etc.

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* RegeneratingShieldStaticHealth: Unlike mana, health does not regenerate by itself (without regenerating items), but the "shield", energy shield, added on top of health by various armors, does. This is the preferred option of magic-heavy classes, since the shields are tied to the Intelligence score.
* RuleOfThree: The game system runs on it. There are three character attributes (Strength, Dexterity, Intelligence), three core classes (Marauder, Ranger, Witch), three mixed ones (Duelist, Templar, Shadow), three types of defense (armor, evasion, energy shields) three colors of ability gems (red, green, blue), etc.
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* RandomlyGeneratedLevels: Not only are they random but each location rearranges itself (respawning all enemies) 8 to 16 minutes after you have left it.

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* RandomlyGeneratedLevels: Not only are they random but each location rearranges itself (respawning all enemies) 8 to 16 minutes after you have left it. Thankfully, the general orientation of the maps (the positions of the exits and waypoints relative to the map center and edges) is always roughly the same, which makes finding one's bearings much easier.

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Removed: 97

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* BadassBeard+BaldOfAwesome: The Templar.

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* BadassBeard+BaldOfAwesome: BadassGrandpa with BadassBeard and BaldOfAwesome: The Templar.Templar is visibly the oldest playable character, yet packs some serious punch.



* CoolOldGuy: The Templar is visibly the oldest playable character, yet packs some serious punch.
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* SkillPointReset: It is possible to reset some of the points allocated to passive skills.
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* BarbarianHero: The Marauder.


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* PowerBlonde: The Ranger.
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* BackFromTheBrink: At the beginning of the game, most of the coastline is overrun by the monsters, with only a single settlement remaining besieged from both sides. ItsUpToYou to clear a path to the inner continent.
* BadassBeard+BaldOfAwesome: The Templar.


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* CoolOldGuy: The Templar is visibly the oldest playable character, yet packs some serious punch.


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* GuysSmashGirlsShoot: All three Strength- and thus melee-oriented characters are male, while the two females are a SquishyWizard and TheArcher.
* LeakedExperience: Each member of the party receives a portion of the XP for every enemy killed on the location, even if they don't actively participate in the fighting.


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* RavenHairIvorySkin: The Witch.
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* RuleOfThree: The game system runs on it. There are three character attributes (Strength, Dexterity, Intelligence), three core classes (Marauder, Ranger, Witch), three mixed ones (Duelist, Templar, Shadow), three types of defense (armor, evasion, shields) three colors of ability gems (red, green, blue), etc.
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* RegeneratingShieldStaticHealth: Unlike mana, health does not regenerate by itself (without regenerating items), but the "shield", added on top of health by various armors, does.

to:

* RegeneratingShieldStaticHealth: Unlike mana, health does not regenerate by itself (without regenerating items), but the "shield", added on top of health by various armors, does. This is the preferred option of magic-heavy classes, since shields are tied to the Intelligence score.

Added: 233

Changed: 163

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* TheBrute: Brutus, the mid-Act I boss.



* DarkFantasy
* DeathIsASlapOnTheWrist: When you are killed, you get resurrected in the town with all the gear and items you had at the moment of death. The only penalty you incur is that the location may reset before you get back to where you were killed last time.
* DualWielding: The Marauder can dual-wield one-handed weapons.

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* DarkFantasy
DarkFantasy
* DeathIsASlapOnTheWrist: When you are killed, killed (on Normal difficulty), you get are simply resurrected in the town with all the gear and items you had at the moment of death. The only penalty you incur is that the location may reset before you get back to where you were killed last time.
time. On higher difficulties, however, you lose XP and on Hardcore, [[AllDeathsFinal you cannot resurrect at all]].
* DualWielding: The Marauder Marauders and Duelists can dual-wield one-handed weapons.


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* PlayerParty: You can complete the game on your own but you can also form parties with up to five other players. Doing so increases difficulty but also rewards you with more XP and better loot.
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* DeathIsASlapOnTheWrist: When you are killed, you get resurrected in the town with all the gear and items you had at the moment of death. The only penalty you incur is that the location may reset before you get back to where you were killed last time.
* DualWielding: The Marauder can dual-wield one-handed weapons.


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* PracticalCurrency: The loot you sell is traded for Scrolls of Wisdom (identification) or Orbs, which actually makes selling regular (non-magical) loot sensible, since you get scrolls to identify your magical loot. Or you can just sell Orbs for scrolls.
* RandomlyGeneratedLevels: Not only are they random but each location rearranges itself (respawning all enemies) 8 to 16 minutes after you have left it.
* RegeneratingShieldStaticHealth: Unlike mana, health does not regenerate by itself (without regenerating items), but the "shield", added on top of health by various armors, does.
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** Ranger is the Rogue.

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** Ranger is the Rogue.[[FragileSpeedster Rogue]].
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The game is currently in the closed-beta status (meaning that you only gain regular access by invitation or supporting the devs financially) but open weekends grant access to everyone registered on the website. The game is expected to enter open beta some time in 2012. Upon release, it will be free to download and play, supported only by "ethical {{microtransations}}" (meaning that you can only buy cosmetic "upgrades" to distinguish your character from the rest, but not any real gameplay advantages--thus avoiding the {{Freemium}} status).

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The game is currently in the closed-beta status (meaning that you only gain regular access by invitation or supporting the devs financially) but open weekends grant access to everyone registered on the website. The game is expected to enter open beta some time in 2012. Upon release, it will be free to download and play, supported only by "ethical {{microtransations}}" {{microtransactions}}" (meaning that you can only buy cosmetic "upgrades" to distinguish your character from the rest, but not any real gameplay advantages--thus avoiding the {{Freemium}} status).
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The game is currently in the closed-beta status (meaning that you only gain regular access by invitation or supporting the devs financially) but open weekends grant access to everyone registered on the website. The game is expected to enter open beta some time in 2012.

to:

The game is currently in the closed-beta status (meaning that you only gain regular access by invitation or supporting the devs financially) but open weekends grant access to everyone registered on the website. The game is expected to enter open beta some time in 2012. Upon release, it will be free to download and play, supported only by "ethical {{microtransations}}" (meaning that you can only buy cosmetic "upgrades" to distinguish your character from the rest, but not any real gameplay advantages--thus avoiding the {{Freemium}} status).
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** Witch is the [[SquishyWizard Sorcerer]].

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** Witch is the [[SquishyWizard Sorcerer]].Sorceress]].
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''Path of Exile'' is the upcoming DarkFantasy ActionRPG by the New Zealand-based studio Grinding Gear Games.

You play as the eponymous Exile: one of many convicts (rightly or wrongly) exiled to a remote continent of Wraeclast by the authorities of the outside world. After your ship crashes near the shores of Wraeclast, you are hard-pressed to merely survive in this CrapsackWorld, let alone prosper.

The gameplay is obviously inspired by ''DiabloII'': you control a single character from overhead perspective and engage in massive monster slaughter, occasionally dropping by the town to sell loot and pick/turn in quests. Even the control scheme is very similar to classic ''Diablo'' titles. The main difference is the skill system, wherein passive skills form a veritable skill ''forest'' based around three core attributes, while the active skills/spells are stored in upgradable magical gems that can be socketed in virtually every piece of equipment.

The game is currently in the closed-beta status (meaning that you only gain regular access by invitation or supporting the devs financially) but open weekends grant access to everyone registered on the website. The game is expected to enter open beta some time in 2012.
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!!Tropes found in the game:

* ActionRPG
* CrapsackWorld
* DarkFantasy
* FantasyCharacterClasses
** Marauder is the [[StoneWall Fighter]].
** Ranger is the Rogue.
** Witch is the [[SquishyWizard Sorcerer]].
** Duelist is the {{Swashbuckler}}.
** Templar is the MagicKnight.
** Shadow is, well, the Shadow.
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