History YMMV / PathOfExile

26th Aug '16 7:11:14 AM Reflextion
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* MemeticMutation: "Skillgrimage."
** Vagan's 'ear-bending' catchphrase.

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* MemeticMutation: MemeticMutation:
**
"Skillgrimage."
** Vagan's 'ear-bending' catchphrase.greeting, "Let me bend your ear for a moment!". Helps that it's [[{{Mondegreen}} easy to mishear as]] "Let me bend your ''rear'' a moment," and Vagan is [[CasanovaWannabe the kind of guy]] who would probably think that's a suave come-on.
** "Where there is a [adjective] key, there must be a [adjective] door."[[labelnote:Explanation]]Whenever the player picks up a key in the Labyrinth, Izaro will chime in with some form of the above line. Fans quickly latched on to the line's exploitability and CaptainObvious nature.[[/labelnote]
14th Aug '16 5:55:36 AM Retloclive
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** The Act 2 quest to kill off the three Bandit Lords was considered to be annoying because you couldn't reach the northern Bandit Lord, Oak, until the Exile made his/her way through the Vaal Ruins, which was blocked off from entering until the Loratta tree blocking the entrance was killed. The 2.0 patch fixed this by moving the Wetlands zone with Oak in it to come before the Vaal Ruins instead of after it. Another noticeable change for this quest was getting rid of the Blackwood zone so that the journey to the western Bandit Lord, Alira, would be a bit shorter.

to:

** The Act 2 quest to kill off the three Bandit Lords was considered to be annoying because you couldn't reach the northern Bandit Lord, Oak, until the Exile made his/her way through the Vaal Ruins, which was blocked off from entering until the Loratta tree blocking the entrance was killed. But in order to kill Loratta, the player had to journey to the Chamber of Sin and Weaver Spider home first to collect items needed to kill said tree. The 2.0 patch fixed this by moving the Wetlands zone with Oak in it to come before the Vaal Ruins instead of after it. Another noticeable change for this quest was getting rid of the Blackwood zone so that the journey to the western Bandit Lord, Alira, would be a bit shorter.
8th Aug '16 8:24:52 AM Retloclive
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* ArcFatigue: There were several areas that were thought to be too long, or pointless, to traverse to get to the main objectives that it was considered boring for some players. As a result, the 2.0 patch went about updating the game world to reduce such fatigue. Some of the changes included:
** Act 1
*** Reducing the Submerged Passage from 2 levels to 1.
*** Deleting the Coves area between the Ship Graveyard and Merveil's home.
** Act 2
*** Reducing the Chamber of Sins from 3 levels to 2.
*** Deleting the Blackwood area between the Riverways and Western Forest.
*** Reducing the Vaal Ruins from 2 levels to 1.
*** Reducing the Caverns from 2 levels to 1.
** Act 3
*** Deleting the Sewer Waterway area between the Warehouse Sewers and Ebony Barracks.
*** Reducing the Lunaris Temple from 3 levels to 2.

to:

* ArcFatigue: ArcFatigue:
**
There were several areas that were thought to be too long, or pointless, to traverse to get to the main objectives that it was considered boring for some players. As a result, the 2.0 patch went about updating the game world to reduce such fatigue. Some of the changes included:
** *** Act 1
***
1: Reducing the Submerged Passage from 2 levels to 1.
***
1. Deleting the Coves area between the Ship Graveyard and Merveil's home.
** *** Act 2
***
2: Reducing the Chamber of Sins from 3 levels to 2.
***
2. Deleting the Blackwood area between the Riverways and Western Forest.
***
Forest. Reducing the Vaal Ruins from 2 levels to 1.
***
1. Reducing the Caverns from 2 levels to 1.
** *** Act 3
***
3: Deleting the Sewer Waterway area between the Warehouse Sewers and Ebony Barracks.
***
Barracks. Reducing the Lunaris Temple from 3 levels to 2.
7th Aug '16 8:36:22 PM Retloclive
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** Getting rid of Act 3's Sewer Waterway. For some, people are glad that it was cut since there was already so much sewer content to deal with that the amount of sewer zones to go through just got tiresome after awhile. On the other hand, the loss of the Sewer Waterway is felt to be a loss of some game immersion as it was a journey to travel under the river to get to the Ebony Barracks. As a result, the new sewer entrance to the Barracks being just shortly after the Warehouse Sewer's Undying Wall has been felt to be a tad out-of-place.

to:

** Getting rid of Act 3's Sewer Waterway.Waterway in the 2.0 patch. For some, people are glad that it was cut since there was already so much sewer content to deal with that the amount of sewer zones to go through just got tiresome after awhile. On the other hand, the loss of the Sewer Waterway is felt to be a loss of some game immersion as it was a journey to travel under the river to get to the Ebony Barracks. As a result, the new sewer entrance to the Barracks being just shortly after the Warehouse Sewer's Undying Wall has been felt to be a tad out-of-place.
7th Aug '16 8:35:20 PM Retloclive
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Added DiffLines:

** Getting rid of Act 3's Sewer Waterway. For some, people are glad that it was cut since there was already so much sewer content to deal with that the amount of sewer zones to go through just got tiresome after awhile. On the other hand, the loss of the Sewer Waterway is felt to be a loss of some game immersion as it was a journey to travel under the river to get to the Ebony Barracks. As a result, the new sewer entrance to the Barracks being just shortly after the Warehouse Sewer's Undying Wall has been felt to be a tad out-of-place.
7th Aug '16 8:29:20 PM Retloclive
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** The Act 2 quest to kill off the three Bandit Lords was considered to be annoying because you couldn't reach the northern Bandit Lord, Oak, until the Exile made his/her way through the Vaal Ruins, which was blocked off from entering until the Loratta tree blocking the entrance was killed. The 2.0 patch fixed this by moving the Wetlands zone with Oak in it to come before the Vaal Ruins instead of after it. Another noticeable change for this quest was getting rid of the Blackwood zone so that the journey to the western Bandit Lord, Alira, would be a shorter journey.

to:

** The Act 2 quest to kill off the three Bandit Lords was considered to be annoying because you couldn't reach the northern Bandit Lord, Oak, until the Exile made his/her way through the Vaal Ruins, which was blocked off from entering until the Loratta tree blocking the entrance was killed. The 2.0 patch fixed this by moving the Wetlands zone with Oak in it to come before the Vaal Ruins instead of after it. Another noticeable change for this quest was getting rid of the Blackwood zone so that the journey to the western Bandit Lord, Alira, would be a shorter journey.bit shorter.
7th Aug '16 8:26:45 PM Retloclive
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** The Act 2 quest to kill off the three Bandit Lords was considered to be annoying because you couldn't reach the northern Bandit Lord, Oak, until the Exile made his/her way through the Vaal Ruins, which was blocked off from entering until the Loratta tree blocking the entrance was killed. The 2.0 patch fixed this by moving the zone with Oak in it to come before the Vaal Ruins instead of after it. Another noticeable change for this quest was getting rid of the Blackwood zone so that the journey to the western Bandit Lord, Alira, would be a shorter journey.

to:

** The Act 2 quest to kill off the three Bandit Lords was considered to be annoying because you couldn't reach the northern Bandit Lord, Oak, until the Exile made his/her way through the Vaal Ruins, which was blocked off from entering until the Loratta tree blocking the entrance was killed. The 2.0 patch fixed this by moving the Wetlands zone with Oak in it to come before the Vaal Ruins instead of after it. Another noticeable change for this quest was getting rid of the Blackwood zone so that the journey to the western Bandit Lord, Alira, would be a shorter journey.
7th Aug '16 8:23:31 PM Retloclive
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Added DiffLines:

** The Act 2 quest to kill off the three Bandit Lords was considered to be annoying because you couldn't reach the northern Bandit Lord, Oak, until the Exile made his/her way through the Vaal Ruins, which was blocked off from entering until the Loratta tree blocking the entrance was killed. The 2.0 patch fixed this by moving the zone with Oak in it to come before the Vaal Ruins instead of after it. Another noticeable change for this quest was getting rid of the Blackwood zone so that the journey to the western Bandit Lord, Alira, would be a shorter journey.
24th Jul '16 3:39:52 AM BobTheBard
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** Oak in Act 2's bandit quest. He's incredibly strong, and he has a leap attack that instantly sends him to his target. He's even harder to deal with if you like using a lot of fire skills. Expect to find yourself joining random parties just to deal with him.

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** Oak in Act 2's bandit quest. He's incredibly strong, and he has a leap attack that instantly sends him to his target. This leap attack has almost no cooldown either, so expect to see him leaping around like a rabbit the entire fight. He's even harder to deal with if you like using a lot of fire skills. Expect to find yourself joining random parties just to deal with him.


Added DiffLines:

** Piety in Act 4 is brutal for new players and the archenemy of any minion-dependent class. Still has all the things that make her frustrating in earlier acts, but she gains 6 assisting enemies that activate over time and begin spawning huge numbers of adds unless killed immediately. Further she gains a new lightning beam attack that sweeps the entire area, does enormous amounts of damage, and has no safe place to hide from it. You're meant to keep running in circles around her while she uses it, which often stops you from attacking (letting her energy shield regenerate) and ''will'' kill all your summons, spectres, and totems. And sometimes she'll be next to a wall when she does it so you can't run behind her either, requiring you to jump the beam with a dash. What really makes her a bane though is that, because of the level design and mechanics, you have to fight her every time you go through the area and, unlike most major bosses, the next waypoint is ''not'' by the start of the next area but in the ''middle'' of it, requiring a good slog through one of the game's tougher areas just to find it. Until you do, you're not done with Piety.
15th May '16 5:59:58 PM Retloclive
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*** Reducing the Submerged Passage from 2 level to 1.
*** Deleting the Coves area between the Ship Graveyard, and Merveil's home.

to:

*** Reducing the Submerged Passage from 2 level levels to 1.
*** Deleting the Coves area between the Ship Graveyard, Graveyard and Merveil's home.
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http://tvtropes.org/pmwiki/article_history.php?article=YMMV.PathOfExile