History YMMV / PathOfExile

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.

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*** Reducing the Submerged Passage from 2 level levels to 1.
*** Deleting the Coves area between the Ship Graveyard, Graveyard and Merveil's home.
15th May '16 5:57:45 PM 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 level 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.
15th May '16 5:40:00 PM Retloclive
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** ''The Battlefront'' of Act 3; filled with Black Guards galore. The worst part of this zone is when you come across the mage variants of the Black Guards who constantly use a thorn-type of spell that causes any form of damage taken from the player to be copied back at said player. It's ''absolutely'' brutal to player builds not dumping their skill points into increasing their health or shield.

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** Back in the day, ''The Battlefront'' of Act 3; filled with Black Guards galore. 3 used to be this. The worst part of this zone is was when you come came across the mage variants of the Black Guards who constantly use a thorn-type of spell that causes any form of damage taken from the player to be copied back at said player. It's It was ''absolutely'' brutal to player builds not dumping their skill points into increasing their health or shield.shield, which usually resulted in instant death. Overtime, the Blackguard mages received nerfs to the amount of damage returned to the player that it's hardly noticeable anymore.
9th Apr '16 4:22:52 AM Retloclive
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* ThatOneLevel: ''The Battlefront'' of Act 3; filled with Black Guards galore. The worst part of this zone is when you come across the mage variants of the Black Guards who constantly use a thorn-type of spell that causes any form of damage taken from the player to be copied back at said player. It's ''absolutely'' brutal to player builds not dumping their skill points into increasing their health or shield.

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* ThatOneLevel: ThatOneLevel:
**
''The Battlefront'' of Act 3; filled with Black Guards galore. The worst part of this zone is when you come across the mage variants of the Black Guards who constantly use a thorn-type of spell that causes any form of damage taken from the player to be copied back at said player. It's ''absolutely'' brutal to player builds not dumping their skill points into increasing their health or shield.shield.
** ''The Lord's Labyrinth''; a giant maze of traps and monsters that must be fully completed without dying...and having NO checkpoint system for the ability to do a portion of the labyrinth, then come back at a later time. Unless your character is built to rush through the dungeon to reach the Izaro fights, the length you have to go in order to get the Ascendancy class for your Exile is just disgusting.
23rd Mar '16 4:12:23 PM Reflextion
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* BreatherLevel: Act 1 of Cruel difficulty. Yes, the monsters have their health and damage scaled up, but they're still mostly the same shambling pushovers that they were before, as opposed to the fast moving, hard hitting, projectile spamming DemonicSpiders that you've been dealing with throughout Normal Act 4. Going from Cruel Act 4 to Merciless Act 1 involves a similar difficulty drop.
20th Mar '16 5:23:32 AM GKG
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* AwesomeMusic: Quite a lot, actually ! The Solaris Temple music in particular is very popular.
21st Feb '16 12:44:25 PM Moopsball
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** Monster packs with Bloodline mods can be horrifically dangerous. Bearers of the Guardian causes the pack to summon an Animated Guardian that cannot be killed until the pack is exterminated. Voidspawn of Abaxoth summons a BonusBoss unique demon when the last pack member is killed. Heralds of the Obelisk leave behind lightning-spell spamming untargetable obelisks until the last member of the pack is killed.
19th Jan '16 2:23:26 PM the_blob
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* ThatOneSidequest: Some of the missions for the Forgotten Masters can be very difficult or almost impossible depending on a characters skillset. For example, it is quite hard to solve Vorici's missions of only killing certain enemies, if your character heavily specializes in AreaOfEffect-skills. Haku's missions are considered to be especially hard for almost everyone, because they are very strict [[TimedMission Timed Missions]] of quickly reaching a certain place in narrow, monster-infested caves, in a game that often forces the player to proceed carefully. Oh, and it also throws indestructable Totems into the mix, that attack the player with elemental damage.

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* ThatOneSidequest: Some of the missions for the Forgotten Forsaken Masters can be very difficult or almost impossible depending on a characters skillset. For example, it is quite hard to solve Vorici's missions of only killing certain enemies, if your character heavily specializes in AreaOfEffect-skills. Haku's missions are considered to be especially hard for almost everyone, because they are very strict [[TimedMission Timed Missions]] of quickly reaching a certain place in narrow, monster-infested caves, in a game that often forces the player to proceed carefully. Oh, and it also throws indestructable Totems into the mix, that attack the player with elemental damage.



*** Actually subverted, as many low-level spell gems can be extremely effective if combined with the right support gems, thanks to their low manacost and versatility.

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*** Actually subverted, as many low-level spell gems can be extremely effective if combined with the right support gems, thanks to their low manacost mana cost and versatility.
18th Dec '15 8:31:39 AM Rossmallo
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** Act 4 makes Act 3 look like a leisurely stroll through a park. While to begin with it's just the basic desolate outdoor areas, things go rapidly downhill once you get into the mines. Anyone who suffers from Trypophobia should never, ever, EVER zoom in on anything in the mines. [[spoiler: All of the humanoid enemies are made up of horrible, pockmarked, spongy flesh, which seems to be growing out of the very walls and floors, with obvious human shapes protruding from the wall. Whether these shapes used to be human or are budding out of the walls is up to your interpretation. It gets worse when you find the Pocked Goliaths, who tear chunks of themselves off to use as projectiles which form into new Pocked Miner enemies, giving credence to the fact they may be budding out of the growths all around...]] It gets even worse when you reach The Belly of The Beast, which is one of the most revolting [[WombLevel Womb Levels]] ever created. The first section is a hideous path through a huge bloody mass, with eyes and tendrils everywhere. The second area, titled The Bowels of the Beast / The Harvest, is like before, but with a huge layer of rank, fetid sewage on top of that. This eventually culminates when you reach the area with the final boss, which starts off with fighting on a gut-encrusted tendril-y mass that looks suspiciously like a sphincter, which you enter to fall into onto an island in a sea of blood, surrounded by three hearts which you have to destroy in a very gory fashion. It's quite telling when the two area of Act 4 which are implicitly said to be manifest nightmares are far, ''far'' less horrifying than these areas.
17th Dec '15 5:11:34 PM Tuvenia
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*** The first area has Torchoak Grove, a unique totem enemy accompanied by other totems. All of them can bombard the player with mortar-like projectiles which outrange practically any ranged attack at this point, being able to hit from over a full screen away, and way too high damage per projectile compared to the are, usually one-shotting unwary players unfortunate enough to get caught in too many of the blasts. It was later revealed that the high amount of damage was a bug and was fixed in patch 2.1, making them a lot more manageable.

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*** The first area has Torchoak Grove, a unique totem enemy accompanied by other totems. All of them can bombard the player with mortar-like projectiles which outrange practically any ranged attack at this point, being able to hit from over a full screen away, and way too high damage per projectile compared to the are, area, usually one-shotting unwary players unfortunate enough to get caught in too many of the blasts. It was later revealed that the high amount of damage was a bug and was fixed in patch 2.1, making them a lot more manageable.
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http://tvtropes.org/pmwiki/article_history.php?article=YMMV.PathOfExile