I talked With @lundburgerr_biz last night after he reached out. Him and his Mirror Team have agreed to drop the drama.
We have very different views on the game but came to an understanding and any future disagreements will happen privately.
I'm just going back to playing the game and my 0.5 Review is coming out.
We reached out to @fubgun!
We both agreed that a drama free Wraeclast is best for all.
We're a group of passionate blasters who are new to both mirror crafting and content creation.
Here's what @fubgun and @lundburgerr_biz cleared up:
* Bullying has no place in POE2, we are both taking a hard stance against this
* We never paywalled builds
* Neither party has ever been involved with RMT
* Mirror fee's are fine but need to be inline
* Community funded free mirror service items are fine
Our main reason for making mirror tier items was always to make cool items to use in dope builds. To that end, we've decided to do free service on all of our items for the rest of the league!
We’ve compiled a collection of high-resolution wallpapers from the Acts 1-4 loading screens, Ascendancy Classes and more, so you can bring these incredible scenes to your desktop wallpapers. Check them out in this post!
https://t.co/LnPuwXvrB0
The first two weeks of Path of Exile 2: Return of the Ancients have come and gone, leaving behind a trail of triumphs and hard-fought battles. Here's a snapshot!
Pseena hit 100 and uh. YEP, +1 skill point on HC Trade thanks dude
Seriously coolest mechanic I've seen, creates such a natural awesome race every league too!
Yesterday, Game Directors Jonathan Rogers and Mark Roberts sat down with Community Streamer Zizaran to discuss Path of Exile 2: Return of the Ancients, its new content and some of the many secrets.
Check out the VOD here: https://t.co/9I27cZ7mtC
Concluding group play for PoE 2 Patch 0.5 week 1, Return of the Ancients
Numbers:
2652 divines total
After an even 7 way split (6 mappers 1 trader):
378 divines per person
Total playtime: 74 hours
Actual farm time is really hard to calculate, we wasted a lot of time doing quests for atlas passives, leaguemechanic passives and master points that were bugged. We played 43 hours after our atlas was mostly set up.
We didn't do investments this time around, one exception being a flipped a Temporalis for ~200 div profit which is less than 10% of our total gains.
This means that we made ~8.7 div per hour per person in the party. Divines are a lot more common (compared to week 1 of any past PoE 2 patch) so this number is pretty inflated.
The best comparison as always is to efficient solo players, who played as much as we did. Those players had 4-500 div net worth on day 3, it took us 6 days to (almost) get there.
The current best solo strategies are 15-20 div per hour at the time of posting this. (Edge cases like selling carries are even more.)
We found 1 Mageblood, which was the only big drop we had. Our next biggest unique drop was a Shrine scepter (~28 div) and our next highest sale was a 45 div blue (2x t1) staff :D
We had fun, and we would have had a lot more fun if the nodes we spent hours questing for worked.
- We were missing double tablet effect on every Grand Mirror map
- We would have been running Hilda for 75% tablet effect on every map if that node worked
- Most maps can't spawn enough abysses because the map layout literally can't fit them so our 3-4 div tablet investment is wasted
- Buffer underflow crash, in some sessions every single map
- Some nodes on the tree that grant more rare monsters / rarity / rare mods simply don't work
- Abyss selectable nodes that drop omens only work if you select Amanamu tribe
The list of bugs is too long to include here, I just mentioned a few that messed with our plans. Understandably a huge patch like 0.5 is bound to have issues but this is the most buggy state of either PoE I've played week 1.
I still wish they lowered or completely removed player collision, especially with how claustrophobic some maps are. Two or in some cases one player is enough to block everyone else from passing in a corridor.
Still, had a good time, playing with friends is fun, and PoE 2 in general is moving towards a good direction, and a much more complete game overall.
I'm almost back to EU schedule, going to start my solo adventures soon. Not sure what yet, tune in to find out!
Thanks for watching us this week, see you on stream ♥️
Almost a week in and I can easily say 0.5 is the best patch yet. The amount of bugs and crashes really sucks, but 0.5 fixed so many issues in the game.
Early/mid game in poe2 feels really good. We're just missing the Uber endgame content and better juicing (tablets suck).
PoB 2 v0.18.0 is out
Fixed all the import issues
Now have all 85 new skills from 0.5
New quest rewards
New spectres + minions are supported
We'll be working on getting the build export, new uniques and new ascendancy nodes for the next update
We've just released Hotfix 0.5.0b Hotfix 12 which addresses the following:
The chance to not remove Charges on use for Flicker Strike now has a maximum chance of 75%.
Starlit Ores now create item level 84 Unique Items when forged at the Verisium Anvil.
Mothersoul gravity slam damage no longer triggers when boss is dead.
Fixed a bug where items would disappear when using Ctrl+Click to remove an item from a Guild Stash.
Fixed a bug where flask or charm effects that are constantly applied to you could stop working when you revive until you re-equip the relevant items.
Fixed a bug when Quest Logbooks sometimes didn't reveal their boss arenas.
Fixed a bug where shapeshifting during The Bodach boss fight could cause the phase change sequence to break.
Fixed a bug where dying during The Bodach fight could cause subsequent attempts to have incorrect arena behaviour.
Fixed a bug where sources of increased Mana Cost Efficiency of Command Skills were incorrectly set to apply only to commanded skills, which only minions have.
Fixed bug where Primal Bounty buffs were not removed if Primal Bounty node was unallocated.
Fixed an issue where some unintended Maps were being chosen when travelling to a random Map.
Fixed 2 instance crashes.
https://t.co/JoQQKcfTuU
Would be nice if instead GGG fixed sprinting stun before removing the 1 method that doesn't make sprinting annoying. it's also still bugged where you can get heavy stunned during an attack animation after sprinting.
heavy stun in maps = auto death, it's just not a fun gameplay experience and logging out was the only only solution.
honestly sprint is just dumb as fuck and we should be faster by default.
why have an awkward as hell solution that is negatively immersive (not one part of the sprint mechanic mirrors how running actually works LMAO) when we could just amke the game feel better?