Introduction to the Post-Live Q&A Session
- Game director Mark Roberts and designer Octavian discuss major Path of Exile 1 (PoE1) updates
- Focus areas: ground loot, endgame content, breach mechanics, King's March, balancing, and new league mechanics
- Octavian recently stepped fully into PoE1 design, working on the 3.28 expansion
Ground Loot System Overhaul
Player Concerns and Design Philosophy
- Community feedback highlights dissatisfaction with ground loot feeling unearned or disconnected from gameplay
- Issues stem from non-combat drops, flat additive loot (e.g., loot tiles), and window loot
- Devs acknowledge current loot systems' complexity and aim to fix problems iteratively
Immediate and Planned Changes
- Doubling core currency drops (excluding trivial ones like transmutes and orbs) to increase rewarding drops from core gameplay
- Consequent adjustment reducing rewards from window and tile loot to balance economy
- Improving memory strands to provide higher impact identified equipment, with better base-type biasing
- Adding ancient and fracturing orbs to core drop pools
- Intent to reintroduce 'spike moments' with rare loot conversions to enhance surprise and excitement
King's March and Shipment Mechanics Adjustments
- Addressing concerns about King's March feeling like mandatory daily chores with disconnected loot rewards
- Changes require active engagement to receive printed currency rewards, reducing autopilot farming
- Port-related rewards now more strategic with quotas and reroll options to encourage varied gameplay
Mirage League: Innovative Content Integration
Concept and Design
- Mirage uniquely augments existing content by integrating with other league mechanics and core game features
- Adds extra monsters, challenges, and unique rewards in campaign and endgame areas
- Players experience juiced endgame-like content within the campaign
Mechanics Details
- Persistent and additive monster spawns that do not displace existing mobs
- Quality of life features like fully revealed minimaps in Mirage areas and teleportation back to the portal
- Unique enchantments and currency interactions allowing cluster jewel modifications
- Bosses and maps can be fully Miraged, increasing rewards and challenge
For similar deep dives into complex game updates, see New World Game Announcement: Community Reactions and Upcoming Features.
Endgame Content and Balance
Breach Mechanics
- Breach walls and hive fortresses have been downsized and made destructible by damage to reduce intrusion
- Players can opt to disable walls or choose unstable breaches that allow multiple overlaps
- Continued monitoring for issues to ensure encounters feel meaningful but not frustrating
Tier 17 Nightmare Maps
- Nightmare maps repositioned to outer atlas corners, unaffected by new Egan system juice stacking
- Share mod pools with originator maps but focus on Uber boss access and keys
- Designed to avoid a single meta by providing varied map choices and differentiated roles
Atlas and Map Device Updates
- Streamlining map device usage by removing busy work like base chisels; Maven's chisels remain
- Introduction of the Egan system provides structured short- to mid-term goals with rewards for map groups (astralaves)
- Maps can be run in any order; clear choices between faster vault access or maximum juice
- Memory strands and originator maps' pedal powers removed; benefits folded into atlas modifiers and itemized for trading
Similar endgame content redesign themes are covered in Elden Ring Walkthrough Episode 3: Essential Upgrades and Early Game Tips.
Skill and Class Updates
New Skills and Supports
- Comprehensive skill set additions supporting a flavor archetype: the holy warrior Templar
- Holistic approach with related new uniques and ascendancy support to encourage viable build diversity
- Plans for more reworks to early game skills and focus on improving neglected archetypes
Ascendancy and Transfigured Variants
- Introduction of a new second ascendancy for Scion, changing every league to maintain freshness
- Commitment to continued addition of transfigured skill variants as interesting cosmetic and functional twists
Quality of Life and Other Topics
- Implementation of a dedicated pause button in-game planned soon
- Discussion on possible loot filter changes, especially in 'Ruthless' mode, to reduce the need to hide items
- Currency pickup quality-of-life improvements considered, including ideas for merged pickups or enhanced animations
- Harbinger content removed temporarily to be reworked and improved, with the aim to bring it back stronger
Closing Remarks
- Development teams split between PoE1 and PoE2 for focused work
- Emphasis on being agile and reactive to player feedback during live league cycles
- Encouragement to keep community input flowing to continue refining game systems
- Future Q&A sessions planned with more developers participating
This comprehensive look into PoE1's ongoing development highlights the developers' commitment to balancing rewarding gameplay with meaningful player choice. Significant improvements to ground loot, the ambitious Mirage league integration, and thoughtful endgame reworks demonstrate a dynamic approach to evolving this beloved action RPG. Players can look forward to continued innovation, polish, and community-driven enhancements in upcoming expansions.
Good day, Exelers. Welcome back. ZD here joined by game director Mark Roberts and game designer Octavian to do our Q&A
post live stream discussion for an hour, 2 hour, 3 hours. We'll see where things [laughter] take us, especially with uh
us discussing things like ground loot, uh endgame, breach, king's march, balance. There's a lot to there's a lot
to cover here. >> I locked in here with you forever, Ziggy.
>> Yeah, [laughter] that's good. Let's do it. And uh well, let's start off by just welcoming Octavian here to the uh the
show for the first time. And uh what brings you here with us today, Octavian? >> Um this guy, I I don't know. [laughter]
He's the one who said I should. Uh no, I mean I've been doing uh a lot. So we'll get into more details later probably,
but uh the the teams between PE1 and PE2 have become a little bit more distinctly split as of late. Um, you know, there's
definitely still some people who jump back and forth, but myself, I work fully on PE1 at the moment. Um, and I've been
doing a lot of the design work on, you know, pretty much everything uh to do with the 328 expansion. You know, I it's
not just me. I'm working with a number of other designers, but I've I've had my my hands on a lot of it.
>> Yeah. I mean, it represents part of Exon like getting the team and resources that it needs to like continue its
development and like put out some spicy expansions every whatever, four months or something you're trying to do now.
So, it's uh it's a pretty exciting thing for, you know, PE1 fans. >> I mean, it's a lot to take on for sure.
Like, and there's been some growing pains. We had our whole like team was split and merge team and now we're kind
of splitting again and we're kind of going all over the place. But honestly, what allowed us to do uh the split this
time is Octavian and Andrew who's not here, but hopefully maybe next time or in the future. We'll we were thinking
might get a bit too cozy on this couch, but um you know, we'll figure that out. But um yeah, with Octavian here, you
know, stepping up and seizing control and having that like X factor design, which is something that um I would say
Jonathan and I have and um you know, pretty much before I was going back and forth on the game so aggressively and I
was just like, "Holy, there's so much context switching going on. I didn't feel like I was giving enough time to
each product." Um you know, because I was so spread too thin, as they say, and all this. And so, um, all of a sudden,
yeah, we're Octavian's, you know, just like, let me do it. And, um, so here's where we are. And, and it's this real
awesome story where now, you know, Path of Exile 1, obviously, you know, you started by Chris, you got Jonathan, you
got Eric, and obviously they started the project, they started Grinding Gear, and they had this, you know, obviously they
hadn't played the game before cuz the game was new, right? And so, they're developing it and, you know, release it
and all this. So now you've got this thing where it's, you know, where Jonathan's obviously still in the
picture. Um, but you got this thing where it's kind of like me with Octavian and Andrew, all three of us coming into
the company as players through QA now getting to this point. And so like I mean a lot of what Octavian's getting is
the story I got. And uh, obviously I'm all for that cuz I got lucky and I'm happy about it and I love my job and um,
so I'm seeing this happen again. It's exciting and yeah, it's just it's bloody cool. While also
>> makes things easier for me, you know, I'm like way less stressed about it. I'm way less spread too thin. I get to
actually focus on the quality and and what we're doing. And I mean, it's just an all round win. And uh yeah, first
time Octavian here doing these. You'll see a lot more of them, I'm sure, unless something goes catastrophically wrong
[laughter] today. >> Good luck. Sure. Sure. I I >> It's awesome.
>> I I'm confident. I'm confident in the content and the expansion. >> No, it's real good. It's awesome. Yeah.
Like for sure. Like for if you're looking at a uh how did I do for my first time kind of thing like I I don't
think it could have gone any better to be honest, you know, and >> Good. It's good. And obviously
>> keen to talk about it and keen to answer all the questions and Yeah. You know, I'm sure hopefully you are too. Yeah.
>> Mhm. >> Yeah. Octavian's been super humble and suffering when I've been talking to
like, "Yeah, you're doing a good job. This is this is good content." >> It's a big deal. It's a big deal. It's
huge. >> Yeah. Killing tier 17s. What a champion for players [laughter] everywhere mate.
Good stuff. But I I love that you guys have had that like same journey as well like and uh and Andrew too as well,
right? Like it's players become QA become game like designers become like producers and leads on Path of Exile 1
project now. Like that's it's like the the game is in the hands of the players, right? Like
>> Yeah, kind of. >> Yeah. Yes, I mean I still, you know, play every uh expansion for, you know,
not as much time as I did when I streamed the game for [laughter] a living when I when it was my job to play
it for 8 to 10 hours a day, but I still probably put in an unhealthy amount of time. [laughter]
>> You know, I I work on the game for eight hours and then I go home and play the game for like four and then I maybe eat
something and then go to bed. Um, yeah, [clears throat] it's >> it it it hasn't faded. You know, I had a
lot of people when I first joined the company asking me like, "Do you not play the game anymore? or is it not fun
anymore? Like, do you get sick of it? And no, no, it hasn't has not yet happened.
>> Yeah. >> Fantastic. Well, I'm excited to talk about all the new stuff, but first, I
think we definitely need to talk about ground loot. >> Yeah, the loot. There's not much loot on
the ground down here, is there? >> I don't see anything. Nothing's making it through my filter right now.
[laughter] >> This floor is empty. >> Ground loot is a hot topic discussion
right now and has honestly been for a long time in some iteration or another. I remember like as far back as like I I
was trying to find where for me the idea of where some of these things trace back to and for me it was actually like
legion like farming low tier maps where you're getting that flat additive loot in the map and all of a sudden you're
not caring so much about what the regular monsters drop. You're just doing your tier four glacia to get legion and
stuff like that. >> But this whole this whole thing is definitely like a been a tricky topic to
break down because a lot of people have various different issues. Some people are like blaming lutiles. Other people
like myself for example think liles are great. They're just kind of like indicative of um the difference between
what is dropping from regular monsters in a map and what is being given through what I you know we'll refer to as loot
tiles but is generally like flat additive systems something that adds something a known quantity something
that's going to be you know what you're going to be getting to some extent and uh you know I don't necessarily think I
think those are a great mechanic for various reasons but they don't necessarily scale with difficulty in the
same way as regular content. can uh they don't have as much of that element of surprise and uh I think trying to like
really figure out where a lot of this comes down to like what's the actual issue if you like kind of peek through
the curtains a bit. I think it's just that people are doing getting their loot in ways that feel like it isn't earned.
Like it's too disconnected from the gameplay, right? Like you've either got like non-combat drops being really good,
things like shipments and the auto mappers or loot tiles which have that kind of like pre-ordained feeling. So
that's not as directly correlated with the content you're doing. >> So I'm just curious kind of like how you
guys are feeling about or tracking with that just discussion in overall sense before we dive into some of the
specifics. >> Well, you know, there's a obviously it look item drops are complicated. This
model is complicated. The system is complicated. But and it's easy to get lost in the weeds and all that, but
honestly, I'll just let me simplify it down. Yes, if people don't think it's good enough, it's not good enough. So,
we'll fix it, right? And now, obviously, these things can take time, but I mean, we'll immediately just, you know, just
to get right in there cuz I know what people actually want to know is what are you doing about it? So, let's get to
just to that straight away, which is um [laughter] >> at least for now, given that we have uh
you know, a week till release. That being said, we >> can always make loot better mid league,
right? And that's never a problem. It's taking away this problem. But um >> yeah, look, as I said, if you say it's
not good enough, it's not good enough. That's how it is. That's just the nature. If if the players, and I mean
the the audience at whole is like it sucks, then it sucks, right? So, we'll make it better. So, to start with, uh
you know what we're going to be doing instead of uh there might be some terminology here I need to make sure I
uh acknowledge people don't understand. We will effectively be doubling all the currency
>> and this is number one from from core drops as we call it. Yeah. Yeah. Not windows, not tile loot, you know,
whatever all the terminology is. Um obviously that will then by consequence diminish the rewards from window loot
and tile loot. Yes. Uh that is intentional. >> Just economically speaking you mean like
>> Yes. Correct. Correct. And just proportionately one goes up the other is now less valued proportionately in
theiration and whatnot. >> Um what else are we doing? We're uh we're going to do a bit of a pass on
like memory strands was an attempt to try and get equip. So that's the currency. the equipment memory strains
was an attempt to get equipment drop to be more impactful. >> Um, you know, when you identify, I'd say
that system didn't >> uh it has its purposes, but it didn't land as good as we wanted. So, we're
just reassessing that since we're also making changes to the endame around originator maps and all that. Um, look,
they're going to be better. There'll be more generally more strands. They'll have higher impact. So, identified items
via that means will just be better. Um, we're also trying, we're going to see if we can do it in time to make sure that
it also doesn't just pick bad base types. >> Oh, yeah. That's already been done.
>> Ah, there you go. Sweet. Um, we did a lot of this yesterday. >> So, base type biasing.
>> It has a Yes. So, it still can technically if you, you know, get rather unlucky pick a lower tier base type, but
it's heavily biased towards picking higher tier base types to put the memory strands on.
>> Okay, that's cool. I remember like a long time ago it was not like that was avoided specifically. It was like, oh,
some people might want like a grove bow or something instead. >> Sure. I think at this point, [laughter]
>> whatever. >> Yeah, whatever. >> Deal with it, I guess. Um,
>> greater good is is often the way to look at that. And then, uh, look, we're doing some other things. Um,
>> we're going to have ancient orbs, fracturing orbs added to the core drop pools. Um, you know, which should help a
little bit for that more kind of mid to higher tier currency. >> Um, those are the
>> Yeah, >> we're doing anything else. We're doing a little bit of a rebalancing of of
currency proportions. Um, like, okay, when I say double currency, by the way, I immediately obviously forgot to
mention the important thing. We're not doubling transmutes and orgs. We're doubling the things that matter.
>> Um, true, >> we're doubling the more important currency. We're not like, you're not
just going to get twice as many of the trash. Um, you know, obviously by endgame, you don't need
>> the thousands of them that exist already. So, um, yeah, look, that's the immediate step that we're taking. Um,
>> there's always it's always going to be an ongoing discussion. There's always going to be es and flow to this always,
right? There will be a thing where maybe ground loot is saved and then a year later we'll be having the exact same
discussion with a slightly different twist and that's fine. That's just how it works. Um you might even find 6
months from now or something where people are like bunch of these leagues aren't worth doing because the window
loot happens to to suck from them or something. You know, these are just how these things go. It's a constant back
and forth. It's a constant conversation and um you know the important thing is it's just like there's a problem fix the
problem you know don't freaking and the thing is about it and because item drops is so complicated you what you do find
and you find it internally you get lost in these just crazy philosophical conversations for like hours and hours
and hours and hours of talking about why and why and what did we do in the past that did x y and z and it is important
to discuss those but sometimes it's also important to just bulldozer through and just bulldo through and just start
making changes and start fixing the problem. Um now especially with a week till deployment like we don't want to
sally all the have all the content to be ultimately you know less appreciated because of the fact that you know ground
drops suck which as I said agree. Um so yeah we're doing what we can now we'll hopefully do more later um if that's
what's needed. Um so yeah just keep telling us about it you know what I mean? Um, but for now we're going to
doing a bunch of changes cuz we can this week. We can test them this week. We can make sure that we're happy with them
this week. And if we do anything else, we'll let you know. Um, and then yeah, we'll just keep going. And obviously got
changes to Kings March, which is obviously window loot. You've got changes to uh I mean the new league I
would say is one that more favors uh generally things that aren't in Windows. Um,
>> you know, and and so yeah, we'll see. I don't know. Hopefully that's a good start and we'll see where it ends up. I
guess >> Octavian, you were mentioning to me this idea that like, oh, you know, there's
like a lot of trash, white trash items started dropping. Um, and something about like that kind of effectively
becoming currency was kind of the idea there. >> Um, sort of in a way. Uh, so like when
Mark says doubling the currency that drops, uh, we're not like like there is a total amount of waiting in the drop
pool if that makes sense. And we're not adding more waiting to that drop pool. Instead, we are subtracting it from
places like, you know, normal basic equipment that every single person is hiding on their loot filter. That's now
going that waiting is now going instead towards currency items. And like Mark said, specifically towards currency
items that aren't like transients. >> There's technically not more items on the floor. It's just more of the the
garbage has turned into ideally now mid and higher tier currency. >> Yeah. So like once upon a time we had
this like massive historic quantity rarity buff removal thing that occurred and that some of the numbers on that
were like crazy. He was like, "Oh, this has 1600% increased quantity." So for the skeptics out there, like my father
when I was young, who would say, "I'm doubling your pay this week." Double nothing's nothing. [laughter] Do you
think uh do you think like doubling the currency is something that has like a pretty appreciable impact on like a map
to map basis when like a lot of the time you are kind of just walking out with a couple fragments in a scarab?
>> Uh I mean double is definitely still double. Um, it's a pretty big deal, you know, like economic chang
like 6% glacial hammer buff or whatever's happened historically. um it definitely will make a pretty notable
difference, but um that case there is is also an important one and we we were still actively discussing that yesterday
where we were like there's a little bit of um wanting to make sure there's a minimum
as well um especially with a certain amount of content. Like I appreciate that a lot of people are like, you know,
there's that juice up here and there's that like here's just your base map. And there's a bit of an expectation that,
you know, you should be able to just go in, clear the map, and come out with more. And I
>> generally agree with that. Um, I would say that, you know, the base map is kind of bad right now with respect to some of
that. And so, but again, this is that thing where we've got these things we can do now and quite quickly cuz we know
we understand the ramifications of them way more. Then there's still all these other conversations we need to have
about more like that and how we can achieve that. Um you know there's things about how can we we've always wanted the
idea that um the quality of equipment is dropping better but there's less of it. um how can we achieve that and like it's
quite complicated and quite difficult to do and it has like all these ramifications down the line and it just
goes and goes and and again so uh for right now focus on what we're doing but uh we will 100% be looking at things
like the minimums the base mapping experience versus the giga juice um because the other thing we need to make
sure um we don't do is uh you know often what you can do is you can add something that is more for your average player
doing your average regular map and then that once multiplied by every single league thing ends up being just more and
more for the top end and then it's a bit of a rich get richer situation and you didn't end up necessarily even
benefiting that person. You in fact made them now feel worse from an economic standpoint. Um, so like yeah, you have
that thing where you need to give something there but take away from something here and that can be dangerous
cuz you might you know overcook the nerf, you might overcook the buff, you might undercook on e, you know, it's
scary for sure. So yeah, I mean even yesterday I mean to be fair yesterday I was the one proposing all the craziness.
I'm like whatever it's fine let's just do it. Everyone's like whoa whoa whoa whoa calm down. [laughter]
I was like all right fair enough. I'm calm. I'm calm. We'll do we'll do the safe stuff that we know that's high
impact and going to help people now more than anything and then [laughter] we'll we'll keep looking at this stuff.
So, I would expect more changes. Again, I would depending on what they are mid league. Again, I don't like nerfing
strategies mid league. Like that's a last resort. Um so yeah, if all of a sudden it's like buff and nerf and if we
can be 100% certain it hasn't like screwed over a bunch of people's current economic wealth, um that's good. But um
look, if it isn't solved, then 329 will have more. Um so just make sure you keep letting us know, right? Like that's the
important thing. Like often what happens is like a topic can be um can come up and then be lost cuz other stuff moves
on or whatever. Like it's it's really important that and it's obviously a responsibility on our end to make sure
we go, okay, this is still a problem. It's not like just cuz >> we can check in each Q&A on this one.
It's like a good ongoing one to [laughter] >> review. I think it it'd be good if you
can get like, you know, the for the Arc and Go players like to a situation where they can get two chaos to rub together.
But I think like an interesting situation is that you can kind of stack all of this juicing stuff into juicing
the normal content of a map, the monsters, and you you can't really like scale it or the scaling has not really
any impact on that. It's like something to do with like it might literally be that like double nothing is nothing
situation where you're like, "Oh, well, through all these scarabs and atlas stuff, I've juiced these monsters up
1,800%." But they ultimately still aren't able to drop anything at that point. Now, how do you how do you get
how do you make it able to scale? It feels like actually like a really difficult design problem right now. How
do you get it actually able to scale basic monsters to make them both challenging and rewarding? Cuz like
Afflictions various issues aside, something that was cool about that was that you could scale rare monsters to be
really freaking hard and really rewarding. And that was actually like a cool thing that maybe needs to be in the
game somewhere and maybe the way it was. you you see a lot of this thing with the difficulty scaling um where you get that
exact argument where people I want a way to be able to scale monsters, but then you also have the audience who are like
I want things to be rewarding without needing those scaling mechanisms. Um >> got to have a bit of both. I guess
>> you do need a bit of both. Um it's never going to be perfect. You're always in a kind of gray area and that's where I
talk about the es and flows of just things coming and going and ultimately it's what feels right to as many people
as possible. Um and or there are many options for these things, right? >> I wonder if we just need some like
chunkier options that do just like >> we do 100% monsters just punch a bit harder. Some like big big nodes, big
notables on that. >> Octaven was specifically pushing for this yesterday and we're in agreement.
It's just a matter of coming up with what that is. And >> the the hardest like you know Atlas
passives and scarabs and that kind of thing to design are usually the ones that are the most broad. Um, you know,
like if you're designing for a particular league mechanic or something, you know, what levers and knobs you have
to turn. Um, but if you're designing something for the monsters in the map, that's a little tougher. And that's not
to say there aren't cool designs there. There definitely are. But it is one of those things where like we probably can
come up with a bunch of cool stuff by 329, but probably don't have it. >> This is like another another leading
situation here. But I wonder if there's like a this needs to be keywordified like some sort of like native monsters
keyword. Natural inhabitants is what we currently call them. Yes, >> we do have that as a concept. Yeah, it's
it's not used super frequently, but there's a few places. >> You also then don't want it to be that
then there is a league and the league just feels like absolute trash, you know. So, again, little bit of a fine
balance and because otherwise you're going to start the the E or the flow on the other side and now all of a sudden
it's like h no, there's no point adding any leagues to my area. >> I mean, some of your well-designed
leagues I think can work well with that like the Mirage just as an example for example. 100%.
>> If that was in now, barrage would work really well. It' be duplicating all those scaled up like um naturally
occurring monsters and adding more of them effectively as well, like non like loot tiled but still kind of like
randomized monster stuff which is >> pretty cool. >> Well, as you can see though, also we've
just done a lot of changes especially to existing systems. Like >> we're not uh we're not afraid of I mean
item's a bit more scary cuz you do need to test it. You don't want to mess that up, you know, but we're not and
Octavian's not too afraid, it seems, to be able to suggest the crazy things that we
>> fresh blood, bit of vigor for vigor for change. That's good. >> Yeah, [laughter] sure.
>> I think we just said even to you this morning, it's like Octavian and I were just like talking absolute madness. I
believe I phrased it as [laughter] in terms of doing all these crazy things and like, you know, just tipping things
upside down and like seeing what works, seeing what doesn't. And so, we'll just keep doing it. But um I mean you guys
you're in charge of the game now. >> Now now is the time. I I I really love these conversations in this point
because now is the time when like we don't plan stuff so so far in advance. Hopefully people know that by now. We
stay dynamic. We stay agile with that stuff. And right now is when we're discussing what are we doing for 329?
What are our major headliners? What are our minor headliners? And >> I usually say that start like the week
before this one releases. It's like usually it's like okay what's the next league like?
>> Yeah. And so right now is the thing where we're putting our effectively our list. What are our tier one problems,
our tier 2 problems? What are the things we want to achieve not? And so, you know,
>> the hardest part is I've already got some stuff that I really want to do in 329 that I'm really excited about and I
can't talk to you about it. >> Yes, I know you guys told me something before the Q&A. I'm like, you can't tell
me this right before the Q&A [laughter] and I'm not allowed to talk about it now. I have to like come on, I really
want to bring >> Now you have four months of prep for the next Q&A.
>> Oh yeah, I'm ready. My questions already for that topic, [laughter] but wait a long on that one though.
Something that um on this ground loot topic that I'm kind of have been sad to see fade away to an extent was the loot
conversion mechanic on rare monsters. That was obviously really problematic when it was first implemented cuz it was
associated with arch nemesis monsters and then it had like pinata fishing stuff, but you guys solved that by
making it actually probably random. And then even though it was kind of a loot tile mechanic in the sense that it's
like making a specific drop at it, it's random and it doesn't feel like that at all. So it's
>> I think loot conversion. So, for those who are unfamiliar what I'm talking about, this is uh occasionally rare
masters have like a hidden thing where they will take whatever they were going to drop and they change it into
something else. And that is like fun and weird and surprising and weird and like surprising loot drops.
>> Spike moments. >> Yeah, those are the things you remember like I remember first time I saw like
you know they all got changed into currency or they all got changed into maps or some weird other thing.
>> That was another big topic yesterday is like that because that was another there's so many axes here. Um, but we
were like, we need we need to reinstate spike moments. Moments where you're like, whoa, this is crazy. And that not
just being a divine or having to mouse over every type of a unique office given base type.
>> And um that is what achieved that. I mean, I believe we are um at least we obviously nerfed those. Uh it was a bit
hectic. Um but we're easing back on some of that at least for 050. Uh what the heck? 328. Oh, too. This what I mean.
Too many games. um for 328. Um we're easing back on those uh diminishing return penalties I believe we applied.
Um so okay, you know, at least they'll be more spiky again, but not what they once were. Uh what they were was kind of
a bit out of control. Um that being said, uh it's important that there are those crazy spike moments and if there
aren't enough, like that might not be enough, then we have to um add more. >> It's important that there's a variety of
them, too. uh you know like that's the fundamental challenge of a loot based video game is getting players to you
know care about you know the different pixels on their screen and like this set is more exciting than that set and like
that's [laughter] the trick that as game designers you're trying to play on people and it's it's not an easy trick
to play. >> Um and you know like one small thing like Mark said earlier that we are doing
4 328 is the the ancient orbs and fracturing orbs to the global drop pool because now there's another shiny tank
that might occur in the form of the fracture orb. >> But we want more giga tanks. Yes, we No,
that is certainly not the extent of it. >> You want the thing where there's like 50 tinks overlapping all at the same time
and your sound channels are like I don't know how to deal with this. >> It's like yeah, the unexpected and the
weird. That's the thing that I want to really drive home is I want you guys to come up with like 10 new weird things
that rares can drop cuz it makes rares like matter again. It makes them interesting again. Like I'm excited
about a rare because it could do something I've never seen before. And that
>> that's one of my favorite like >> 10,000 hours or whatever. >> If we design something like that and
it's a success and it's like a meaningful new niche in the game. That was one of my favorite things as a
player, you know, chasing those weird niches to try and find some, you know, strange corner of the economy that I
could leverage >> and I I Yeah, I want to add more of that.
>> Great. Yeah, >> we will. It's on the mind for sure. Hopefully by 329 we've got a good set of
that. >> So potentially some more loot conversion explosions and stuff.
>> These kind of things in the meanwhile, you also then when doing that don't want to then just make the map boss feel
valueless and all that stuff. So, it's a little bit more to make sure we get right.
>> Bosses could be a good place for that sort of thing, honestly. Like the weird jobs like that.
>> In theory, you do it on both. Could be distinct pulls on each. Who knows? Um, but then but then you don't want to
create an environment where you the map boss is only so rewarding that you just run, kill the map boss, and repeat. Or
maybe you do. I don't know. >> Who [laughter] knows? >> Making everything good.
>> That's the goal. [laughter] >> It's all good. We'll get there 100%. I'm like I have no lack of confidence in
that factor. Like for sure. So, so you touched on um King's March. So, there's like King's March is like a big kind of
like grouping of the same issue there where it's like um gambling, the shipments and the mappers and uh those
giving some of the most rewarding loot right now. It's just not from combat gameplay ultimately. And um this was
something I was going to bring up later, but I'll bring up here now. makes sense that um like I think I like King's
March. A lot of people like the King's Mars and stuff like that, but I think over time it's definitely started to
feel more and more like what I was initially concerned about, which is that it be like daily quests, mandatory
chores. Exactly. Yeah. Busy work sort of stuff >> for loot that you're not really earning.
It's disconnected from your gameplay and that. >> I was surprised to think about the crop
and ore change was like it's a pretty subtle thing, but actually sound seems like that might be kind of impacted. Do
you think that's going to make a big difference though? I mean, it does make a big difference. Yes. Because you have
to now engage with the league and be invested in the league in order to now get the the printed currency.
>> Yes. >> Um, so at least there's that. Uh, I understand that's, you know, a bit of a
currency nerf to everyone. But hey, look, it's window loot, so, you know, we're compensating for that in the rest
of the game as well. So, you know, with all the different leagues, >> a lot of people are willing to take.
It's like because I think for King's March especially, it was something there. It's like technically it's
optional. You don't have to do it, but like everyone is. >> Yeah. It's not really It's not really
>> That's what the swap is sort of meant to help address because like Yeah. >> when you could just grow crops with
nothing but money then it it doesn't really feel optional, right? Cuz you're making gold whatever you're doing.
>> So you have gold to give to King's March and they can just turn that into money for you.
>> Yeah. >> Yeah. Yeah. That was a quote that I picked out from somewhere that I found
particularly entertaining or it's like someone's like, "Oh, the the my uh Kings Mappers are getting better currency per
map than I do." So, I give them all my maps and I farm gold for them. [laughter]
I'm like, "Oh, that's just that's just tragic, isn't it? It's not not really where you want to be."
>> So, now what you need to figure out is does the doubling of currency double the King's March Mappers amount of currency?
>> Well, it doesn't currently. >> No, it doesn't. [laughter] >> Well, there there you go. That's
probably uh part of their solution there. just kind of accidentally. >> But um yeah, King's March has a pretty
extreme lovehate relationship going on with everyone. Like there's >> Yeah, I like it. Honestly, I enjoy
logging in and getting my shipments, but it is I do see the you the dark patterns there. The
>> For sure. >> Yeah, for sure. The >> um hopefully these changes help. Um
there's obviously more we can do in due time, but um you know, you also don't want to take away the thing that a lot
of people do like. Um, and that's where maybe making it more of an optional thing instead of the actual fake
optional that it is right now is is honestly the trajectory it needs to go. That way, if you love it, do it. If you
don't, don't. And you don't have to feel so penalized or bad about not having it. Um, you know, that's probably the
direction to really go ultimately um how that will present itself TBD. But we just have to see how these the or crop
change is actually quite a big deal and we'll just have to see how that goes. It's like a It seems like it'll have
surprisingly big impact for just a simple pretty simple thing. It's like, "Oh, should have done this in the first
place." [laughter] >> Yeah. >> Yeah.
>> It's funny. It was just a bit backwards, I suppose. And uh I am interested to see how much change the port stuff you've
done is because you've moved around where rewards come from ports, made them more specific because it was pretty
autopilot before. Like I just used the same port again and again. You just dumped all your crops in one port.
Wasn't really much to think about there. But now it seems like you're actually going to maybe be a little bit of
strategy there about where you're sending what. >> Yeah. Yeah, I mean, we'll see how it
plays out. I'm sure players will develop something of a meta. Um, I think one thing that we didn't note as well is
that like in the live stream footage is that the um >> what is it called? The quota. Like the
the the port wants a certain resources that has much more of an impact than it once did on the shipment that you'll
return. And you can also reroll that. >> Yeah. >> It's hard to see like the impact of that
sort of thing. So hopefully it's like something that's like pretty noticeable, I guess.
>> Mhm. I mean, that is a system that was intended to promote that you vary up the different ports you send to.
>> Yeah. >> Um, >> so hopefully that
>> So, like even even if we've shuffled stuff around, you're still going to have, you know, a a non-random meta
generally, right? There'll be a certain port that gives you what you want. >> Um,
>> you know, and there's choice within that and that's great, but yeah, you need a kind of more random and that's what that
system was trying to do. It just wasn't doing it very well. So, you know, make it more impactful and keep doing so if
we need to. vaguely similar to this idea of like uh getting the best loot from non-game play was the
major boss drops coming more from relicary keys than the actual boss and those dropping globally as well. Is that
something you're thinking about at all? >> Feel like a lot of people feel like it circumvents like the you know the point
of the boss and >> it does that a lot. >> It does for sure. Uh we're not doing
anything about that right now that I'm aware of. >> Not in 328 but I actually personally
also share this gripe. Uh, so it is a thing that will be brought up with um, you know, Andrew and the other designers
working on PE1. Um, so yeah, it's >> I also agree I would like it if every Star Forge in the world came from
Killing Shaper. Um, but we'll see whether we get to that reality or not. Like that's something that other people
have strong opinions on as well. I'm not I'm not going to unilaterally say like yes, we're doing this.
>> Yeah. So I is there a reason why like the boss doesn't just drop the keys that give those things or something? Like I
guess they would need a bunch of different keys or something. Might be the issue there. You need like a key of
Shaper or something. >> Yeah, that would necessitate a lot of base items, but that might be fine.
>> We do have a lot of little things like that, don't we? >> We didn't we do that at some point? I
swear. >> I feel like it. >> Don't we have the ringing bells or
something? >> Bosses drop their own keys for their own uniques. Wasn't that the point of that?
>> Just I guess it didn't. >> Am I I could just be tripping. Well, Valdo maps do work differently to the
relic keys in that regard. >> Uh, I need to look into this again cuz I I I was under the impression that we
intended for that to not be the case. Like I thought we had solved this in the past, but like you know, fever dreams
and all that. >> Too many changes. Didn't we solve this like 3 years ago? I'm just like I I I
swear I was surprised when that question was sent to me cuz I was like I thought you guys of continual development. I'm
going to go look at that after this because I am convinced that we I'm like having mega deja vu here. [laughter]
I swear. Um, I thought that we had requery key and then all the boss specific reoquy keys and those gave the
boss uniques and the base one doesn't because we didn't we didn't want them to give the boss
uniques and thus I don't know. >> The question was sent to me by a juicer so I was like I take their word from
that one and say >> I don't know maybe I maybe something slipped up and something went wrong
there. I'm going to go have a look at it after this. I'm cuz like yeah again whatever I'm pretty I'm the deja vu is
real right now but >> it'll be good to reassess the state. I don't trust my short-term memory
anymore, so Oh, that might be longterm memory at this point, but um all good. >> The finalish aspect of ground loot that
I want to touch on uh for today is um rare gear drops that just like ultimately they're just not shown on
filters because they aren't they're either very rarely good or they just aren't even able to be good. Like it's
not even physically possible for them to be competitive in many cases outside of some things like energy shield gear or
suppression gear or whatever. There are some cases where it's like, oh, you know, it can never compete with like um
influence modifiers or other random like where you can jam things together, create this the sort of stuff players
can make via crafting and other systems. Um, so I have a few kind of questions about like that. It's something I've
talked about, man, a few times in the past. Like it's always been a thing like how do we make rares matter? I'm curious
first, why isn't the tier system being used in Path of Exile 1 for rare drops? kind of is
>> the the memory >> memory memory strands are a technically more granular version of that.
>> Okay. >> Um which I I I mean look we've considered
this we've discussed this for sure and this is part of the whole drop less but better. Um it's just it comes with these
so many different consequences that we have to then work our way through and um you know the memory strange was our kind
of way of trying to achieve that and as I said it didn't hit the mark for sure and so we're now trying to make it
better but um uh and I understand that that's like you know they're from originator maps not like gamewide uh
which I don't necessarily mind either that it's like at the end of the end game is when this stuff starts happening
um >> but yeah I And I' I'd first like to see if that can hit the mark first. That
being said, there is like a just going to always be that there are crafting systems and drops at odds with one
another. And you have so many people who are in favor of one versus the other. Um that being said, like
you know, we don't want to also just be like flooding the ground. You know how much people can juice. You don't want to
just be now just flooding the ground with rare items. And it's just like, oh my god, there's just too much stuff
everywhere. And I don't know. I was having a fantasy earlier about this. I was like dreaming about it and
daydreaming about like what would it be like if father one all of a sudden dropped like maybe only a few rares a
map and I was like excited to identify and look at them. >> It's like that would be such a crazy
change from the amount of stuff that drops right now. >> I think that game mode is called
ruthless. [laughter] >> Maybe. >> Whoa man.
Well, it's your first time in the Q&A. Calm down. Why you [laughter] go there? >> No. No. I mean, he's technically right,
but um >> the we can solve that, but the discrepancy
between average map and pinnacle pinnacle, right? We obviously then have to assess like how can you get if you
can get a thousand times more value out of your map, um how do you then not go from three to 3,000 items? And we would
need to address that because like quantity is just quantity right now. So there's a again there's a lot of like
thinking about how that system can translate into that. Um cuz like I mean at that point the entire map would have
to like kind of understand its value of items already dropped and then kind of stop you. There's something kind of a
bit >> weird and complicated about it that I don't quite know how to achieve. tricky
thing to nail down, but I wonder if there is a world in which such a thing is possible. Like just yeah, for rares
to kind of be like I guess rare ultimately, but not to be like not to be ruthless in the sense of being like an
item scarcity situation, but just that like well man, if we're dropping 500 rares, I'm not and we're not looking at
them through the filter, then you know, if if those were rolled into five rares and,
>> you know, 50 times better. One of the things and >> again this is something that was
discussed and not going into 328 because it has a lot of ramifications that we would need to interrogate for 329. Um
but like an extension of the memory strand changes was like well what if we just you know you know how um the the
the drop conversion stuff that you're talking about for rares like what if we do some drop conversion thing where
sometimes rares will drop way fewer rare items but they'll drop super memory strand heavy items and they'll drop a
few of them and like that sort of thing. It is it is definitely on our minds. Um >> I will say one of the things that
contributes to this experience particularly in uh keepers was just the strength of the the breach tree, the
strength of the genesis tree. And while that's being rolled into core, it has been adjusted.
>> Yeah. Yeah. >> Yeah. >> I mean, while those windows are they're
generally going to be showing you just like >> effectively every rare item that's
presented there is many thousands of rare items that are on the ground. >> Yeah. And how is that ever going to
compete as well? Um, so then even >> some of the ground items like that I guess would be how you compete and
that's what I'm >> again there's there's like so many problems to solve here and we'll just
keep working through them. Um it's just again I I cannot stress how complicated all the the item model and everything is
and um you know messing up the economy in any drastic way. Uh be it stuff that we do on accident sometimes um we do try
to avoid it as much as possible. Um and and a lot of these things are really hard to come back from if you mess it
up. if we just make like if everyone's just getting like 95th percentile items off the ground and like the first tier
one map they run, you know, like the entire like get itemization of the end [clears throat] game systems just down
the drain. So like if we >> you know that's an extreme that would assume we mess up bad.
>> But that's what knee-jerk reactions result in. Right. >> I believe in you. I [laughter]
>> you guys have some experience now with the idea of like converting rarity into tearing up an item like making it
better. It's like, you know, as the rare kind of feeds into it, and that aligns nicely with um the idea of this being
something that grows over time with juicing. >> I 100% want to ti and juice it and your
maps got like jumped from, you know, your average 100 rarity to 500 rarity or something. Those items start to become a
fair bit better rather than just being cuz the way it is now effectively is just more white items being converted to
rares, right? And yeah, you get the cool thing with them bosses because they have generally more inherent rarity, drop
better gear and re drop better gear and you know doesn't it's not always better, but like you know the the average is
going to be significantly better and >> uh I love that. I actually really like that and I'd like to do it. Um so
>> okay, that's good to hear. >> We'll just keep trying to get there. Um um so on the issue of like normal rares
not really even being able to compete with like crafted influence recominated stuff like the exile one is it's just
got too much cool stuff now. It's not like you want to remove that. So, so the the question is then like how do you
make rares compete with that stuff? Um, obviously like just having really well rolled stuff can work and maybe only for
specific kind of item categories like energy shield gear and things like that, but um I am a big fan personally of um
things like temple modifiers and stuff like that that are a little bit weirder. Now, that generally belongs in specific
content, but I wonder if there's stuff like that you can do. Obviously, we're talking about the memory strand, kind of
making the base matter, and I quite like overquality items for that point as well. Is this something you're thinking
along these lines of like other things you can do that maybe fit more in general content, maybe just seeding the
idea if nothing else? >> Uh, there is probably stuff it's kind of hard to think of exact things
on the spot. Um, >> it kind of goes back to your previous comment about, you know, trying to make
more Yeah. like more meaningful tinks. I [laughter] guess finding more axes to make gear matter in a way that's
different from a different piece of gear mattering is like one of the most fundamentally difficult things in
designing an item based game, but it is also one of the most important. >> The other thing is to not have dropped
items be unrecognizable as well though. You can't get too crazy with them. >> Yeah. you want them to still feel
relatively fundamental and then you craft all the crazy. >> Um,
>> which are at odds again with one another, right? Those those two things because crazy often can mean power. Um,
>> yeah, like you don't want to just have every item you just have to hover and know what are the eight different things
that could be considered. And I understand that the item filter can can do a lot of that work, but um, you know,
then there are those not using the item filters and not using different types of item filters and now there's just this
insane complicated web that they might have to deal with. So you still want the ground loot to ultimately feel
fundamental, >> recognizable and something not overly complicated and then you know all your
the skill ceiling is what enables the complication of like the knowledge the what uh what leagues am I doing? How am
I interacting with all that? So you it's that real difficult spot where you want to find really interesting stuff but
stuff that's also fundamental and feels core and isn't overly complicated. And that's why it's hard. Um it's really
easy to come up with all kinds of crazy stuff. Uh, >> awesome. [laughter]
>> It's coming up with the simple, more grounded things that are just real tricky for sure. And, um, you know,
>> it's probably why we're here in the first place talking about ground loot because like that is the
>> the more subtle, the trickier thing to get right. Whereas like to do crazy stuff through all the various league
mechanics has been that's what you can let loose. So, those have become better and better over time. It's interesting.
>> Yeah. Well, I'm starting to see now why are we talking about the the new stuff? Like, perfect. I've done my job
excellently. [laughter] I have exhausted the ground loot topic to the point now where chat is starting
to want me to change topics. >> Yeah, we always you always start with the uh I hit the line that I was pushing
for. [laughter] >> Excellent. >> You always start with the
>> you want to start with the thing that people are uh >> feeling%.
>> I can't relax and listen to this other stuff until this is like until I'm reassured a bit.
>> But yes, would love to talk about it. Very excited. >> Absolutely. Excellent. Mirage, the new
league that has been showcased and announced here is a bit of a spicy and interesting one. Iterating upon a lot of
different concepts and ideas here. Uh it seems like the the execution here is really about like a a greater than I
think we've ever seen maybe level of integration with existing content like synergies between content to the point
where like you're actually making it so that other content in this is doing something unique which I don't think
we've ever done before. that that's one of the things that's been most exciting about it to me. Um like just to spoil
one more example I guess that we didn't give in the live stream. Um >> the way that it interacts with delirium
for instance is you can drop a currency which can be used on a cluster jewel to change the enchantment of that cluster
jewel but it doesn't change what's on the cluster jewel. So you can theoretically you can theoretically roll
like a say a shield or a block cluster jewel you can roll a block cluster jewel into x notable that you want. You could
then even fracture it [laughter] and then use the new currency to change it over to being, I don't know, a brand
cluster jewel or something, assuming those are both in the same size cluster jewel.
>> Wild. >> And then you can roll a brand notable along with your block notable or
whatever. >> Wait, wait. Did I miss where you said like, can you do this just once or is it
>> you can keep reusing the currency. >> So you can like add a modifier and then change it to a new one, add a modifier.
I want to modify from these two types and then to end with this type >> if you're the luckiest man on earth.
Yeah. >> Crazy. >> But how cool is that?
>> That is wild. >> I love that. I I'm excited about that. >> And like it's it's cool ideas lately.
>> It's basically like, you know, me and Leighton, one of the other designers, got to just design a whole bunch of, you
know, and wouldn't it be cool if we could go back in time and add this one to this mechanic?
>> Designing crazy is easy. >> No, it's [laughter] not. No, that's underelling it. But um I don't know.
It's that's exciting for sure. >> Yeah, that's that's wicked. So like was this the initial goal on the outside or
is just something happened kind of on accident? this idea of making Mirage really like um interact with and amplify
the existing content in the game. >> Uh the very very initial goal was I like how certain I some of my favorite
designs for League mechanics are like delirium and affliction and stuff like that, even Sentinel to a degree where
it's like it augments content. And I was like, well, what if we could do that >> except it augments the area and not the
league, you know, not like just the monsters. >> And then out of that grew is like
>> Yeah. And then later we, you know, cuz that that is a good base, but you need a good league mechanic needs a bunch of
extra like, you know, bells and whistles, I suppose. >> Yeah. It's always just been kind of
like, oh, it accidentally kind of juices this other mechanic or for whatever reason. So that is uh that's a whole new
level there. Um it was interesting. So I played through like the campaign with this league and it almost felt like some
sort of like best of Path of Exile league. >> [laughter]
>> It's got this like legacy league kind of feel where you're like >> there's just strong boxes and shrines
and legions and stuff everywhere. It's like I feel like I'm playing a juiced endgame version of the campaign more so
than >> the the epic thing of um >> it was a thing where like
>> this is a thing I would say that is like almost a bit um undersold almost where it's like the impact this league has on
the like normally you'd think okay so there's like an extra little bit of mud flats with some monsters like as a
second replicated area. It's like I don't really care about that. But then you're like, "Yeah, but what if when the
Mirage is spawned, we also then ensure there's other bonus content that's currently endgame only generally or like
Mayhem League, you know, kind of stuff." Not that we do that much of that anymore. Yeah. And then all of a sudden
now you've got all this content appearing in the campaign and it's like there's just so much stuff going on and
I actually think it's >> I mean I like if you want to just get to endame, go to endgame. It's still your
choice. You don't have to. But for those actually wanting to engage with the league in the campaign, um it's probably
one of the most like interactive ones and it's probably adds the most amount of content out of any maybe that we've
done before. >> In addition to that, they fall away at the end game cuz they're not really
powerful enough to be competitive with the endgame juicing wishes and that sort of thing. But they'll, you know, give
you a binding orb or two on completing like the very like act one or act two. There's very early ones that can give
you that. There's ones that give you like a whole bunch of chromatic orbs. is ones that give you, you know, a unique
weapon or something like that, you know, things that are really useful in the campaign. Even later in the campaign,
there's one that will give you a five link. >> Um, and then those will fall away as you
get to the to the end game. So, when they're when they're not nearly as relevant.
>> Yeah, it's um normally I like always interact with the league mechanic, even if I'm getting overleveled. This is one
where I think like it's to the point it's it's juice to the point where you like do the really cool looking ones and
that's this is my advice. do the really cool looking mirages that have like a bunch of extra mechanics with it and
leave the other ones, you know, just like you you'll be able to take it or leave it here. Even if you're a player
who normally does them all or >> check the mechanics, check the wish. >> Do it or move on.
>> Yeah. Also, the wishes sometimes are unique and >> uh a detail that I wanted to make sure
was known is um so the mirage in the in the I call it the overworld and the recreate. Those are the internal terms
we've been using. Okay. >> Uh but the the the mirage around the object in the initial area, not the one
that you've recreated. uh does have a lot of extra, you know, monsters from the Alpharude, as Mark was saying in the
live stream. Those monsters are purely additive. Um so they don't they don't displace existing monsters or anything
like that, which does mean that even if you never enter a Mirage, you're just kind of killing more stuff in the
campaign than you would otherwise. Like >> Yeah. Yeah. Just extra monsters. Probably how you were so overleveled.
>> Yeah, true. [laughter] >> Yeah, I think I was like 10 15 levels over pretty consistently since like
hacked one. It's been like, "Oh man, I better skip over a few zones." And then I'm like, "Oh, that Mirage looks pretty
tempting." >> There's a Yeah, there's [clears throat] a bunch of kind of cool stuff as well,
like I know you mentioned as well the other day of um you know, >> the way the Mirage's area is generated.
>> Um like it >> it when you have a circle, you got a circle, right? And so in claustrophobic
maps, a lot of that circle is an unwalkable space. The way that the area of Mirage generates is it flood fills
walkable space until it occupies an amount of space which means on a map by map basis it's relatively consistent.
>> I noticed that you solved that issue. I was like you guys have done it. >> Our our our programmers put a lot of
work into that. [laughter] They did a good job. >> But even then you've got um now you can
immediately think of that and go well hold on. If I'm in like say toxic sewer and it flood fills I'm I'm going to be
so far away from the portal. Well there's just a button to take you back to the start of it.
>> Yeah. you guys are getting good at this. [laughter] You're anticipating my quality of life complaints.
>> It's got fancy effects when it teleports you. >> Normally, like in the past, I'd come
here and I'd play for a bit. I was like, you guys need to make a quality of life for this. And then like, no, you guys
have done it already. >> Part of doing quality of life changes, even though sometimes they're insane and
sometimes, you know, not as crazy, you know. um by doing it in every patch and holding us accountable, ourselves
accountable to doing it, we then off and get like, well, hold on, what would we be doing next week for the new content?
And >> you've rewired your thinking, I think, on this. So, I feel like I've noticed
that at least last that you that mandate to like do 10 quality of life fixes. I think
>> another really for them now. >> Another really minor thing is the mini map in a mirage area is always fully
revealed so you know where you need to go. >> I didn't even notice, but that's
awesome. It's just like little things like that. It is a um actual uh >> uh terrain generation recreate so to
speak. So um you know >> it you wouldn't get lost either way I
suspect if you were kind of remembering what happened anyway but you know >> my memory maybe
>> bit of a boss it's true we're talking about not having short-term memory so who knows anymore nowadays. It's a it's
a it's a funly weird funnly funly weird mechanic in the campaign too because like quite often you're like it spawns
near the boss, you do the boss in the mirage, you pick up the quest item from the boss in the mirage and you're like
>> I'll just go. [laughter] >> A lot of that suspiciously just kind of worked.
>> Yeah, just made me feel really really suspicious like there's there's surely there's some bug we're overlooking here
but it's been you know pretty pretty thoroughly tested at this point. It just kind of works. I've intentionally I've
I've been intentionally trying to like be like, "Oh, what if I do it this way?" Being like a little cheeky like, "Oh,
yeah, what if I kill Pod in here and get the thing?" >> I [laughter] mean, it has had some bugs,
don't get me wrong. Like, there was a there was a bug where like you you know, if the Mirage didn't generate far
enough, you could click an entrance that's supposed to take you to somewhere else and now you're just outside the
Mirage and you can't move. And that's not particularly good. >> I haven't run into any of those things
yet. So, you've been polishing out pretty well. Higher level of polish uh a week out than usually. on this visit
I've noticed. So, uh you guys are the team division maybe is is working well there.
>> Yeah, because we by having ultimately Octavian and Andrew focused on Pier 1 um entirely for that whole span. Um you
know, and and we were obviously all discuss I loved our uh generally our design meetings are at like 6:00 p.m.
and then um they just run until we you know really look outside and we're like, "Oh, it's very dark. We probably
shouldn't [laughter] should have gone home." But um >> the sun is rising. Yeah, we just cool
awesome like evening design sessions and that going on, but then those guys just were cranking from the get-go like
>> awesome, >> you know, and um as opposed to like kind of fighting for resources between the
two. We laid out exactly here, here are the resources you got. If you need more, just tell us, but like work with that
for now. Get everyone working straight away. And I mean, obviously it sounds obvious. It's like that's how it should
be, but you know, you got the two games especially like can be a bit hard. Like where do you go? What happens? It's a
bit gets a bit crazy. So, you know, as much as that sounds like, well, obviously it should work that way. Um,
you know, it it isn't as simple as it often sounds when you especially with passion projects cuz
>> um you you always, especially as a designer, you want to work on on both things. You want to know what what's
this cool thing going on over there? I want I want to be part of that. Um so, you have to also be able to kind of
separate yourself and go, you know, I'm just going to acknowledge I don't know what's going on and when I see the live
stream for the other game, I'm going to learn a bunch of new stuff. And so, >> that's one of the benefits of it. I get
It is a bit >> I get to go into PE2 releases with next to no idea. It's like oh cool, you know,
I get to be in the player base getting the exciting reveal again. >> That being said, he's like sitting
amongst the other designers. They're all we're all still in a collective and um we'll just can everyone can hear what
everyone else is doing and so you can kind of still hear stuff and people will still ask you questions about things
that you worked on before. So yeah, real cool. But um yeah, I know. [snorts] But getting off that's getting off Mirage,
but um I know we talked about um some of the stuff in the campaign, but I just wanted to also give you an opportunity
to talk about that equal endgame thing with the you mentioned boss and I got and remembered another exciting thing.
>> Which end game thing with that? >> Well, the whole map is a mirage. >> Oh, yeah. Yeah, I forgot about that.
That is one of the So, it augments league mechanics, but it can also augment a few things that are like
technically not league mechanics. Like it can augment a map boss. Um, and it will cause it to have some, you know,
how like when you free an essence monster, there's effects going on, you know, like maybe there's fireballs
flying out. So, it'll cause it to have effects similar to that. So, it's a little more challenging.
>> Um, but the upside is when they drop a map, there's a chance that that map is fully miaged. Like, it's it's got a
mirage in the map that is covering the entire thing. So, you get two map for your map instead of 1.3 map for your map
or however much. >> The reveals keep coming. I don't know about that. [laughter] There you go. I
was going to ask actually I was going to ask that cuz you've got this whole like oh it's juicing the other mechanics and
it's doubling the other mechanics and it's adding extra monsters to your map. It's like how do you like make sure that
the actual league mechanic still feels rewarding there. Like you guys are going a little nuts there. So you've got
Mirage maps. There was um adding supports to skills. >> Oh yes.
>> Okay. So I always the gin coins >> kind of slipped that in there as well. >> Gems interesting. I don't know what to
make. >> It's at odds with corruption. >> Just to explain how some of this works.
So you it corrupts the item is at odds with either plus one level or quality, you know, as gems do. Um because, you
know, adding a even a level one support and getting the right support is a pretty good amount of power creep. Um
you know, and so it being at odds with corruption allowed it to be that strong. You know, if you could do both
power a little bit. Yeah. >> Um >> and it isn't fully random. And it will
look it takes into account the supports which can support that skill and it can only roll in those and also can only
roll in the color of the coin. So if you're using a red coin, you get a red support that works for that skill.
>> You're not going to get like faster casting on a on a double strike or something.
>> Brutality is a valid support for wild strike. So you could get that which isn't particularly good.
>> Use the red one on there probably. >> Well, you know, damage the is also red and can go on wild strike. Um so or
sorry what's is LA to the tax the modern name of >> Ed West? Yeah. Um but regardless like
there are you know undesirable outcomes but all of them are technically functional. [laughter]
>> Okay. All right. >> And then there's these uh uniques that are you can like clean up as well. You
do one of those restoration YouTube channels like I found this sword and it's like [laughter] just a big pile of
rust. Let's restore it. >> You just scrub it down with the gin coin. and get all the rest [laughter]
off. >> It's more magical than that. >> Yeah.
>> Excellent. And uh I don't know if this was really shown, but there's a lot of like Is this just the campaign or is end
game as well? There's like a lot there's these like silver gin caches and gold gin caches and
>> uh that's a all points. Um so when you're in a mirage, there's like pack so there's packs of enemies that are
specific to the overworld encounter and packs that are specific to the Mirage encounter. They're actually different
monster varieties. Um, and when you're in the Mirage, when the Mirage enemies spawn, they will rarely spawn with a C.
And that case is just a chest that has, you know, pretty good pretty good loot generally, you know, rare items, maybe
currency, maybe div cards, all various things. >> Sounds like a juiced. Awesome. Yeah,
[laughter] I mean point there's so I love the amount of like level of detail going in and and and as you were
mentioning it's a league that is multiplying other leagues, you know, and obviously it has its own thing and even
kind of a cool story line and it's grounded and it's got um you know, obviously a boss which is awesome as
well, but um >> it's got the thing where Yeah. How cool. How cool is that?
>> Oh man, >> how cool is that? Yeah, let's just start the fight. Let me just rip off my head
real quick. [laughter] >> Turn my spine into a stone. >> I don't need this. Um,
>> I'm going to >> Who came up with >> a tiny I don't want to spoil much of the
fight, but a tiny minor spoiler is when you kill him, his head lands and sticks in the ground and then you can talk to
it >> and he gives like >> obviously [laughter]
>> obviously it goes without saying, >> but um [clears throat] yeah, even then it's uh I I really well it is the it is
probably one of the more challenging things. It's just like, okay, it could just multiply damage and life or drops
or something, you know, it could just multiply quantity. I get it. But it's that it's that labor of love of doing a
specific interaction with everything it can um modify that really is like, wow, this is cool. There's so much level of
detail to this and depth to this. That's >> Yeah, it's quite impressive. But it's it's an undertaking for sure, and I'm
really glad you guys did it. Like, >> yeah, >> I mean, I would want to do more if I if
I had more time. Mhm. Something I've seen in chat. I'll just kind of like butt in here in between topics is uh
Trial of the Ancestors just kind of getting asked about. I I had I had forgotten about it. It's been a while. I
think it was like a Was this the one that was It was It's coming sometime. They're trying to
>> Oh, look. It's still on the list. Um it's not on our most recent thoughts. >> This is Steam backlog sort of situation
trying. >> It kind of is. Yeah. I mean, we're getting more and more of these I feel
like over time where stuff we want to improve, enhance, read or whatever. Look, I get it. Same answer as last time
pretty much. Like there'll be there'll be it'll get its day. I we just don't know when. Um
>> it requires more work to read than you might think. And it's easy for that to then get in the way of um a lot of other
stuff that we want to do. And >> yeah, I get it's just end of the day value and resources and that's it
really. That's all there is to it. So >> what's missing? Sorry, go ahead. I was just gonna say the well of cool stuff
that we want to add to the game is infinitely deep. >> Yeah, it's good for that. Um, was
mercenaries one of these ones that was like coming back or something in some way? Like I I kind of
>> We will do that. We will do that. Again, I I I always hate saying when we're going to do stuff cuz that's,
>> you know, people want a time. What does that mean if there's no time? It's just this nebulous infinite one day it will
be here. Um, but I still, you know, like to be clear on when something we intend for something to come back or not. Um,
so yeah, we still want to do it. for a rainy day. >> It's We'll get there. Honestly, we will
get there. Um there's not too many big things that are like still pending uh that we've done before that we want to
read. So, um but just timing, but again, like there's been so much growing pains with the different two projects and
stuff. We're only going to get more efficient at this. >> Um we've got more of the staff than
ever. We're still hiring. Like we're, you know, like we'll get there. Um, you [laughter] know, if Octavian wants more
people, Octavian and Andrew, they want more people on that for PeeWee one, we'll hire more. We'll give them the
resources they need. You know, like whatever we need to do, we'll do it and we just keep going forward. So, yeah,
it's it's it's all looking up. It's all great days. So, >> all right. I just want to say though,
like I feel like maybe you could get a little bit more of this stuff done if you didn't do things like make the
requarian. Okay. Like, and commit to changing its passives every single [laughter]
>> Yes. that that committing to that is is extra work. But, you know, Reququarian is is really efficient because she uses
stats that already exist, right? Like we have all of these uniques. >> I was talking to Andrew about this
though because it's like oh man, you actually have to consider like against the uniques that you can like double it
up with against like all of the other ones in there. It's like like yeah, you can make an acceptable list procedurally
generated each league or whatever to like cut down on work, but you're still going to have to like actually double
check everything there. >> Oh, for sure. >> That's a little crazy. It's fine. I love
[laughter] having an ascendy. I love having an ascendency that we've pre-committed to like this is going to
change every time because it means we can, you know, do something cool and different every single time and players
will expect that going into the next patch, you know, >> and it's um so this just to clarify for
people as well like this isn't replacing ascendant. This is >> no this is addition.
>> Scion has a second ascendy now. >> How long when did the scion come out? >> God like before.
>> 13 years or something. Yeah. So 13 years to get it second ascendy. So 13 years from now
the third class >> on par with the rest of the classes. >> Um now it's really cool because um I
really like the idea of it changing. I I I'm also looking forward to the idea of it. Let's say it's really good this
league and then it people are like no I don't want it to change. And then guess what? It's going to change and like it's
ruined. It's it's killed. It's ruined. It is good that you've like just laid that down from the beginning for that. I
think >> it's probably the >> um you get you just get the cool thing
where you're like no matter what now technically every single expansion will have a new ascendancy class in that
regard. >> It's great teaser material. >> Um yeah, true. And um
>> it's one of your days done. >> But also in the same sense of it does get ruined [laughter]
>> as people like you know the next league gets saved you know and so but a lot it's you can see things where maybe some
leagues it's better for certain archetypes you know might be better for casters here or attackers here or
summoners here or >> or a boss. >> Yeah for the crafters it's going to be
like a new little puzzle to unpack every league isn't it? Even if nothing else happens with the sentences. And um yeah,
we we often do these things where we're like, "Okay, this is going to require work every league.
>> Let's just double check. We're definitely keen to do that." And it's [laughter] it has to pass the like cool
the cool threshold and then get this case. Yeah. It's like, "Yep, it's cool enough. We're doing it. It's all good."
>> All right. So, the other thing on the uh skills and classes sort of side of things, uh this time you went for a uh
pretty comprehensive set of new skills, buffs, um support gems, even some passive changes to support the holy
warrior Templar archetype. So, uh, I I guess the downside with approaches like this of doing like a, you know, specific
archetype flavored, um, set of changes is that, you know, maybe some people ultimately won't be interested in it,
but it seems like that's a I think it's that's probably a worthy trade-off for the fact that you, um, you get a much
more interesting experience there. Like, I'm not just like, oh yeah, one skill saw a little bit of a buff or something.
It's not really that interesting to change your builds. >> You can be a lot more the upside is you
can be a lot more like holistic and take a, you know, a broader view. It's like, okay, we're not just adding this new
skill that happens to fit this archetype. We're adding, you know, a handful of new skills, a handful of new
supports. Uh, you know, there's a couple uniques that have been changed to help support this. The guardian ascendancy
has a new pointer to help support this kind of play style. Um, and that just immediately makes it much easier for a
player who might have been interested, but also wants to play a powerful build and wants to have a wellsupported build
to commit to playing the new thing on League Start, you know, as opposed to you just if you just add a skill without
any of the supporting foundation, then it's much harder like it's it's much easier for that skill to sink rather
than swim. >> Yep. Yeah. Yeah, that's it. That's a not a lot of uh things contributing there.
Um, is there something you'd like to kind of keep doing, you think, then that kind of like you've done it a couple
times in the past, but it's not ever been a super consistent trend doing this like archetype flavor?
>> It's certainly easier and has it, you know, has its merits, but I would say we're probably just going to remain
inconsistent in that regard. [laughter] >> Probably, you know, um, >> yeah, we're consistent in nothing else
but being inconsistent. just >> it's good, >> you know, like I for 329, you know, and
and a thing that's come up and and probably what we'll be doing is instead of so much a whole new arc type, it's
like let's go back and look at existing skills and how we can instead of um just numerically necessarily change them,
actually rework them. M >> especially things like you know early game as well you know at some point
rolling magma becomes a little bit boring or has its woes but yeah we know the we know the deal. [laughter]
Um, you know, so being able to go back and look at, um, there's actually been quite a high demand for people going
like, can you just change up the early game, like what we're playing with, please no more rolling magma kind of has
been [laughter] a lot of, you know, I'm sure there's some people that love it. And it's I'm not to say we're going to
like eradicate it. Um, but ideally for the next one, we'd focus less on a whole new archetype and maybe more on, you
know, reworking some of the some of the other skills, you know, but that was something on our current, you know, list
of things. So, we'll see how that goes. But um and you know reworking a skill can often effectively mean it's a new
skill. >> Um >> like on a personal level as well, one of
my my favorite stuff to work on is is skill and support related design. Um like
>> so there will definitely be more and more attention to that [laughter] even if it's just from me wanting to do it,
you know, in an extra few hours after my normal workday or whatever. Um, I also have like a personal goal that every,
you know, reasonable active skill eventually gets its own transfigured version. Hopefully two.
>> That's the new transfigured this league are a step in that direction. They're >> I think they're all on ones that didn't
have any transfigured variants before. Maybe there's like one that is on a skill that already had one.
>> Yeah, I was so I was going to ask about that. Like do you feel like transfigured are kind of like hitting the mark?
They're like a thing that's worth kind of keeping updated. Yeah, you're adding more. And um is it likely that like new
skills come out with transfigureds right away or is that something you add in the future?
>> Um when there's a transfigured variant that is interesting enough >> and also wouldn't detract from the
development time of the base skill. >> Yeah, that's that was like if it's a simple twist that is an interesting one
then sure because we you know I think we did that with one of the wand skills in the in the last league that released
with a transfigured variant. Um, but those are still, you know, now they are skills in the game that are a valid
active skill. Like the player might choose as their main, you know, main skill, so they will eventually need to
get one. >> Yeah. Yeah. And uh, see, like I guess you could be concerned that like it's
eating into skill designs, but it seems like it's almost the opposite where it's like a dumping ground for the ideas that
didn't make it into a skill. You can like, hey, well, you know, this is just one little idea for a twist on a new
skill. It can't really be a whole new skill. So, >> perfect place for it, right?
>> Yeah. It's also just I can't like stop myself from having a cool idea and being like [laughter] I want to do, you know,
I want to I want to do holy hammers, but it's a big fist or something. I don't know.
>> Sometimes you do need to stop yourself having [laughter] a cool idea sometimes, but um you know, generally speaking.
>> All right. Um on the kind of like more balance and and skill design, um hand casting and channelneled skills are kind
of just like a a rough area I just want to mention or bring up. cuz it's something that you're like thinking
about or still kind of like tracking it. I think it's maybe something we talked about a little bit in the past.
>> Uh not on the current uh you know as a not for 328 really in the in any obvious sense but like
>> you know not to say there isn't something with exceptional support that might come to especially stuff we
haven't even necessarily thought of. um you know and this obviously when we add so much stuff there's so much
unintentional usage but like yeah I understand it needs a bit maybe a bit more of a fundamental look at um still
on the list again >> one of the dedicated QA for POE 1 is uh very much a handcasting enjoyer he he
plays spellcasters almost every league and the transfigured shock nova is one of his favorite skills he said and he's
definitely going to be playing that so hey there there's something um but yeah it is on our radar for sure
>> um This is kind of like a new one that I haven't brought up before that someone asked me about. I was like, "Yeah, you
know what? When I think about it, that's a good point." Um, cold skills, especially spells mainly, seem to be in
a weird place where like I try to think of cold spells and I can only think of skills that have been nerfed or like
were once great but aren't anymore. I think of like um winter, ice hat, I think of like ice spear back in the day.
I think of cold dot stuff. Like yeah, there's a couple in there that are okay, but it does seem like on the whole cold
spells are in a bit of a rough place at the moment. >> Mhm. Mhm.
>> Is that something you guys have identified? >> Uh, well, I wouldn't necessarily
disagree with you. Um, >> sure. >> Glacial cascade.
>> Not to say there aren't a Yeah, certainly in the more traditional case, yes, they're not holding up. Um,
there are some weird cases, but you know, again, um, maybe some of this Well, I was just trying to think of the
new like frost mage, but technically it's probably going to be best on something that isn't even, you know,
cold. all over again. >> Yeah, exactly. Um, but yeah, I don't disagree with you. Honestly, it'll
probably come hand in hand with hand casting >> to some degree. Like, it's kind of like
hand casting and spells kind of come together. So, you'll probably see a bit of that at the same time. It'll be a
package deal at some point, you know? >> But yeah, I I would actually agree with you. I'm not quite happy with just like
>> it's just a weird realization to have. It's like, oh, a lot of my old favorite skills
>> and some of them are so iconic as well. >> Yeah, >> I miss some of those ones. It' be cool
to see a little bit of a resurgence in some of them maybe in the future. If it if it's anything like what the Templar
stuff has gone through here, I'll be psyched in the future to replay some of that stuff because Templar has been an
absolute blast. Like I've been loving running through with static strike and the new uh like extra weapons that
attack with you stuff. That's >> Yeah, true. It It is worth noting alongside the new uh holy skills,
pre-existing holy themed skills have generally been buffed or you know maybe >> strike dominating blow felt awesome.
Yeah, I'm like real excited to see how I can use some of these uh more party adjacent ones to [laughter] benefit my
friends with some guardian changes. Um >> unless the requarians are all good at being a support character. I don't know.
Have to see which one there. You'll have to see and obviously >> and then you'll have to deal with that
getting changed next week, of course. >> Yeah. Yeah. [laughter] >> Well, or I can make it not. [laughter]
>> Ah, it's good for support characters. Sorry, it's not changing next league now. I've decided
>> that Mark's build. >> I maybe feel a little bad for content creators who are like making a build
guide on Real Aquarian and >> a little every one of those build guides has an expiration date built in.
[laughter] >> Yeah, you have to put an expiry date in the comments.
>> Best before it might you might still be able to eat it after, but you know, it's a gamble. [laughter]
>> Um, I did have a question about this later, but it's it's reached the chant levels in chat. Uh, Harbingers. I was
going to ask about some quality life stuff later, but we we'll slip it in here first.
>> Do you want the good news or the bad news? >> Oh, uh, bad news, please. I love that.
>> Bad news is, uh, tempor. It's gone for now. >> What? What? What's gone?
>> Harbinger is gone for now. [laughter] >> Excuse me. Elaborate. >> Yeah, we're just
>> That may be good news for some. >> I understand that's like, you know, the the issue. Just
>> can't complain about it now. >> Band-aid gone. Um, look, I understand that will probably crush a decent amount
of people. Um but uh there's a little bit of um >> you know it's a shadow floating with
some blue and >> yeah I know you're not >> really well for sure but [laughter] we
want to do more we want to do it better and there's this unfortunate thing where often in especially you know with a you
know way we have to kind of develop things now um it's kind of has to go so it can come
back better is effectively what we're go getting to here. Um, and it will get to the justice it deserves. Uh, and I'm not
putting it in the like some in the nebulous trial of the ancestors bin here. [laughter]
Um, >> in a closer >> Yes. Uh, which and that's from saying
bad news, good news. Um, it's it's unfortunate, but in some regards, however, it's going to come back a lot
better and it should be something that ideally people can get excited for. Um, we were trying we were going to be way
more mysterious with it and actually have the patch notes and like well actually we are doing that in like
Harbinger text and people are going to try and derive what does this mean? But [laughter] you know immersively
effectively the Harbingers have gained the knowledge they want. They're leaving Rayclass for now and they are going to
come back and you will find out what that means without spoiling what's going to happen.
>> As we mentioned earlier, ancient and fracturing orbs are in the core drop pool. Harbinger uniques are also in the
core drop pool. >> The upgraded harbinger uniques are in the drop. Core drop pool. Yeah. So,
keeping as much as we can. Um, but yeah, lot sometimes these things just have to happen this way. Uh, it's always it's
always sucks cuz we're just like, damn. >> Also, an adjacent question that I imagine will come up. Uh, horizon orbs
with the way the new map items work or they don't do a thing, but they would have done a thing on shaper guardians
and such because shaper guardians are still an individual key to an individual area. So, now blessed orbs will roll
your shaper guardians. So, you still have that capability. >> Good old blessed orbs getting a bit more
love. Yep. A my >> So, yeah. Yeah. I um [laughter] >> yeah but it's it's got a sad but I it'll
it'll have an over agree this is great news just weird blue floating guys that drop pocket l I don't know why people a
lot of the like your like effects don't even work on them sometimes they're like they're weird little creatures like
>> it's one of the most abstract things we've done for sure weirdly I want to I want to see what a modern take on it is
cuz >> well and also a more grounded and gothic Like you know like again imagine being
able to do the actual art style justice and to do bosses have bosses that aren't just bigger big portal
>> more [laughter] >> big portal thing you know and >> the boss was a portal
>> the boss was a portal. Yes. Look good future there. We will we will do it right. Um
>> it it it look real it was it was halfbaked and it needs to be done better. So, it was definitely a little
bit fil. >> There was always going to be that bad. I was going to be I I thought the patch
note was going to be way more ominous, but nonetheless, there's a band-aid to be ripped off. But, um,
>> I'm glad and and impressed that you are. >> Again, we have to we have to be we have to be brave enough to do some of these
things for sure. Um, it is important and um, again, it it just means only better things for the for the future to come in
PO1. So, >> all right. Okay. Yeah. Well, that answers the harbinger question, which
[laughter] the question that chat was probably driving up was like, could you make the splitter stack better?
>> Let me just solve that problem for you. Fine. No more splinters for you. >> I was like, it's gone. Wait, what's
gone? >> No, Disneyland. That's it. We're turning around. [laughter]
>> Yeah, it is what I look. My classic response is deal with it, I guess, is [laughter] is the answer.
>> It has been dealt with thoroughly. >> Excellent. >> Okay. All right. onto my next topic
which was breach and the implementation for core for that. So you showed walls being destroyed by damage which seems
like honestly would solve 99% of problems cuz like your damage typically is just killing everything. So I imagine
the walls just get deleted. >> Um but you know will they sometimes block movement skills or something like
that or is it like what's the what's the idea here? Why do you why do you want to keep them? Why are the walls a thing?
I'm sure some people are like why don't they just delete them? Um, look, it's important to have different encounters
that have different feels and different things going on. And it does achieve, I wouldn't say it's overly complicated,
but it does achieve a relatively unique vibe. And the important thing is when a Lego's core especially is that there is
choice into what type of content you want to do. There are people that like it. There are right and that's fine. And
you know, there are now many tools if you don't want to. You can deal with it by either making it easier and making it
something you don't mind. Um, or on the other hand, you can turn it off if you're just like, get that out of there.
Um, but honestly, also, it shouldn't be bad. >> So, intrusive is the word I would use.
Like, we we want it to feel meaningfully different in terms of how you engage with the mechanic, but we also don't
want it to be intrusive and unpleasant. Um, so, you know, we've like shrunk the encounters, shrunk the walls, they
destroy when you're damaged, or they destroy when they're damaged, rather. Um, you know, we were just discussing
earlier like if this is still not enough, then there's other avenues we can pursue like making the radius you
destroy them in a bit larger, stuff like that. >> Talking to you about it earlier, you
were pretty clear that like you literally don't want it to be annoying in any way. So,
>> no, it shouldn't be. >> And and like another another thing I think don't you touched on there was
like the idea that like oh, it's it's also supposed to be a way that you can kind of scale the encounter on an
encounter by encounter basis, which is something you want to have sometimes. It's like
there's a little bit like if if the walls are our problem, it's not that big. That's fixable. That's actually
kind of easy to fix. Um, now we probably should have done that mid league. >> Whoops.
>> Do you [laughter] think that'll be happening? Do you think that'll be happening? Because that was another
question I saw people like, do you think you guys will have more ability to do stuff after kind of like the first two
weeks of the league now moving forwards with the way the teams are structured now?
Um, >> obviously have to work on the new content at a certain point and that
starts almost immediately, but it >> What do you reckon? >> Yeah, it kind of depends. Look, our main
goal once a league comes out is to solve problems. >> Um, and we generally try and make sure
that's the case. >> Um, but yeah, generally then then it's like, do you want to upgrade the league
with new content versus make the next expansion? And that gets pretty hard to to allocate resources between. I don't
think the new content thing is probably worth it worthwhile ultimately but just the continued problem solving I guess
>> definitely have more resources for uh solving issues that is that is 100% >> that's the main thing ultimately I think
>> yeah um but yeah like the you know the keepers thing is like okay the walls if there's still a problem just tell us
we'll just keep fixing it we can test as much as we can test but obviously people have different levels of what's
acceptable and what's not um we try and try and think of all these but like look we've made a whole bunch of changes. Uh
it's going in. Tell us how you feel afterwards and we'll just address it if it's still a problem. Like that's the
that's the actual straightforward solution. Um hopefully it's not, you know, we've like
we're going to I mean even today we're like let's bump up the burn radius a bit as well just to make it a bit less of a
problem. Um you know, they're now damageable. They're now smaller. Hives are now smaller. The walls are smaller
as well. Um and again, you can turn them off. Uh you can just run unstable breaches of which now it's uh an atlas
tree. You can have many of them and you can have multiple active at once like had before.
>> That's an old breach thingy. Yeah. You'd have like a bunch of fresh flash breaches overlapping. That was not
available in keepers. That is a thing again now. That's possible. >> Yep.
>> Oh great. That's good news. >> You can just run around opening circles. [laughter]
>> So obviously there's a way of like kind of being like oh yeah I want to see just the circles or more of the circles or
something like that. There is a bunch of them. >> The whole goal was to keep that right.
We we you know it would have been easy to just only have the wall encounters. No one
>> I don't know if people would have been very happy about that. But like the point was like people loved breach for
what breach was. We wanted to retain that uh as the map to map. So yeah, you can have multiple unstable breaches. You
can just run into multiple them at once and just start killing all the hordes of monsters. Um
you know that's just what it is. It's just that like you know we then get to have this new epic story line set up do
more with it in the future. Um, you know what's Chiola gonna do? Where's Zof and Natal? Where are they right now?
>> You were saying something about expanding on the Breach story in Breach Lords, but it's not like you're going to
do Breach 3 next league, though. Like, how does that even Har's taken them? Like, what's going on?
>> Oh, you blend in with another league or something maybe. >> No, I'm talking this is this is my I'm
talking madness. >> Okay. >> Um, [laughter]
but you know, the point being like there's there's cool things to set up here. epic new bosses, be it pinnacles
or otherwise to come in the future. And um you know, like I understand people have a bit of attachment to a lot of
this older content, but like >> old domains. >> These are literal old player characters
wearing microtransactions that are bosses. And >> not to your current standards, are they
not what we do? Just like Harbinger. They got >> you need bosses that rip off their own
head when the fight starts. [laughter] Not >> not recolored floaty guys.
>> Not like ah here's some armor set. You're not red enough. Let's dunk you in red paint. All right. Now you're a
[laughter] breach lord, >> you know. >> And every new unique we make going
forward could have a foul variant. >> Oh yeah. >> Or beyond the relequer.
>> Yeah, sure. That too. >> Oh manation YouTube channel.
>> Excellent. >> Foul uniques were pretty cool. >> Yeah, Falborne uniques were I think a
big win from that. I was going to ask about that in relation to the tree. So Foulborn uniques something to keep
expanding on then. >> Yep. The the new uniqu some of the new uniques in in Mirage have foulorn
variants. >> No, not kidding. That's awesome. >> Great. Well, it's that's happening right
away then. Fantastic. >> Um, on that note then, so the tree is staying and I think people are concerned
in various ways, but people both want it to be still rewarding in some way, but people also don't want it to necessarily
be >> pooping out all of the best items and >> yeah,
>> to the extent it was. So, what does in what way is it going core and in what way is it Chase?
>> You know, correct me if I'm wrong. Okay, I think that we've, you know, we want it to still be good, but we don't want it
to be good at generating every kind of item. So, I think we it can no longer make uh weapons or quivers.
>> Interesting. >> So, it can still do the armor, the jewelry, and obviously keeps the foul
uniques. Um, >> it can make it can make foul unique weapons to be clear. It's it's rare for
the rare equipment. Yeah. Yeah. So, limited the pools of rare equipment it can produce.
>> Interesting. So, it has a more specific role now, which I like the league mechanics.
>> Uh, yeah. I again like that's a general thing where um if every if one thing can do everything then why do anything else
and then you have the like if everything can do everything then what does picking a league even mean? I mean it's the same
discussion with thing like um fossils right you know >> which I believe we've also made a change
with now um fossils are exclusive or at least way more exclusive >> if we if we did our due diligence fully
then fossils should only be coming from Delve now. Oh, okay. Cool. So, we're kind of trying to make sure we're
actually confining what makes a league special to what makes a league special and not just letting it seep in
everywhere. Um, >> so yeah, that with the tree, you know, you know, no weapons for rare weapons at
least is aiming in that direction. Um, >> is it like a major power nerf to the creation of jewelry and armor?
>> It It's been turned down. >> Yeah. >> Six link.
>> I saw the six link thing was dropped down a bit. Uh >> was it is it like 60 fusings instead of
like 150 now? >> Yeah, I think it was one in 10 items or six links before which was a little bit
[laughter] little bit extreme. So yeah, there's a balance pass as well of course. Yes, because again it's part of
that like how can item drops be good if this is just doing that you know so that they're at odds with one another but
also now that it's one of many optional leagues in the end game um it doesn't need to be doing everything you know as
good as it was doing. So, um >> I suspect it's still pretty good from my kind of like cursory glance over things.
It looked like the fracturing was still there, I think. Right. Like >> you guys are planning on
>> Andrew did all of the specific adjustments for this. So, I'm not actually sure off the top.
>> This is why we need a bigger couch. >> We need Andrew here. >> The problem The problem was always the
uncertainty with this is ideally why we'll have Andrew here in the future. The uncertainty is like
>> Andrew could have changed stuff literally 10 minutes ago. >> [laughter]
>> You know, someone in QA might have found something that he needed to address. >> He's uh you know, and I'd like to
reassure people like the development doesn't stop at the live stream at the announcement. You know what I mean?
They're up there upstairs right now making changes. So, um you know, we can only be so certain about, you know,
without everyone here who's able to talk about it, but like you know, we're 99% sure on everything.
>> If I do my job well, you guys come up with some new changes that you got to do after this, too. So, [laughter]
>> yeah. Well, you're very good at um coming and getting us to make a few budget a few last minute changes
beforehand. I like it actually. >> Excellent. Good. I like it, too. [laughter]
>> I get to do what I want. >> Um I think the last thing was the hive fortresses in Breach. They were
initially fun, but they definitely became less so over time. I think just like a lack of variety. They got quite
time consuming and they had some issues with difficulty and reward scaling where like you couldn't quite scale them up
all that much. Ultimately, I think like they scale with map mods, but I guess a lot of PE1's scaling power now comes
from like scarabs and atlas passives and stuff, so they didn't really get that. >> I actually don't know if any specific
changes have been made to that. And that's not to say there hasn't been. Um >> I definitely one, which is the juicing
buttons. >> Yeah, there's a whole the main thing that would impact that is there's a
whole suite now of scarabs and atlas passives that are related to, you know, the keeper mechanic. Sure.
>> Um, and those will apply to your hive fortresses. And so you can get things like the enrage the swarm buttons,
>> which I don't know how many skills you get over the course of a hive encounter, but if you click the enrage the swarm
button every time, I really hope you have a good build. [laughter] >> Yeah. So, I think I think it is all most
like primarily tangential changes like atlas tree and and systems like that now that they're core as opposed to baseline
changes, but um not entirely sure. Well, you never know. Andrew might again could be doing something right now. So, we'll
see. But it should, you know, when these things go core and now you have an atlas tree and now you have a set of scarabs
and uh things generally get a little bit crazy with them. And you can have a lot of agency and choice and um it gives us
now way more tools to be able to give players choice so that you if someone likes it one way or the other, you can
we can add that. And um uh so if they're not right, we'll make them right by adding different things and interactions
and stuff. It's part of the benefit of the Atlas tree and the scarab system is that we get to do that with pretty much
everything. We get to um have five different ways of playing every league, you know, and that's awesome.
>> I'm already excited to if it goes core, which is not a decision we'll make for a while, but you know, come up with Atlas
passives for Mirage or Scarabs for Mirage. starting to think about what you can do.
>> Have stuff in my back pocket. >> Half the size and do something. Double the size and do something. There's like
so many different options there. Yeah, >> this is a war cuz I'm realizing we just haven't even like talked about the core
end game. It's like Yeah, [laughter] you guys redid the island by the way. >> We we put a lot in this one.
>> So, um the change to map, I call it that cuz it's just like it's not June's map anymore. It's just map. Just going to
make me Google the first time I see it. So, uh, what's, uh, I mean, the quality of life around this, for one, I like
that you led with that as part of the showcase is like, here's all the quality of life bonuses that this means. Oh,
yes. I mean, it's a pretty big deal. I know that there's like there's this immediate
and even internally like you have this like, yeah, this is what we're doing. And people like, what? Hold on. There's
like a shock factor like, wait, wait, wait, wait, wait. But then you get to explain like here's all the benefits we
get from it. here's, you know, here's the bloat we get to take out, I like to call it, because you no longer need this
and this and this to achieve these different goals. So, like it simplifies things down in a really good way from a
UX standpoint and also a trade standpoint. >> Um, you know, and a from completing your
atlas standpoint, all of these things just become so much more clean and simplified and you now don't need like
three, you know, for example, you don't need favored maps anymore. Um, a lot of what was special about Kax missions or
good about KX missions was helping you complete the atlas. That's now redundant. Um,
>> yeah, you get to trim so much fat. Like it's gone, by the way. >> You got rid of chisels at the same time
as well. >> Just base chisels. Just base chisels by the way. Maven's chisels still exist for
clarification. But it's one chisel for 20 quality. Just to just to be >> Oh, nice. Good.
>> Yeah. Yeah. >> They were just so much. They were just like pointless busy work. I always felt
that way. I was like stupid chisels. I hate them. You do get bonus quantity in your maps based on the completion of
your atlas. So by the time you fully completed your atlas, you have actually slightly more quantity than what chisels
would have previously provided. >> Yeah, I know. You got to you got to like make sure they're like, "It's all right,
guys. We didn't take that 20% away from you." >> It's 25 now. [laughter]
>> 35. >> Well, and um and and of course um you know there's void stone mods which apply
to your whole atlas. You've got um >> I mean the whole Egan system. >> Yeah. You've got and you got more Atlas
passive points than before, you know? So, it's lots of like >> more. It's so nice to be able to get rid
of like it this thing where like you just can't add infinite systems to the to the map device. It was kind of
getting crazy. And I know we obviously got rid of the master buttons a way back. Now we've got rid of, you know,
more of the stuff. It's getting way more simple. And it's just like the process of using the map device, putting in your
map, and running a map, just being and and rolling that map being as clean as possible.
>> Um, and then being able >> three clicks instead of I got two dozen. So,
>> and then being able to um, you know, now I mean, I'm excited for the future here, but being able to interact with your
atlas as a physical space with mods and the stuff like that is really cool. I I am the kind of player I think you are
too a who likes to run I like to run many different maps. >> I Yeah, I like having you know sort of
short to midterm goals in the end game. Um which is one of the reasons why I'm really excited for the whole Egan system
because it's like now I know I'm going to run these seven maps you know and that that'll give me a reward at the end
and also increasing juice as I do so. >> Um I don't know. I was going to then go into how you can sort of bisect them and
stuff but I feel like that might be getting too into the weeds. I know. I did want to ask you about that cuz like
I didn't realize that from first watching it. It's pretty funny. Like I saw the blobs and I was like, "Oh no,
here we go again." There's no there's no elder ring management. >> You have to make the elder eat the shape
of you have to make sure it stays on digestive tract. That's how you get the optimal.
>> No, no, no, no, no. >> You the the loop here is you put the blob. Okay, we have a better name than
blob now. But that is the internal name. >> Blob's a good name. >> You put the blob on the atlas, then you
run the maps in the blob. There's no like I have to micromanage it to make sure that it's doing the exact right
thing and if I run the wrong map then it's all ruined and I have to spend seven hours fixing it
>> because you can just take your map and just put if you just do them right like you don't have to be like oh I don't
have maps to do this part of the block. >> Oh yeahing you just have the map item >> that was really
systems. >> Also to be clear you can still go wherever you like you have freedom of
choice to pick whatever map it is you want to run. Like you use the map item on mea do it. You use the map item on
strands do it. Whatever. >> You even made that keystone. And so like you don't want to do different maps in
the blob, you could still do the blob. It'll just do it randomly. >> Yeah. Yeah. [laughter] So I I guess to
get into those weeds is um the So say you have a blob that's like a long thin, you know, map line of seven maps. Y
>> if I run the map directly in the middle, I'll then have two smaller blobs of three each, right?
>> One of them will be removed. >> Dies. Uh, and so you can more quickly clear the blob off your Atlas if you
just care about the Templar Vault reward, but you get a little bit less juice if you do that because every map
that you finish juices all the other maps. >> Yes, that's really cool.
>> So, you have this like sort of tension, this push pull between, do I want to get the maximum amount of value out of my
Astro Abe that I used or do I want to get to the vault as quickly as possible? >> Yeah. So, if you run like all of the
outer areas of the blob and shrink it into the one last map, it'll be a super juice map. It will be very
>> we just cut it in half a couple times and then you you rush to the end scenario
>> which the the the main motivation behind that decision is it means that every astrolape has a sort of minimum value.
>> Like you know maybe the meta shakes out so that people don't really use the blight astrolave very much for its
juicing for whatever reason >> then that ends up being like okay well I can buy those on mass and then go just
blitz through them you know do like two or three blites in two or three maps to get to the vault and get that reward.
Yes, there's like those subtle tactics. >> Clever. Yeah. >> And not annoying. Like this would be
annoying if you had to like trace down the specific maps and like micromanage it around on you.
>> This is something I haven't explicitly discussed with Mark, so maybe he'll disagree with me, but I I think what's
really important about these Atlas sort of effects, I guess, these geographical events is that they're they're
transient. Like you don't want something that is something you're going to have to manage for basically indefinitely.
You want something that you engage with. It has an end, then you go again shortterm sort of
>> like this is a really good system for making short to midterm goals. >> Okay.
>> Mhm. >> Well, that is it. It achieves that goal very well. So, yeah. Good.
>> Um, >> awesome. >> Just also, by the way, his blight thing
was a hypothetical. I know people are >> sure I have no idea what the players will [laughter] think of of, you know,
what I don't there will be an astral that is the cheapest one, right? I don't know which one. looked at you and saw it
in the corner of my eye blight nerf. And I was like, "No, [laughter] >> wait.
There might be a >> truth to every pulling on my microphone here. I'm getting too into it.
[laughter] >> There might be a blight nerf, but uh >> I don't know if Andrew was here. He
would know. >> I uh I mean, I had a question for later. I was just like, blight's a bit buggy
and laggy. You guys uh looking at that at some point?" >> You're not wrong.
>> Yep. Uh yes, but it's just it's just a limitation of that's what happens when you spawn that many things.
>> Yeah. >> Uh you just get too many things and guess what? Nothing can handle that. So
um but that's the kind of thing where it's like ah no, they're going to remove half the stuff and it's like that's part
of the fun. And uh but yeah, like look if >> you had a blight ravage map so you
obviously don't you're you're okay with a certain amount of that. There's a little bit of crazy, sure, but like the
answer might end up being like, you know, less objects, but objects are more valuable, you know, stuff like that.
It's just a matter of um that's a performance optimization issue more so than a balance problem in this regard.
Not to say it there isn't also a balance problem. There might, you know, maybe, but um you know, the goal primarily
there is to make the performance not such a horrendousness. Um and and the only real way to do that is to reduce
the amount of things being spawned and to increase the value of those things to then compensate so that it isn't
necessarily a nerf. Um it's like not a uh you know often there's like a it's an
engine thing or like there's a you know backend performance thing you can do. I I like Yeah. And maybe there is
something you can optimize here, but honestly, this one is just a straight up like what? They're just they're going
like what do you expect to happen when you have [laughter] this many things on screen at one time?
And I'm like, I want all of my frame rate. And but then they're like, yeah. So often often there's like is it an
engine problem? Is it a like, you know, programming optimization issue on the more like back end or instance? And then
it's like, yeah, often sometimes it's just the game designers need to calm down.
>> Need to be a little more disciplined. >> Yes. [laughter] Um, tier 17s. I know you had a personal
gripe or issue with those as you were like, you know, you designed some of that stuff. You felt personally
responsible, Octavian, for some of the issues that came out of Tier 17 modifiers and the economic aspects of
those. I was pleased to see that it seems like T7s have been uh pretty they're pretty much gone. There's this
new nightmare maps system that seems to be tackling a lot of the issues with that. So, can you kind of like explain
how that works then? Well, one of the goals with the we've done a lot of little changes. Um, well, some of them
bigger than others. We've done a lot of changes. Uh, and one of the main driving goals was to make it so that T7s don't
feel like simultaneously this access to Uber bosses and also just the absolute best pinnacle thing. You have to be
doing this if you want to be competitive in the economy, right? Because there's four or five layouts for T7 maps and it
>> Yeah, it was so restrictive. If your endgame choices are there's five different maps you can do but really two
of them are better than the others or maybe even one of them is and so it just feels like
>> other maps. >> Exactly. >> So yep. Sure. Barrels. Um and so
>> one of the things right off the bat is we've I believe they now share the same mod pool as originator maps. Correct? I
Yes. >> I I'm 90% confident on that. Which helps bring them in line with originator maps.
Um, and they are also, if you maybe if you're eagle-eyed, you may have noted that they are on the outer corners of
the Atlas and not within the inner quadrants, which means they're not affected by the new Egan system.
>> Um, so separate. >> Yeah. So, if you want to be maximizing every layer of juice in the game, you
are inherently not going to be in one of these new nightmare maps. You are going to be running originator maps within the
the Atlas quadrants to leverage the Egan system. >> And yeah, you're choosing between the
two potentially. Yeah. >> Um, oh, go ahead. I mean, what are ultimately they're they're still decent
to run, you know? They're not like just ultra trash. Uh, however, uh, they're more towards the boss,
>> killing the boss, getting the boss keys. >> That was the idea, right? To make them an access gate for
>> and they're they're more deterministic in that regard as well. Each of the individual nightmare maps is associated
with particular Uber boss fragments, >> right? >> So, that's kind of to help give them
more identity in that direction of it's the access point to an Uber boss. >> Yep. Awesome. It it should be it's
definitely just much easier now if you want a specific Uber boss to go and kill that specific Uber boss because you have
the nightmare key is it's a lot of keywords. It's like a key keyword but uh you know it's like you
get a you get a specific map item so to speak. You can run any of them and then each of them generally are better at
target farming a certain pinnacle. So, um, you know, choice is up to you and they don't have that like this is the
best juice in the game problem, um, that they were, which is what was happening before. And so, um, you know,
>> they were a bit of a chaos sync before. Is that something you're like worried about or monitoring like the idea of
>> um, we're concerned on chaos on a couple levels. One is that and the second is um, you know, with no carat crafts, you
know, there's chaos sync. But um as we said, we're doing a bunch of changes around currency items and uh
with the world with the whole ground drops and so you know I suspect what we'll end up looking like is we will be
increasing other currencies over cha not the bad ones other good currencies over chaos more so that we don't just end up
with the like absolute infinite chaos but I I can see a world where um yes there's going to be a like chaos will
become less valuable this leak. Like I don't see how it I I never can be certain with these things, but
>> I'm like I have a decently high level of certainty unless I'm missing something here that without those two syncs, uh
you're just going to end up with lower value >> of chaos for sure.
>> Yeah, diverse your chaos portfolio now based on comments on the Q&A. >> I am curious if us saying that we
anticipate that will have any sort of impact on the actual early price of >> chaos. It'll have an impact for sure.
>> We'll see. up. Yeah, [laughter] >> when it comes to economies over reals, man.
>> Absolutely. >> Yeah. I'm telling you now, your chaos are worthless. [laughter]
>> Yeah, we're we're moving. We're back to GCPs. Let's go. GPS, the trade currency. >> Um, one thing since it was just
tangentially with the Kurak missions being gone, uh, there's a lot of mechanics that are capable of doubling
or tripling up. something like say I don't know settlers lore not large settlers loot objects like the
>> the minable things. Yeah. Um so in most of those cases I believe all maybe most the base scarab that adds that content
just adds more of it now because previously you could get more of it from the map device craft and we wanted to
keep the max you could get in a map the same. >> Yep. Nice. You've been making sure that
people don't feel like they've been robbed with these changes. >> Oh yeah, for sure.
>> Got to got to be done. >> It's just not what we want to do. If it happens, it's on accident generally. And
if it isn't, we >> The point was to kill the busy work, and I'm here for it. Absolutely.
>> Yeah, sure. >> Chisling maps isn't fun. >> Yeah, I've been saying this for years. I
feel very vindicated right about now. [laughter] >> Okay. Um, originator and memory maps on
the other end of things had these weird pedal powers. They're weird and awkward and I don't know when to use them. I
have to read them. It's too much text. What are you guys doing with the pedal powers, man?
>> I mean, they gone. Um the some of the benefits they caused are now on the altters at the uh when doing the
>> speaking of keywords memory strands. >> Yeah, we were going through this the
other day. Memory thread strand fragments >> strands I think are the memory strands.
Memory >> there's one of those. >> I can't remember.
>> So yeah, when running those you can get them on as as alter enhancements and so the altters are kind of better but yeah
they Yep. >> Also uh >> they were annoying. The memory threads
are I think if I'm using the right term, the things you use >> to [laughter]
create Egan's story and kill the bosses to help Zana or to to follow Zana, the memory it lines things,
>> [laughter] >> uh those are itemized now and you can thus trade them to other players, you
can save them to use for later, you know, there was previously a problem with where if you were partway through
one of those and you got tired of running it and you went back to running a normal atlas, now you're just kind of
locked until you go complete it, right? >> Yeah. >> So itemization helps avoid that.
>> Yeah. And then you get FOMO cuz you're like, "Oh, no." Yeah. >> Buy them. You can sell them. You farm a
specific one. You can >> Yeah. >> And that means it's also not like cuz
this whole thing was like a weird thing. I don't even know like how it activated half the time and it was like in a
separate map device. >> It feels more connected to a choice you're making now rather than just
>> it's all the one thing in it. Yeah. You get to make that specific decision. Fantastic. Um we touched on Delve.
That's good. Um just yeah I think we're we addressed that one pretty well. Uh so on that one then we have a few extra
just random unsorted questions. I actually I don't normally include a ruthless question. Sorry everyone just
block your ears for a second. One person asked me a ruthless question that I thought was actually intriguing. I
thought I'd ask now. So in Ruthless you can't hide items on the loot filter which I was surprised to learn. Made me
laugh. Um is that uh does it have to be like that? [laughter] Uh it's
the the idea was if that um you know with ruthless really what a lot of what ruthless is is a um it's meant to mean
that you don't have the whole items on the ground that don't really matter. Um >> that was the vision
>> and so the idea was like if you have to use one then we've failed. Mhm. >> Um that being said, um
>> I don't think that those I would be okay with enabling this and I'll talk about it. And the idea really is that what I
think uh loot filters can do very very well. Well, a I don't think that whether or not a player wants to hide an item, I
don't we we should make them not want to hide the item in the filter. Like that's the failure. Not um no, we're going to
make you unable to hide items. So if we're succeeding in that regard that answer then ideally when they're making
the filter they wouldn't have any hidelines right that's >> that's us doing it right um so the fact
that there are items wanting to be hidden isn't doing it right but more so the thing the filter does really really
really well is improve um you know the formatting highlighting what's escalating levels of what's important
all of that stuff very very well and um as I was saying these things don't have to be at odds with one another. Like you
can do the drops right and still have filters. >> Yeah.
>> Um >> I think me from 2 years ago wouldn't have given the same answer to that by
the way. I certainly it is a philosophy I've changed. Like I might have even been me that said no filters and
ruthless. I don't remember. Um so I'm certainly okay with it. And I think if that point where people are going I'm
going to hide all this and this and this then we need to be doing more work on the item system in that regard. Um which
is a universal thing. That's not ruthless specific. Right. As I said, if everyone's hiding all the rare items,
then we're failing on rare items. That's a problem. However, um, you know, well, and that applies to a bunch of
things in the game. It's like, why are we dropping so many items of the general? No one wants it. Now,
obviously, some people might, some people might not, and that's where that comes into play. But end of the day, I
would expect it to be um I don't want to have a specific philosophy there because I think that um at the end of the day,
uh if we're like, we don't want you to be able to hide items, uh that's our fault for making you want to hide items.
Uh that's not your fault. So, you shouldn't have to now have to have a bunch of stuff on your screen that you
don't want because of that failure of ours. on the on the random questions. Um, so
you can't pause on the options menu, but you can pause if you open the passive screen first. It's kind of weird. It's
like >> why is there no like dedicated pause button? You have to open a specific
>> We are implementing that. >> Great. >> Uh, it's meant to be you can pause, do
whatever you want, and then unpause at your leisure. Um, not to say that the passenger tree won't still pause cuz
full screen interfaces will still pause, but um there was a specific options thing um where
uh yeah, there was a it was honestly weird when you had um the like a panel that's just left aligned like pausing
you um in the options. I know some people want it. Um, but then also on the other hand, like having your game paused
and then you're changing kind of graphic settings also kind of gives you this thing where you like or when you're
changing certain options, you then can't appreciate the changes and but ultimately look the the real answer is
implement this pausing system properly. Yeah. >> Um, for both games, mind you um and uh
it's it's on our current queue. >> Okay, great. So, which game gets it first, then the other game will get it
is is kind of honestly the race condition at this point. >> I got a couple rapid fire ones. How does
Reququarium work with combination with actual uniques? Has that been like tested? Like Widow Hale, for example,
>> uh anywhere where a stat isn't purely boolean, it should function. >> It looks like it can stack. It should
stack. >> Yeah. Yeah. >> Great. Yeah. And uh that's for you guys
to figure out. >> Oh, yeah. That's that's our responsib. Yep.
>> Yeah. Great. Uh, with the change making fossils only come from Delve, can synthesis maps be the source of synth
items again? >> Uh, I mean, can we have to look into that?
>> Sounds like it hasn't been considered yet. >> Have to look into that.
>> I'm not against it. It's not It's you know, at this point of the week to go, it's unlikely to be something that makes
it into 328, but it is that is a very good question. >> Yeah. Cool. It has been it has been
seed. The seed has been planted. >> It's in there now. Um, I have my personal quality of life question here.
So, like, um, I'm just going to ask this in a very certain way here. Like, could we just have like a tiny tiny little
area where we can pick up just only the exact same specific currency types, just, you know, like shards, life force,
splinters, you know, just stuff where there's no decision making. I know cuz you you want to make decisions about
what items you're picking up and what items you're not picking up. It's part of the gameplay. I understand that. So,
just items that have no decision making where you're going to pick them all up anyway. It's just about reducing the
number of clips. And I know you want a bit of a weight to them. Hold on. Hold on. Hold on. You want a [laughter]
little bit of a weight. You want a satisfying experience and picking those up, right? That's really meaningful. I
understand. I feel that. I believe that. >> But I think like something is diminished and lost when you have to click eight
times to pick up that light force and you like misclick and your character walks out of the way and stuff like
that. What if when you pick it up, it goes, "Oh, so satisfying. It just gets slurped into your character with this
cool like animation or something like that." What about something like that? >> [laughter]
>> I was going to say I would sooner merge them on the floor >> before doing that.
>> That was my followup question. Since I know we can't have that, this it's written on the page. Since I know we
can't have that, is there any thoughts on better shard stacking? >> Um, but [laughter] look, honestly,
that's a uh I'll tell you what, I'll bring that up again today. [laughter] But without being able to have a good
yarn with Jonathan on that one, we're not I I it wouldn't even matter. scripted encounter
>> when you have things like well there are certain levels of philosophical things that are obviously from the ancient
times as I now call them you know since while we were talking about 27 expansions ago and there's things that
are probably >> 27 before that you know you know there are these things that uh you can't just
make up on the spot for sure um you know >> I'll I'll bring you know you come upstairs and bring it
>> [laughter] >> Okay. >> And then we'll see where it goes.
>> And then you can be the hero. >> I'll do it. >> Or the villain. [laughter]
I'll be the villain. You be the hero. But uh I, you know, we'll we'll we'll go up and discuss it afterwards. Let's see
where we go. >> Get a like a little little tiny this little foot in the door here. Maybe just
like plant the seed. Maybe just >> Hey, take advantage of the things while you're here.
>> I'll do it. They'll do it. [laughter] Just point me point me where direction I need to go.
>> No, just come and discuss it with Jonathan and I legitimately and we'll see where it goes.
>> All right. That's what I'm going to There's a low chance on that changing. By the way, [laughter]
>> I'm still still going to plant the seed because, you know, I didn't never think asynchronous trade would happen or
>> I don't want to ruin your hopes, but yeah, I'd say low. But yeah, I mean, with how much with how much stuff is
changing lately, like even just the base maps and everything, who who the heck even knows nowadays?
>> I know. I'll grind you down over the next 10 years [laughter] just like asynchronous trade, right? Let's It's
happening eventually, one day. >> All right. [laughter] Thank you both very much for a uh good chat and Q&A
session and Octavian for first time here. This was great. I hope you enjoyed yourself. I
>> for sure >> love these things. And uh >> going to do it again.
>> I would like to. >> Yes, you you are doing it again. [laughter]
>> Hey, you're doing it again. Uh yeah, hopefully we get Andrew on here next time. You know,
>> be back next time for a bigger Q&A, bigger couch, more hours, more of us. Really
>> keep doing that every time until half the company is here. [laughter] >> Yeah.
>> All right. Thank you very much, Mike. See you later. >> Good. Thanks, Heaps. Appreciate it
everyone.
The ground loot overhaul doubles core currency drops like orbs and adds higher-impact items such as ancient and fracturing orbs to core drops, making combat rewards feel more rewarding and connected to gameplay. At the same time, less valuable loot from window and tile sources will decrease to balance the economy, enhancing excitement with rarer 'spike moments' of surprise loot. Expect more meaningful and engaging drops that encourage active play rather than passive farming.
King's March loot now requires active player engagement to earn printed currency rewards, reducing autopilot farming behavior. Shipment rewards tied to ports have been modified with quotas and reroll options, encouraging strategic choices and varied gameplay. These changes aim to make daily activities feel less like chores and more rewarding when players invest effort.
The Mirage League integrates additional monsters, challenges, and unique rewards into existing campaign and endgame areas by adding persistent, additive monster spawns without displacing existing encounters. It features fully revealed minimaps and teleportation conveniences within Mirage zones, along with unique enchantments and currency interactions that modify cluster jewels. Bosses and maps can be fully Miraged for increased difficulty and rewards, effectively juicing up regular content with exciting, layered challenges.
Breach walls and hive fortresses have been resized and made destructible to reduce player intrusion and frustration, with options to disable walls or allow overlapping unstable breaches for enhanced strategy. Tier 17 Nightmare maps are repositioned to atlas corners and offer varied mod pools with focus on Uber boss access, avoiding a single dominant meta. Atlas and map device workflows are streamlined by removing busywork and introducing the Egan system, which structures mid-term goals and rewards to provide meaningful choices and balanced progression.
The upcoming expansion introduces a comprehensive skill set centered on the holy warrior Templar archetype, supported by new unique items and ascendancy options to foster diverse and viable builds. Additionally, a new second ascendancy for the Scion class will rotate every league to keep gameplay fresh, accompanied by continued additions of transfigured skill variants that offer cosmetic and functional alterations. These updates aim to deepen build variety and rejuvenate underutilized playstyles.
Yes, a dedicated in-game pause button is planned soon to improve user control. Developers are also considering loot filter changes, especially for 'Ruthless' mode, to reduce the need to hide items manually. Currency pickup enhancements are under review, including merged pickups and enhanced animations, to streamline resource collection. Additionally, Harbinger content is temporarily removed for rework and will return stronger, reflecting the team's commitment to continuous QoL enhancements.
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