Oh and for the record while I do appreciate you guys trying to help by spreading my content try not to spam reddit with my stuff too heavily and without checking if it has been posted already. A few of you managed to post this on reddit within minutes of each other FailFish
been playing since closed beta as well and my #1 complaint is lack of AH or decent trade solution. I don't enjoy the trading process whatsoever, refuse to participate and no longer play the game. Might try 3.0 but not bothering with 2.6, why play stuff I've played before and still have the trade issue. Not my idea of fun so why bother.
great video, really makes you think. I noticed you mentioned the taunt effect wasn't mentioned in the game but I recall seeing it in one of the map boss fights, I think Marshes. When I first went through the maps when atlas came out I played very cautious. so when I saw a debuff from the boss I hovered over it, and it said something along the lines of you have been taunted, you deal 10% less damage to other targets.
I started in early open beta myself and I still run into interactions likes these and since there are so many of them you often end up rediscovering them as they phase in and out of patches, new mechanics get added and memory slips.
I can agree on it being fun finding out something new even after playing the game for a long time. However, on the other hand you dont want to fool the player into thinking he understands everything, but then come up with hidden interactions with zero information about. That feels cheaty and unrewarding to everything you already know and accomplished through your effort by researching or learning already. Some more or better keywords or descriptions would definitly help the game keep players interesting and faster invested.
Wow, open beta player here and i didnt know about it. And I'm too. BUT. If u put wall of text about every mechs of skill on its description how many new players would read this crap?
The extreme would be a seperate documentation ingame which you can open anytime and search for items or mechanics and get an indepth overview about everything. But just more streamlining/standardizing the tags would help already. Or more groups of tags like primary tags and secondary tags or tags for support items and another for weapon/skill type.
100% agree. Something else is minions. The player has zero idea how much dps minions do. Especially with no tool tip. I.e. SRS is multistrike better than added fire? What about hatred vs anger for auras? We don't know because there's no dps meter to tell us how much the minions are doing. Only way to find out is to rip out a calculator and head to the wiki. Another good example is firestorm tooltip. What does it mean? Is it a single projectile hitting? Is it an average of hitting 1 mob? Does it assume that 50% of the projectiles hit / miss a mob? What about tornado shot. Then there's all the niech things like holding shift while using scrolls to quickly identify stuff (might be another key, it's muscle memory at this point). No new player will ever know to do this stuff, or even know this stuff exists unless they watch a streamer and see then do it or something. I, myself had a AHK script to do this for the longest time. Also don't forget about all the hidden chat shortcut keys. *for clariry* I have over 4000 hours in the game. I know the answers to these questions but a new player will not.
if you implement your build in pob (path of building you can see your minion dmg :) by now since this post is 6 month old u allrdy know that by now i guess :) pob states that multistrike is better with clearing mobs but since you get a burning effect ignite from added firedmg that is better for bosses.(longer fights) but there is a diviation at 5-10%. (spelled that one wrong i guess..)
even tho this is 2 month old.... added fire and burn scaling via srs is kinda useless. a because burns dont stack, and b, because the burn is so freaking small, it doesnt even matter. you are always better with direct dmg on srs (except you can fit in the chayula sword ofc.) - you want melee splash for map clear - - you should swap melee splash for multistrike, added fire, dmg on full life, something like that -
Cheer for the support. One that stands out in terms of raw power is quality on heralds, for example herald of ash. 20% herald of ash gives 10% fire damage now this 10% fire damage actually scales all of your damage by 10% not just the herald itself, this also means that IIRC the herald itself gets scaled twice by this 10% bonus.
Shit like this makes me feel bad when I get 100k+ views on some shitty PoE video I make, meanwhile, guys like you make a fantastic eye opening vid like this and still only pull 40K+ Granted, my video is slightly older, but you deserve a lot of views and respect for your expertise and effort. Gj!
true, that's a hidden mechanic alright, but that's the part where i don't agree with Kripp, stacking duration on poison is like stacking duration on Firestorm. You want the DPS, not the duration, your firestorm can last 30 second but no one build like that, Duration might be good on ignite because you cannot stack ignite 99% of the time. THe way i see it, poison provide 40% more damage to your DPS, and scaling duration for poison alone is not good, since duration for warcry doesn't increase warcry damage.
I hope I catch you live mate, this video was spot on. The title definitely struck me as, "omg don't dumb down the game" like you said, but damn, very well said and having tabs opened and everything prepared; beautiful :3
Game just keeps getting more and more complex. I am glad i started this game many years ago because if i started it now - i would probably feel like 8 years old kid jumping into 10th grade class. I think GGG gets confused by their own mechanics.
I accidently put on auto generated subtitles somewhere in the video and when you said sorry Mathil, it translated Mathil to Muscles. I feel like general tsos is getting some competition from the youtube subtitles.
Totally agree. This game, if it wants to become huge, needs to make all these skills more explained. And can someone please for the love og someone, tell me why something like HIDDEN stats is in the game at all??? Its like you want the game to be understood by eliteist only.
Wow, very Clear, concise, righteous, straightforward. Excellent Video, you managed to synthesize a lot in 10 minutes. TYVM, this should be shared not for new players, but even for 500+ and 1000+ hs gameplay played players
Thanks for your posts. I love your content... WHEN I CAN HEAR IT! I always forget to lower the volume after viewing your posts and get my ears pierced by the next one!
Douple dipping and prefix/affix are both things you can research though. I had a very easy time learning about both of these things in a short amount of time, by reading the wikia. So I agree with you on hidden tags, but the others are not of the same category.
As someone who started the game only a few months ago, I agree the learning curve is steeper than it should/could be. That being said having mild autism helped make it interesting and easier for me, but others i talk to don't have as much time to research and test as much as I do. Liked and subbed.
I agree with everything you say. POE actually has some things explained for example: If you mouse over the belt of the deciver, which gives you intimidated and press alt, you can actually see what indimidate does. It just hides it really well.
Well said, completely agree - although I think you mean that some mechanics are way too obscure. Some things don't make sense, because it takes an enourmous amount of research, and even then it's still a matter of luck/happening to come across something like the threshold jewel hidden tags. I had no idea, and I help with editing the wiki. Been playing for 8.5 months, editing the wiki for about 6. Basically means everyone needs to (re-)read all of the wiki, or at least everything concerning their upcoming/current build, after every balance change, which is safe to say, is not gonna happen. Maybe 30-50 in a million will.
Totally agree. Tags being such an important part of the system, they should be absolutely clear. it's worth mentioning though that some things are rightfully hidden. Staying in the taunt area, for a new player it's not necessary to know about the less damage to other targets, as the taunted enemy will not try to hit them anyway. it's important not to overwhelm new players with information, especially when there is no tutorial.
I agree hidden tags should be addressed publicly every time one is discovered and honestly are such a simple fix to add a tag that its a tad ridiculous they still exist and to the point one of the most knowledgeable players had no idea at all. ludicrous.
That's a big gripe of mine having recently started the game. Many systems seem unnecessarily obfuscated. Something that got me was having overlevelled gems attached to a "cast when damage taken." I understand that it is stated in the skill gem "can only cast up to x level gems" or w.e., but it's easy to miss one line of text when you're inundated with mechanics. I didn't even know that the skill wasn't working since it's very easy to lose a couple particle effects in a screen filled with explosions and loot while running around at mach 2. Why not just limit the supported gems effects to that level? Why sneakily disable it? To top it all off in order to remedy the problem I had to look up ways to lower gem levels, but my gem was level 19 and it seemed asinine to dump that much currency to delevel it. So off to the shop I go, after googling where to get it, and realizing I needed to swap characters in order for the vendor to carry it. Upon purchasing the gem I am surprised to see that it is level 10 or so, and I am still faced with the task of delevelling. 15-20 minutes into this I finally got it working and could get back to playing the game.
I was recently investigating the whole thing with things that state 'you' and traps/totems/mines. Apparently traps, totems, and mines all inherit all of our offensive modifiers like Worthy Foe and Toxic Delivery. I'm quite experienced and learning this just made me shake my head a little at how it's worded, but knowing that these things work is important. Heck, you could technically create traps that taunt with champion, though the taunt would probably just go away as the trap would cease to exist.
Not sure if you look back at old videos Tarke Cat, but I was curious if you know why Less Duration does not seem to work with Cleave even though the threshold jewel grants fortify which to my knowledge has at least some duration aspect to it.
Hey tarkecat. lawless again. I LOVE your recent content. I came to very similar conclusions and I think this video is REALLY well done. Addtionally, I have a few friends that played totem builds, and they found after research and practice that totems benefit from all YOU modifers and NO minion modifiers. For some reason this is how totems work. So it isn't just those ascendencies but some weird unique effects and what not that give YOU modifers also give your totems the bonus. I also know that some of the auras are weird with totems too (apparently similar logic but it is assbackwards in the first place so doesnt make sense).
from the threshold jewel wiki page: "Any skill with an associated threshold jewel is now supportable by support gems that could affect the additional properties added by the threshold jewel." Although i do agree that additional mana regen is necessary in this case.
This is easy fix. Every gem should have a description on the button " Press Alt for further informations about the gem" and when you press alt on the gem it shows you a wall of text with any useful info about the gem. It seems so easy to fix this problem, is like GGG don't want it or smth.
Great video, been playing for 5+ years and didn't know this. However, I'd take issue with the relevance between the issue you stated at the start (being approachable, which I agree is a problem) and the issue you actually presented (what basically appears to be a bug/exploit due to shit code ignoring whether or not the threshold jewel is there). It isn't about "how are new players supposed to know about exploits and bugs", that just shouldn't be a thing. Again though, great video, taught me something I didn't know.
Great video. I especially like the bit about taunting. See, this was something I knew from see the debuff applied to me by the act 2 bears, but had already forgotten because that's the ONLY in game way to find out.
Great video and excellent points. Do you think an expanded tag system for mechanics alongside a glossary for these tags in-game could help in clarifying confusing/hidden mechanics? I'm thinking similar to Magic, where keywords for mechanics like Haste keep the card text readable, and the glossary provides the detailed descriptions of how the keyword functions. Or would the separation of detailed descriptions from the skills/items still retain the lack of clarity in such a system? I have several friends who have never played the game and I've been trying to convince them to play, and with the upcoming 3.0 patch they have finally expressed interest. The barrier to entry of the complexity is made worse by the lack of clarity in the mechanics; I worry that the interest garnered by the 3.0 announcement for new players to try PoE would disappear once they discover how difficult it is to parse information. I do hope GGG considers your criticism and takes steps towards improving how information is relayed to the player.
Great video. I think the main issue is the mechanics are so complex that it becomes really hard to compress it all into a small tooltip on a skill gem. I do agree some things like the hidden tags are just bugs. They are easy to fix, too. Thanks, man!
in fact that's a desing issue in the coding. they probably dont make the tags unable to be used whitout the treshold jewel, as they should have done. as a result even if the tag isnt in the description in the gem, it can be used by the support gems anyways
Very true, I still find myself often asking whether X support/node works with Y gem, because the fact of the matter is that a lot of supports don't work the way you'd imagine. Example nothing really tells you that your increased burning damage/fire damage w.e doesn't work for Minion instability, and you gotta ask or look it up to find out
another hidden mechanic: Phase run says: "Performing any skill replaces this buff with one that boosts melee damage." Basically this means if you cast "any skill" it removes the phase and give you the dps buff instead, however, this isn't applied when a skill triggers via Cast When Damage Taken or any other trigger effects When I was experimenting with Cast When Damage Taken while phasing so many people watching the stream would tell me "No, that wouldn't work because you would lose your phase run" Because well, they read the tooltip and it said if a skill is performed the phase would end.
All skill gems have gem tags (also called keywords) listed in the first line of the mouseover description. They are used for dividing the skills into groups and to clarify which type a skill is. They do not indicate which modifier (or stats) apply to a skill however.[1] This is from wiki. Skill tag page. Isn't this enough?
Is there any posts yet which solidify community information about the interactions between jewels and other abilities (such as the champion totem interactions) with hidden modifiers anywhere yet? Im surprised more people didn't know about the taunt thing tbh but the other stuff was very interesting.
i just randomely found your video as a suggestion - and as a path of exile player myself who just started recently (like 3 weeks ago or something), i absolutely agree - the entry barrier is unnecessary high and confusing/contradictory "explanations/tutorials" are not helpful - i really like the complexity of the game, but it has to be better explained and less confusing - well done video mate
I knew about the taunt damage reduction thing b/c those giant bears use enduring cry. You can then look at the status effect in the top left corner to see what it does. Saying that, that status ailment shit is nearly useless at times. There are so many buffs and they are ordered in descending time, so they jumble all over and it's impossible to read all the text when it keeps moving on you. I noticed this the most when I fought the map boss that lays a giant web - you're slowed down... and I don't know what else. I couldn't just pause the game to see what was going on, i had a big spider attacking me..
Usually i do not like your videos because they are often poorly organized and just all over the place, but i must say this one was different, and i will sub. Really cool vid, keep it up!
@Tarke cat i know this post is a bit old but it still apply atm for various stuff. Good video with exellent points. Now do you know if one could use a minion build based on taunt (as you mentioned totem(minion) i know champion not being ideal for minion handleing but in theory could it be done that way around so minions take the full agro/taunt? (im no pro and yes you are right there is alot of hidden stats ect that frustrates alot of beginners trying to match up with pros in poe and not getting it.
So, now I'm confused. The Less Duration only affects burning arrow (the ignite part, and the burning ground?) if a threshold jewel is used in skill tree, otherwise no?
Interesting, played since closed beta and wasn't aware of that, so are you sure that is caused by the interaction of threshold jewel and not because the skill can cause ignite which has a duration of 4sec and can also be affected by things like temp chains?
You can test this easily enough yourself with any fire skill as they can all ignite, but from everything I have read and tested myself (unless something has very recently changed) this interaction comes from the threshold jewel itself.
Yup you're right, posted the video on reddit to inform the mass and someone pointed out this post from Bex from an old patch | Perhaps this will help, a line from the patch notes: Any skill with an associated Threshold Jewel is now supportable by Support Gems that could affect the additional properties added by the Threshold Jewel.
Does this essentially mean that any skill effected by a threshhold jewel, you should use less duration? Or only if the jewel mechanics initiate something that's damage over time?
The skill inherits the tags from the jewel. This was stated in a patch that came right before Talisman I think, or around that time I don't remember well. The main thing they made that was to enable some interactions with skill gems that should have always existed but idk why they didn't just add the tags itself to the gems. So confusing. An example was with summoning gems like skellies and the mage/archer jewel to be able to link proyectile tag supports to it and actually work.
+Tarke Cat Recently subbed to the channel and I'm thoroughly enjoying your content so far! Thank you for everything you do for the Path of Exile community.
Thats like in Prophecy i think it was (Might have been the league before that) for whatever reason Slower Projectiles was not working at all on Magma Orb. No icon from the link, no increase or change at all in damage nothing. Now all of a sudden this league it works and i only find this out when i tell someone it doesn't work and they turn around and tell me im wrong because they just tried it and it does indeed work. I try it and of course it does in fact work. Yet 2 leagues ago it did not. Both have the projectile tag so no reason they wouldn't work but yet did not. A lot of the tags dont jive for whatever reason ive run into this alot over the years playing and its got to the point you litteraly have to try everything even if it doesn't have tags for it because the chance it does work even though by tag it shouldnt. And tooltips... Jesus Christ fucking tooltips drive me absolutely insane. How on earth can i have 300K DPS on one skill then turn around and have 5-6K on another skill and both do comparable damage? And on skills like Essence Drain you can't even use the average DPS on the tooltip you have to look at the damage over time in the list with the supports to actually see what your damage is. And even worse if you dont know this you'll also notice things like Added Chaos Support increases the tooltip damage yet does NOTHING for the damage over time which is your actual damage. Meaning you can put added chaos in ED and if you're looking at the wrong tooltip it will show an increase in your damage that your not even getting. Same with the Crit Strikes support. The top tooltip will show and increase but does nothing for your damage over time which is the damage for ED. The top tooltip is just for the initial hit but if you do not know this you will be using supports that do nothing for the skill because it can look like its increasing your damage. Theres also times ive noticed the tooltip wont show correct information and you check your character tab and find that some information such as pierce is missing from the tooltip but shows on your character tab. Your character tab is actually more accurate than the tooltip its almost pointless to even have the tooltip.
I have been given this gift by the algorithm. I think the rain has done wonders for your hair in the last 4 years. And the stache isn't half bad either.
About these secret tagging, it feels like they should only work when you have the jewel active, but is bugged and just works 100% of the time. Could just be a bug they have difficulty fixing rather then having the game not explaining properly. (threshold Jewel gives the tag to the skill, when you use them you should see the new tags appear on the skill itself.. *shrug*) Maybe it's by design that the secret tag always work though...
Yeah every time I make a build I go through the wiki to find related mechanics and items and I learn something stupid like this pretty much every time. Didn't know the hidden tag interaction though, I'm almost certain it's a bug or just an oversight on GGGs part, like dual wielding wand + melee weapons
it does make sense to a certain degree because burning arrow burns, and burning is a duration effect, therefor that support would make sense to link to it
Perhaps the duration gem works on Burning Arrow because of the threshold jewel that spreads tar. And perhaps they had to add a hidden duration mechanic in order to make that possible.
Lightning tendrills itself is a great example of weird game mechanic. Its a spell, which is cast 4 times (so its 35% damage effectivness is actualy 140%), its not chanelling spell, yet you cant CWDT it, because it kind of is a chanelling spell...
Another really random example I realized this league, I've had a lot of binding orbs I've been using on maps, so I figure okay, binding orbs can work on normal items that don't have links. I realized this league cuz I'm taking lots of strongbox nodes that bindings don't work on strongboxes for some reason
This is not a bug, it's in the patch notes: 2.2.0:Any skill with an associated threshold jewel is now supportable by support gems that could affect the additional properties added by the threshold jewel.
melee splash adds aoe tag, was explained long long ago. the same happens with other mechanic like duration. and all warcrys have taunt, was explained at the release.
Personally, I like games with mystery to them. PoE has the ability where you can do pretty much whatever you want as a build, and it will work. Maybe not get you to kill Uber/Shaper, but it will get you through the game. It has a curve where you will go from "I don't know how things work" to trying new gems with a build you like. I myself was able to find ways for my favorite skill Cyclone, to add more damage/utility, and that was satisfying to find. GGG is to blame for description wording, the best example being when they use "skill" when it only works for "spell". I can give them leeway for those mistakes since it's not something that will usually break a build and they have so much to balance, I couldn't even imagine. They listen to the community, and have taken this game so far with no pressured monetary support.
Not gonna lie that title made me get my pitchfork out, but I try to make a conscious effort to listen to people even if my first judgement is negative and I'm glad I did.
Hey, kind of a weird question that I feel like you might know the answer to What are the hidden tags on Raise Zombie. It works with melee damage and faster attacks so clearly it has Attack tag. Zombies use an aoe skill and the new threshold jewel called Violent Dead which messes with that slam so like please help me cause I have literally 0 idea Big fan anyway
If I didn't randomly stumble upon this video, what are the odds I would've ever known about the threshold jewels thingy and pretty much everything else you mentioned ? 100% agree this game needs more mana regen.
Couldn't have been worded or demonstrated better, and its so sad that few will come to see this, or if after 10, TEN years, these people might just think it to be a intelligent decision.
Holy shit I didn't know that, no wonder people use decoy totem a lot, thought it was just for the millisecond turn the enemies would do before the totem got deleted.
This video makes so much sense to what I've tried to say to my peers. I've not played POE as long as most people and my only problem is not knowing what works with what. This video is awesome because I'd actually like to know if Toxic Delivery works with the less duration gem. If you could answer I'd be much appreciative.
I guess that some other person will have already told you, but the 10% reduction of taunt is also mentioned in the ascendancies. Yes, it's still obscure, but I guess that they are working on it. I would appreciate an ingame glosary of concepts though.
The title reads like a clickbait, but the information is very good. I spend more time on the skilltree than ingame, yet I did not know that interaction. +1
The only way that you can find taunt information in game is if you get taunted by a mob. Then it shows that you have been taunted and that you deal less damage to mobs or players that haven't taunted you. On the gem tag aspect I have to agree but there are some secret interactions that should make us think what is the reason for it to happen and present a different type of challenge. Like the way Doedre fight works when you curse her. Don't you think that if everything is out there as basic information the thrill of it will kind of decrease? I know a lot of people hate dying to random things but I feel it's one of the games better sides.
I'm somewhat new to the game with roughly 250hr clock on Steam. Probably a lot of AFK. I feel like I have no idea what I'm doing. The couples of character I manage to level 80+ were copied builds.
honestly,i know this may sounds like i want to '''dumb the game down'' but i think some sorta of book/guide on the game that said what the mechanics (like bleed,ignite,taut,etc) were and what they did in bigger detail. Heck,a box that you could toggle on and off that told you what it did (like in hearthstone) or just the lines that they themselves use on ''cunning strike'' saying what it did would help a lot.
adding to what you just said, there are some affects that needs to be modified like for example increased min dmg 15% in a jewel adds nearly nothing to minions. but when new players see the affexe they will say nice i need to have that to inhance my build. i play a summoner and for me adding other affexes to my jewel is way more worth than min dmg.
The Mathil thing convinced me that you're completely correct. There's certain people that you expect to know the game. If Mathil or Raz create a build, you assume that the build is nearly perfect, they went through all the options, and they found what works best. The fact that this is no longer true because there are hidden mechanics that even players of their status don't know about makes me very sad, and also makes me feel worse about not knowing the basic things, let alone all this new advanced stuff.
@tarke cat, This could be intended in the game as 'secrets' intended for people to find rather than being told about its existence. There are individuals in games who like to discover and explore possibilities rather than research how things work together. This offers a high end level of this were you have to make assumptions and hypotheses surrounding interactions in the game. Also this knowledge is not required to have a build that functions at any point in the game. It sounds to me like you want all the games knowledge to be accessible somewhere. This in itself provides a problem: there is little room for players to make their own decisions surrounding their game knowledge. Personally I like interactions like this because it is rewarding to find hidden interactions. Having everything available to players through wikis makes players min max and pushes items and skills that would otherwise be used to the sidelines. My hypothesis is that if you make all game knowledge available there will be less experimentation inside the game.
Experimenting I agree. Although how are you supposed to make a choice if you have no way to know what end result you can get. Also most hidden mechanics are about claculating your damage and when does anyone purposefully chooses do to less damage if they have the choice to do so?
In a game as complex as POE, I always thought that the wording was quite consistent and easy to grasp in the past. Once you knew the rules (more vs increased, totem interactions, trap/mines interactions), everything would make sense. The main problems with the wording came after 2.0 in my opinion (or at least they were made apparent then). The new mechanics that Ascendancy classes brought, new uniques (looking at you, uncapped resistance breach uniques) and the introduction of the new poison are some of the examples. I know GGG is aware of this, because now you can press ALT for extra info on item descriptions (like for knowing what is unholy might). They still need to work on making the game more consistent again tho.
Kroma Vortex I dont think you understand. Or maybe you do cuz you obviously think you're smart. The game needs to be understood by all. New and vet players. Im a new player and im scrolling through videos to look at what the he'll I'm supposed to do. So no it's not clear m8
No, making information easy to obtain isn't dumbing down the game. You shouldn't have to go outside the game and read through countless wiki pages to find out about hidden counter-intuitive mechanics. Like the example with hidden tags on gems based on jewels you don't have. That isn't a logical jump, which is why even experienced players have no idea.
lol by that logic wouldn't burning arrow also be affected by conc effect due to the tar and burning ground being aoe as well? ** it seems conc works but doesn't increase the damage as it's a projectile. it will link and increase mana without doing anything sadly.**
GGG should work extensively with RUclipsrs/Streamers/Big PoE players like Mathil, ZiggyD, or you to iron out that kind of oversights by 3.0.0 release. They're really focused on bringing us new content, and have been for a while, which is nice and all, but so many little problems or unbalanced stuff have been lingering for so long, they really have to "clean up" the whole game before adding more content. Have you tried contacting GGG about this particular video and particular problems?
I think my biggest pet peeve for things like this is resistances. It's a lesser but simple example. The game does nothing to tell you that your defensive stats are going to take a hit for hitting higher difficulties. First time I hit merciless was a confusing ordeal, having to go google why I had 50% resistances on my equipment but negative resistances overall. Such a silly counter intuitive thing to trip new players up over that the game does nothing to help with.
Oh and for the record while I do appreciate you guys trying to help by spreading my content try not to spam reddit with my stuff too heavily and without checking if it has been posted already. A few of you managed to post this on reddit within minutes of each other FailFish
But how else will the average pleb gain karma? Can't expect everyone to come up wit their own legit topics all the time!
I'm salty as fuck. Every time I post one of your shit on reddit I get 0 upvotes. One of these guys post something they make number 1. PJSalt
been playing since closed beta as well and my #1 complaint is lack of AH or decent trade solution. I don't enjoy the trading process whatsoever, refuse to participate and no longer play the game. Might try 3.0 but not bothering with 2.6, why play stuff I've played before and still have the trade issue. Not my idea of fun so why bother.
great video, really makes you think. I noticed you mentioned the taunt effect wasn't mentioned in the game but I recall seeing it in one of the map boss fights, I think Marshes. When I first went through the maps when atlas came out I played very cautious. so when I saw a debuff from the boss I hovered over it, and it said something along the lines of you have been taunted, you deal 10% less damage to other targets.
came here expecting some rant about how poe doesnt make sense with the tree (no tutorial etc..) then got my mind blow about taunt
9:34 have Clarity, not just mana regen :D
loved that xD
I chuckled at that. I like that he felt the need to specify.
Wow, open beta player here and i didnt know about it
I started in early open beta myself and I still run into interactions likes these and since there are so many of them you often end up rediscovering them as they phase in and out of patches, new mechanics get added and memory slips.
Isn't that part of the fun though? Maybe not all mechanics should be clear and visible
I can agree on it being fun finding out something new even after playing the game for a long time. However, on the other hand you dont want to fool the player into thinking he understands everything, but then come up with hidden interactions with zero information about. That feels cheaty and unrewarding to everything you already know and accomplished through your effort by researching or learning already. Some more or better keywords or descriptions would definitly help the game keep players interesting and faster invested.
Wow, open beta player here and i didnt know about it. And I'm too.
BUT. If u put wall of text about every mechs of skill on its description how many new players would read this crap?
The extreme would be a seperate documentation ingame which you can open anytime and search for items or mechanics and get an indepth overview about everything.
But just more streamlining/standardizing the tags would help already. Or more groups of tags like primary tags and secondary tags or tags for support items and another for weapon/skill type.
You can tell Tarke was a teacher, what a well presented info in one take, we couldn't wish for a better host for the upcoming notapodcast.
FeelsGoodMan
100% agree. Something else is minions. The player has zero idea how much dps minions do. Especially with no tool tip. I.e. SRS is multistrike better than added fire? What about hatred vs anger for auras? We don't know because there's no dps meter to tell us how much the minions are doing. Only way to find out is to rip out a calculator and head to the wiki.
Another good example is firestorm tooltip. What does it mean? Is it a single projectile hitting? Is it an average of hitting 1 mob? Does it assume that 50% of the projectiles hit / miss a mob? What about tornado shot.
Then there's all the niech things like holding shift while using scrolls to quickly identify stuff (might be another key, it's muscle memory at this point). No new player will ever know to do this stuff, or even know this stuff exists unless they watch a streamer and see then do it or something. I, myself had a AHK script to do this for the longest time. Also don't forget about all the hidden chat shortcut keys.
*for clariry* I have over 4000 hours in the game. I know the answers to these questions but a new player will not.
Esp. that SRS for example is "Minion, Fire", so initially I thought that fire nodes increase its damage too.
if you implement your build in pob (path of building you can see your minion dmg :) by now since this post is 6 month old u allrdy know that by now i guess :) pob states that multistrike is better with clearing mobs but since you get a burning effect ignite from added firedmg that is better for bosses.(longer fights) but there is a diviation at 5-10%. (spelled that one wrong i guess..)
even tho this is 2 month old.... added fire and burn scaling via srs is kinda useless. a because burns dont stack, and b, because the burn is so freaking small, it doesnt even matter.
you are always better with direct dmg on srs (except you can fit in the chayula sword ofc.)
- you want melee splash for map clear -
- you should swap melee splash for multistrike, added fire, dmg on full life, something like that -
Thanks alot Tarke, just earned yourself a sub.
Do you maybe know more hidden mechanics, which could be nice to know? :)
Cheer for the support. One that stands out in terms of raw power is quality on heralds, for example herald of ash. 20% herald of ash gives 10% fire damage now this 10% fire damage actually scales all of your damage by 10% not just the herald itself, this also means that IIRC the herald itself gets scaled twice by this 10% bonus.
IIRC? meaning
If I remember Correctly
Ohhhh
Yeah I noticed that when checking out character damage stats by playing auras and herald around, especially on skills.
Shit like this makes me feel bad when I get 100k+ views on some shitty PoE video I make, meanwhile, guys like you make a fantastic eye opening vid like this and still only pull 40K+ Granted, my video is slightly older, but you deserve a lot of views and respect for your expertise and effort. Gj!
That reminds me that kripp build with abyssal cry.
what hidden mechanic that Kripp use? i mean, his build is very very clever and creative, and it work out so well, but i wouldn't call that hidden tho?
100% increased warcry duration from berserker double dips with poison duration for abyssal cry
true, that's a hidden mechanic alright, but that's the part where i don't agree with Kripp, stacking duration on poison is like stacking duration on Firestorm. You want the DPS, not the duration, your firestorm can last 30 second but no one build like that, Duration might be good on ignite because you cannot stack ignite 99% of the time. THe way i see it, poison provide 40% more damage to your DPS, and scaling duration for poison alone is not good, since duration for warcry doesn't increase warcry damage.
With abyssal cry you don't apply repeated stacks. You kill the things and they explode, so the duration is really smart.
I hope I catch you live mate, this video was spot on. The title definitely struck me as, "omg don't dumb down the game" like you said, but damn, very well said and having tabs opened and everything prepared; beautiful :3
The logic flow is great and you made your point super clear! Gladly Subbed!
Game just keeps getting more and more complex. I am glad i started this game many years ago because if i started it now - i would probably feel like 8 years old kid jumping into 10th grade class.
I think GGG gets confused by their own mechanics.
Great video, I can't even fully understand how double dipping works yet lol this is an eye-opener.
I accidently put on auto generated subtitles somewhere in the video and when you said sorry Mathil, it translated Mathil to Muscles. I feel like general tsos is getting some competition from the youtube subtitles.
Totally agree. This game, if it wants to become huge, needs to make all these skills more explained. And can someone please for the love og someone, tell me why something like HIDDEN stats is in the game at all??? Its like you want the game to be understood by eliteist only.
Wow, very Clear, concise, righteous, straightforward. Excellent Video, you managed to synthesize a lot in 10 minutes. TYVM, this should be shared not for new players, but even for 500+ and 1000+ hs gameplay played players
Great Job Tarke! Been playing since official launch and didn't know about any of the things you pointed out! Haha
Thanks for your posts. I love your content... WHEN I CAN HEAR IT! I always forget to lower the volume after viewing your posts and get my ears pierced by the next one!
Yeah there so many hidden mechanincs that doesnt make any kind of sense.
like what?
Double Dipping, Hidden Tags, What is prefix or affix some cases u cant tell like with IIR, the way armour works, xp penalty
not going to lie, when I first learned about prefixes and affixes my mind was blown. i had been yolo exalting things expecting impossible results.
Douple dipping and prefix/affix are both things you can research though. I had a very easy time learning about both of these things in a short amount of time, by reading the wikia.
So I agree with you on hidden tags, but the others are not of the same category.
yeah i know, but would be nice if was clear.
nice! i didn't know about the threshold jewels adding hidden tags. Thats some freaking valuable information man!
As someone who started the game only a few months ago, I agree the learning curve is steeper than it should/could be. That being said having mild autism helped make it interesting and easier for me, but others i talk to don't have as much time to research and test as much as I do. Liked and subbed.
Really good video Tarke. I wasnt aware that you existed until this popped on reddit.
Looking for more content produced by you :)
This randomly show up on my feed.
I feel Poison and Ignite are amazing examples of vitally important mechanics that you must go to the wiki to have explained reasonably.
I agree with everything you say. POE actually has some things explained for example: If you mouse over the belt of the deciver, which gives you intimidated and press alt, you can actually see what indimidate does. It just hides it really well.
Well said, completely agree - although I think you mean that some mechanics are way too obscure.
Some things don't make sense, because it takes an enourmous amount of research, and even then it's still a matter of luck/happening to come across something like the threshold jewel hidden tags. I had no idea, and I help with editing the wiki.
Been playing for 8.5 months, editing the wiki for about 6.
Basically means everyone needs to (re-)read all of the wiki, or at least everything concerning their upcoming/current build, after every balance change, which is safe to say, is not gonna happen. Maybe 30-50 in a million will.
Totally agree. Tags being such an important part of the system, they should be absolutely clear. it's worth mentioning though that some things are rightfully hidden. Staying in the taunt area, for a new player it's not necessary to know about the less damage to other targets, as the taunted enemy will not try to hit them anyway. it's important not to overwhelm new players with information, especially when there is no tutorial.
Subscribed. This kind of content is really interesting. Keep it up man.
I agree hidden tags should be addressed publicly every time one is discovered and honestly are such a simple fix to add a tag that its a tad ridiculous they still exist and to the point one of the most knowledgeable players had no idea at all. ludicrous.
That's a big gripe of mine having recently started the game. Many systems seem unnecessarily obfuscated. Something that got me was having overlevelled gems attached to a "cast when damage taken." I understand that it is stated in the skill gem "can only cast up to x level gems" or w.e., but it's easy to miss one line of text when you're inundated with mechanics. I didn't even know that the skill wasn't working since it's very easy to lose a couple particle effects in a screen filled with explosions and loot while running around at mach 2. Why not just limit the supported gems effects to that level? Why sneakily disable it?
To top it all off in order to remedy the problem I had to look up ways to lower gem levels, but my gem was level 19 and it seemed asinine to dump that much currency to delevel it. So off to the shop I go, after googling where to get it, and realizing I needed to swap characters in order for the vendor to carry it. Upon purchasing the gem I am surprised to see that it is level 10 or so, and I am still faced with the task of delevelling. 15-20 minutes into this I finally got it working and could get back to playing the game.
I was recently investigating the whole thing with things that state 'you' and traps/totems/mines.
Apparently traps, totems, and mines all inherit all of our offensive modifiers like Worthy Foe and Toxic Delivery. I'm quite experienced and learning this just made me shake my head a little at how it's worded, but knowing that these things work is important.
Heck, you could technically create traps that taunt with champion, though the taunt would probably just go away as the trap would cease to exist.
Not sure if you look back at old videos Tarke Cat, but I was curious if you know why Less Duration does not seem to work with Cleave even though the threshold jewel grants fortify which to my knowledge has at least some duration aspect to it.
Hey tarkecat. lawless again. I LOVE your recent content. I came to very similar conclusions and I think this video is REALLY well done.
Addtionally, I have a few friends that played totem builds, and they found after research and practice that totems benefit from all YOU modifers and NO minion modifiers. For some reason this is how totems work. So it isn't just those ascendencies but some weird unique effects and what not that give YOU modifers also give your totems the bonus. I also know that some of the auras are weird with totems too (apparently similar logic but it is assbackwards in the first place so doesnt make sense).
from the threshold jewel wiki page: "Any skill with an associated threshold jewel is now supportable by support gems that could affect the additional properties added by the threshold jewel." Although i do agree that additional mana regen is necessary in this case.
haha. More mana regen from GGG pls
This is easy fix. Every gem should have a description on the button " Press Alt for further informations about the gem" and when you press alt on the gem it shows you a wall of text with any useful info about the gem. It seems so easy to fix this problem, is like GGG don't want it or smth.
it would be nice to have a list of what attacks scale with dual wielding, and which do not
Great video, been playing for 5+ years and didn't know this. However, I'd take issue with the relevance between the issue you stated at the start (being approachable, which I agree is a problem) and the issue you actually presented (what basically appears to be a bug/exploit due to shit code ignoring whether or not the threshold jewel is there). It isn't about "how are new players supposed to know about exploits and bugs", that just shouldn't be a thing.
Again though, great video, taught me something I didn't know.
Great video. I especially like the bit about taunting. See, this was something I knew from see the debuff applied to me by the act 2 bears, but had already forgotten because that's the ONLY in game way to find out.
Great video and excellent points. Do you think an expanded tag system for mechanics alongside a glossary for these tags in-game could help in clarifying confusing/hidden mechanics? I'm thinking similar to Magic, where keywords for mechanics like Haste keep the card text readable, and the glossary provides the detailed descriptions of how the keyword functions. Or would the separation of detailed descriptions from the skills/items still retain the lack of clarity in such a system?
I have several friends who have never played the game and I've been trying to convince them to play, and with the upcoming 3.0 patch they have finally expressed interest. The barrier to entry of the complexity is made worse by the lack of clarity in the mechanics; I worry that the interest garnered by the 3.0 announcement for new players to try PoE would disappear once they discover how difficult it is to parse information. I do hope GGG considers your criticism and takes steps towards improving how information is relayed to the player.
Great video. I think the main issue is the mechanics are so complex that it becomes really hard to compress it all into a small tooltip on a skill gem. I do agree some things like the hidden tags are just bugs. They are easy to fix, too. Thanks, man!
in fact that's a desing issue in the coding. they probably dont make the tags unable to be used whitout the treshold jewel, as they should have done. as a result even if the tag isnt in the description in the gem, it can be used by the support gems anyways
Very true, I still find myself often asking whether X support/node works with Y gem, because the fact of the matter is that a lot of supports don't work the way you'd imagine. Example nothing really tells you that your increased burning damage/fire damage w.e doesn't work for Minion instability, and you gotta ask or look it up to find out
Hey, could you make a little series out of it, where you explain some of the unknown mechanics or crazy interaction between skills?
another hidden mechanic:
Phase run says: "Performing any skill replaces this buff with one that boosts melee damage." Basically this means if you cast "any skill" it removes the phase and give you the dps buff instead, however, this isn't applied when a skill triggers via Cast When Damage Taken or any other trigger effects
When I was experimenting with Cast When Damage Taken while phasing so many people watching the stream would tell me "No, that wouldn't work because you would lose your phase run" Because well, they read the tooltip and it said if a skill is performed the phase would end.
All skill gems have gem tags (also called keywords) listed in the first line of the mouseover description. They are used for dividing the skills into groups and to clarify which type a skill is. They do not indicate which modifier (or stats) apply to a skill however.[1]
This is from wiki. Skill tag page. Isn't this enough?
Is there any posts yet which solidify community information about the interactions between jewels and other abilities (such as the champion totem interactions) with hidden modifiers anywhere yet? Im surprised more people didn't know about the taunt thing tbh but the other stuff was very interesting.
i just randomely found your video as a suggestion - and as a path of exile player myself who just started recently (like 3 weeks ago or something), i absolutely agree - the entry barrier is unnecessary high and confusing/contradictory "explanations/tutorials" are not helpful - i really like the complexity of the game, but it has to be better explained and less confusing - well done video mate
I knew about the taunt damage reduction thing b/c those giant bears use enduring cry. You can then look at the status effect in the top left corner to see what it does.
Saying that, that status ailment shit is nearly useless at times. There are so many buffs and they are ordered in descending time, so they jumble all over and it's impossible to read all the text when it keeps moving on you. I noticed this the most when I fought the map boss that lays a giant web - you're slowed down... and I don't know what else. I couldn't just pause the game to see what was going on, i had a big spider attacking me..
Usually i do not like your videos because they are often poorly organized and just all over the place, but i must say this one was different, and i will sub.
Really cool vid, keep it up!
@Tarke cat
i know this post is a bit old but it still apply atm for various stuff. Good video with exellent points. Now do you know if one could use a minion build based on taunt (as you mentioned totem(minion) i know champion not being ideal for minion handleing but in theory could it be done that way around so minions take the full agro/taunt? (im no pro and yes you are right there is alot of hidden stats ect that frustrates alot of beginners trying to match up with pros in poe and not getting it.
So, now I'm confused. The Less Duration only affects burning arrow (the ignite part, and the burning ground?) if a threshold jewel is used in skill tree, otherwise no?
janiheikkonen no, that's the point. Because the threshold jewel exists, the gem secretly has the tag, whether you're using the jewel or not.
question, does this mean conc effect would work on raise zombie normal attacks since it technically has that secondary aoe slam attack?
Interesting, played since closed beta and wasn't aware of that, so are you sure that is caused by the interaction of threshold jewel and not because the skill can cause ignite which has a duration of 4sec and can also be affected by things like temp chains?
You can test this easily enough yourself with any fire skill as they can all ignite, but from everything I have read and tested myself (unless something has very recently changed) this interaction comes from the threshold jewel itself.
Yup you're right, posted the video on reddit to inform the mass and someone pointed out this post from Bex from an old patch | Perhaps this will help, a line from the patch notes:
Any skill with an associated Threshold Jewel is now supportable by Support Gems that could affect the additional properties added by the Threshold Jewel.
Does this essentially mean that any skill effected by a threshhold jewel, you should use less duration? Or only if the jewel mechanics initiate something that's damage over time?
The skill inherits the tags from the jewel. This was stated in a patch that came right before Talisman I think, or around that time I don't remember well. The main thing they made that was to enable some interactions with skill gems that should have always existed but idk why they didn't just add the tags itself to the gems. So confusing. An example was with summoning gems like skellies and the mage/archer jewel to be able to link proyectile tag supports to it and actually work.
Tarke is totally right. path is my favorite game ever but I could never understand why there's soo much hidden txt
+Tarke Cat Recently subbed to the channel and I'm thoroughly enjoying your content so far! Thank you for everything you do for the Path of Exile community.
Thats like in Prophecy i think it was (Might have been the league before that) for whatever reason Slower Projectiles was not working at all on Magma Orb. No icon from the link, no increase or change at all in damage nothing. Now all of a sudden this league it works and i only find this out when i tell someone it doesn't work and they turn around and tell me im wrong because they just tried it and it does indeed work. I try it and of course it does in fact work. Yet 2 leagues ago it did not. Both have the projectile tag so no reason they wouldn't work but yet did not. A lot of the tags dont jive for whatever reason ive run into this alot over the years playing and its got to the point you litteraly have to try everything even if it doesn't have tags for it because the chance it does work even though by tag it shouldnt.
And tooltips... Jesus Christ fucking tooltips drive me absolutely insane. How on earth can i have 300K DPS on one skill then turn around and have 5-6K on another skill and both do comparable damage? And on skills like Essence Drain you can't even use the average DPS on the tooltip you have to look at the damage over time in the list with the supports to actually see what your damage is. And even worse if you dont know this you'll also notice things like Added Chaos Support increases the tooltip damage yet does NOTHING for the damage over time which is your actual damage. Meaning you can put added chaos in ED and if you're looking at the wrong tooltip it will show an increase in your damage that your not even getting. Same with the Crit Strikes support. The top tooltip will show and increase but does nothing for your damage over time which is the damage for ED. The top tooltip is just for the initial hit but if you do not know this you will be using supports that do nothing for the skill because it can look like its increasing your damage.
Theres also times ive noticed the tooltip wont show correct information and you check your character tab and find that some information such as pierce is missing from the tooltip but shows on your character tab. Your character tab is actually more accurate than the tooltip its almost pointless to even have the tooltip.
I have been given this gift by the algorithm. I think the rain has done wonders for your hair in the last 4 years. And the stache isn't half bad either.
About these secret tagging, it feels like they should only work when you have the jewel active, but is bugged and just works 100% of the time.
Could just be a bug they have difficulty fixing rather then having the game not explaining properly. (threshold Jewel gives the tag to the skill, when you use them you should see the new tags appear on the skill itself.. *shrug*)
Maybe it's by design that the secret tag always work though...
Yeah every time I make a build I go through the wiki to find related mechanics and items and I learn something stupid like this pretty much every time. Didn't know the hidden tag interaction though, I'm almost certain it's a bug or just an oversight on GGGs part, like dual wielding wand + melee weapons
it does make sense to a certain degree because burning arrow burns, and burning is a duration effect, therefor that support would make sense to link to it
does anyone know the song that was playing in Mathil's stream?
Perhaps the duration gem works on Burning Arrow because of the threshold jewel that spreads tar. And perhaps they had to add a hidden duration mechanic in order to make that possible.
Lightning tendrills itself is a great example of weird game mechanic. Its a spell, which is cast 4 times (so its 35% damage effectivness is actualy 140%), its not chanelling spell, yet you cant CWDT it, because it kind of is a chanelling spell...
Another really random example I realized this league, I've had a lot of binding orbs I've been using on maps, so I figure okay, binding orbs can work on normal items that don't have links. I realized this league cuz I'm taking lots of strongbox nodes that bindings don't work on strongboxes for some reason
This is not a bug, it's in the patch notes:
2.2.0:Any skill with an associated threshold jewel is now supportable by support gems that could affect the additional properties added by the threshold jewel.
This is real good and well made research. You nailed it. And agree, game should be similiar to experienced and new player in way of reading.
melee splash adds aoe tag, was explained long long ago. the same happens with other mechanic like duration. and all warcrys have taunt, was explained at the release.
Personally, I like games with mystery to them. PoE has the ability where you can do pretty much whatever you want as a build, and it will work. Maybe not get you to kill Uber/Shaper, but it will get you through the game. It has a curve where you will go from "I don't know how things work" to trying new gems with a build you like. I myself was able to find ways for my favorite skill Cyclone, to add more damage/utility, and that was satisfying to find. GGG is to blame for description wording, the best example being when they use "skill" when it only works for "spell". I can give them leeway for those mistakes since it's not something that will usually break a build and they have so much to balance, I couldn't even imagine. They listen to the community, and have taken this game so far with no pressured monetary support.
That's a deep-mindblown-thoery right there .... thx Tarke, appreciated
Silly question. Would Pitch Darkness also add a hidden AoE tag to burning arrow? Being able to benefit from Conc would be unethical.
Great video, ill be keeping an eye on your content from now on :)
Not gonna lie that title made me get my pitchfork out, but I try to make a conscious effort to listen to people even if my first judgement is negative and I'm glad I did.
Throwback to this classic vid :D
Hey, kind of a weird question that I feel like you might know the answer to
What are the hidden tags on Raise Zombie. It works with melee damage and faster attacks so clearly it has Attack tag. Zombies use an aoe skill and the new threshold jewel called Violent Dead which messes with that slam so like please help me cause I have literally 0 idea
Big fan anyway
If I didn't randomly stumble upon this video, what are the odds I would've ever known about the threshold jewels thingy and pretty much everything else you mentioned ? 100% agree this game needs more mana regen.
so... would less duration work with flameblast?
Couldn't have been worded or demonstrated better, and its so sad that few will come to see this, or if after 10, TEN years, these people might just think it to be a intelligent decision.
This is what I love about this game, the insane level of complexity, every day I learn something new.
Holy shit I didn't know that, no wonder people use decoy totem a lot, thought it was just for the millisecond turn the enemies would do before the totem got deleted.
Came here expecting some silly rant, but was pleasantly surprised.
This video makes so much sense to what I've tried to say to my peers. I've not played POE as long as most people and my only problem is not knowing what works with what. This video is awesome because I'd actually like to know if Toxic Delivery works with the less duration gem. If you could answer I'd be much appreciative.
I guess that some other person will have already told you, but the 10% reduction of taunt is also mentioned in the ascendancies. Yes, it's still obscure, but I guess that they are working on it. I would appreciate an ingame glosary of concepts though.
The title reads like a clickbait, but the information is very good. I spend more time on the skilltree than ingame, yet I did not know that interaction. +1
The only way that you can find taunt information in game is if you get taunted by a mob. Then it shows that you have been taunted and that you deal less damage to mobs or players that haven't taunted you. On the gem tag aspect I have to agree but there are some secret interactions that should make us think what is the reason for it to happen and present a different type of challenge. Like the way Doedre fight works when you curse her. Don't you think that if everything is out there as basic information the thrill of it will kind of decrease? I know a lot of people hate dying to random things but I feel it's one of the games better sides.
Any idea on Taunt duration?
I'm somewhat new to the game with roughly 250hr clock on Steam. Probably a lot of AFK.
I feel like I have no idea what I'm doing.
The couples of character I manage to level 80+ were copied builds.
honestly,i know this may sounds like i want to '''dumb the game down'' but i think some sorta of book/guide on the game that said what the mechanics (like bleed,ignite,taut,etc) were and what they did in bigger detail. Heck,a box that you could toggle on and off that told you what it did (like in hearthstone) or just the lines that they themselves use on ''cunning strike'' saying what it did would help a lot.
adding to what you just said, there are some affects that needs to be modified like for example increased min dmg 15% in a jewel adds nearly nothing to minions. but when new players see the affexe they will say nice i need to have that to inhance my build. i play a summoner and for me adding other affexes to my jewel is way more worth than min dmg.
The Mathil thing convinced me that you're completely correct. There's certain people that you expect to know the game. If Mathil or Raz create a build, you assume that the build is nearly perfect, they went through all the options, and they found what works best. The fact that this is no longer true because there are hidden mechanics that even players of their status don't know about makes me very sad, and also makes me feel worse about not knowing the basic things, let alone all this new advanced stuff.
can you make another video about hidden mechanics
Good job man, really, you know you are absolutely correct. I hope GGG gets a chance to watch your video.
I love playing niche builds so I gotta start figuring out all these hidden mechanics now
What about concentrated effect on burning arrow? Pitch Darkness also has an AoE tag! ;P
@tarke cat, This could be intended in the game as 'secrets' intended for people to find rather than being told about its existence. There are individuals in games who like to discover and explore possibilities rather than research how things work together. This offers a high end level of this were you have to make assumptions and hypotheses surrounding interactions in the game. Also this knowledge is not required to have a build that functions at any point in the game. It sounds to me like you want all the games knowledge to be accessible somewhere. This in itself provides a problem: there is little room for players to make their own decisions surrounding their game knowledge. Personally I like interactions like this because it is rewarding to find hidden interactions. Having everything available to players through wikis makes players min max and pushes items and skills that would otherwise be used to the sidelines. My hypothesis is that if you make all game knowledge available there will be less experimentation inside the game.
Experimenting I agree. Although how are you supposed to make a choice if you have no way to know what end result you can get. Also most hidden mechanics are about claculating your damage and when does anyone purposefully chooses do to less damage if they have the choice to do so?
POE sadly always had really bad wording.
In a game as complex as POE, I always thought that the wording was quite consistent and easy to grasp in the past. Once you knew the rules (more vs increased, totem interactions, trap/mines interactions), everything would make sense.
The main problems with the wording came after 2.0 in my opinion (or at least they were made apparent then). The new mechanics that Ascendancy classes brought, new uniques (looking at you, uncapped resistance breach uniques) and the introduction of the new poison are some of the examples.
I know GGG is aware of this, because now you can press ALT for extra info on item descriptions (like for knowing what is unholy might). They still need to work on making the game more consistent again tho.
Seelenverheizer zealanders man
Reminds me of Warframe. F2P problems :V
Kroma Vortex I dont think you understand. Or maybe you do cuz you obviously think you're smart. The game needs to be understood by all. New and vet players. Im a new player and im scrolling through videos to look at what the he'll I'm supposed to do. So no it's not clear m8
No, making information easy to obtain isn't dumbing down the game. You shouldn't have to go outside the game and read through countless wiki pages to find out about hidden counter-intuitive mechanics. Like the example with hidden tags on gems based on jewels you don't have. That isn't a logical jump, which is why even experienced players have no idea.
lol by that logic wouldn't burning arrow also be affected by conc effect due to the tar and burning ground being aoe as well? ** it seems conc works but doesn't increase the damage as it's a projectile. it will link and increase mana without doing anything sadly.**
because conc's tooltip clearly states "more area damage", which BA doesn't do (it should affect burning ground from threshold jewel though)
Yo dude does this mean the new ek with the Jewel will have a hidden aoe tag
Tarke, doesn't Burning Arrow have a hidden duration because it obviously applies a burn that has a duration?
GGG should work extensively with RUclipsrs/Streamers/Big PoE players like Mathil, ZiggyD, or you to iron out that kind of oversights by 3.0.0 release. They're really focused on bringing us new content, and have been for a while, which is nice and all, but so many little problems or unbalanced stuff have been lingering for so long, they really have to "clean up" the whole game before adding more content.
Have you tried contacting GGG about this particular video and particular problems?
i actually knew about the less dmg taunt thing, cause i looked into it on wiki ages ago
I think my biggest pet peeve for things like this is resistances. It's a lesser but simple example. The game does nothing to tell you that your defensive stats are going to take a hit for hitting higher difficulties. First time I hit merciless was a confusing ordeal, having to go google why I had 50% resistances on my equipment but negative resistances overall. Such a silly counter intuitive thing to trip new players up over that the game does nothing to help with.