• skills discussion

My Suggestion on Making PoE Feel Smooth

Path of Exile

I have been playing PoE for some time. GGG is able to keep me interested with great communication, game updates, and a core system that is pretty good.

The following problems have bothered me for quite some time. These are issues other action games, and other action RPGs, specifically have sovled and there is no reason PoE can’t, either. With the skill gem adjustment coming I felt this was a great time to address these problems.

Path of Exile

1) PoE needs attack animation cancelling.

Most modern games allows the player to bypass some portion of the closing animations for most attacks. PoE feels “clunky” because once any attack starts you are required to watch your character finish before other movement or actions are taken. There are arguments for when to allow animation cancelling. Allowing cancelling during the Time to Live (TTL) phase, or only after the Attack Contact phase is debatable.

2) PoE needs command queuing.

Queuing is the second part of why controls in PoE can feel awful sometimes. This is especially important in online games where pings can fluctuate wildly. Smart command buffering is best. An example of this might be allowing a player to queue an attack into another attack, then into a Leap Slam, but NOT allow a player to queue Leap Slam into Leap Slam. In most cases different skills need to take precedence over the same skills input repeated times.

3) Some defensive skills and buffs need to be non-animation based.

Probably the most obvious of these are Vaal Buffs. Currently the animation is required for any of these skills to begin. However you want to use these skills in the heat of battle where the animation will slow down combat (aka kill you). Making the animation for these skills optional would help game flow.

4) Movement skills need to have priority.

In PoE, like any action RPG, position matters. Players need to be able to move quickly to survive and maximize damage. Currently, if a move command (such as Leap Slam or Whirling Blades) is input after another attack command begins they can simply never happen. This is often dependent on the attack/cast speed of the previous ability. Instead, movement abilities need to cancel attacks and other skills.

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Eorzean Symphony: Final Fantasy XIV Orchestra Concert

FF XIV Web LFS10

We talked to the audio director of Final Fantasy XIV on the occasion of the European concerts. Masayoshi Soken, also represented by the firms “Masayoshi Kikuchi”, “Sorbonne Soken” and “Luis Noma”, was born in La Paz (Baja California Sur), Mexico.

In 2010 he embarked on the titanic mission of leading the audio team of Final Fantasy XIV, also working as a composer in the Final Fantasy XIV review: A Realm Reborn and the Heavensward and Stormblood expansions. These last eight years delivered to the vast scope of an MMORPG, and one of such caliber, have led him to release numerous albums, form the group The Primals and perform live events such as the Eorzean Symphony: Final Fantasy XIV Orchestra Concert with Nobuo Uematsu, Susan Calloway and director Naoki Yoshida. After a great reception in Tokyo, the show will cross the ocean with double dates in Los Angeles and Dortmund.

FF XIV Web LFS

Eorzean Symphony: Final Fantasy XIV Orchestra Concert

Los Angeles California
Dolby Theater

Friday, June 15, 2018 – Opening of doors 7:00 p.m. / Performance 8:00 p.m. (PDT)
Saturday, June 16, 2018 – Opening of doors 7:00 p.m. / Performance 8:00 p.m. (PDT)

Dortmund, Germany
Konzerthaus Dortmund

Friday, August 24, 2018 – Opening of doors 7:00 p.m. / Performance 8:00 p.m. (PDT)
Saturday, August 25, 2018 – Opening of doors 7:00 p.m. / Performance 8:00 p.m. (PDT)

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Do You Have Any Suggestion On PoE Recipes?

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In Path of Exile, some recipes take too long to unlock. I’ve been playing a few hours a day for a month and I still haven’t unlocked all of the recipes. And the ones that I haven’t unlocked are the ones I’ve actually been looking forward to using. Very disappointing, considering that I’m about done with this league.

Path of Exile

Recipes are overwhelming and overly complicated. You need a very specific type of beast, mod, and ilevel. It’s too much, guys. Not to mention the fact that you might use up a rare beast in a low tier recipe. I think that it should be simplified greatly. Here is what I suggest:

When you capture a rare beast, you get +1 to rare beasts, and when you capture a legendary beast, you get +1 to legendary beasts. Turn it into a straight up currency.

With recipe costs being very simple: x number of rare beasts, and/or x number of legendary beasts. Or perhaps, when you capture a beast, you get an X number of fangs, where the number depends on the ilevel of the beast.

This would make it so that every single capture is worthwhile. You would be able to grind beasts and spend them on stuff that you actually want. The problem with the current system is that it’s too rng based.

You might play a long time and never complete recipes that you actually want, and instead end up crafting stuff that you don’t care for. Like 95% of the stuff I crafted this league I only crafted because I had too many beasts and was forced to use or lose em, and just happened to meet the requirements for those recipes.

This would also take care of the storage issue, where you run out of space and kinda pushed into crafting stuff even if you don’t want to. What’s your opinion?

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How Path Of Exile Royale Was Created?

Path of Exile

In Path of Exile, GGG created a 100 player free-for-all battleground game mode called Path of Exile: Royale, for April Fool’s day joke this year. And it until the end of April 1. Recently, the official website announced a post that described the creation of Path of Exile: Royale.

The idea of announcing a battle royale game mode as a joke was pretty obvious (as evidenced by several other companies who had similar ideas), but Jonathan realised that GGG could actually implement the whole thing very quickly, creating an actual game mode for people to play for the day.

Path of Exile

GGG’s plan was to make the following changes to Path of Exile:

Create a gigantic island with a bunch of tilesets jammed together. Populate the island with monsters and chests full of items. Use the existing cut-throat rules combined with a shrinking play area.

Add support for up to 100 players per game instance. The existing limit was 32, as they used to pack the visibility data for a tile into a 32-bit integer. Make some server optimisations to distribute the large Royale instances over servers uniformly.

Add a quick spectator mode for players who have been eliminated. (This is different to the type that would be used for race events in the future). Repurpose an existing but unreleased Rhoa Dinner hideout decoration as a prize.

Each of the above tasks applied to a different developer and looked like it would take less than one day. They decided to set a limit of one workday per person who wanted to work on it, so that their progress on the next content update wasn’t disrupted too much. This limit was mostly respected, though the definition of “workday” was stretched considerably for one programmer.

As soon as Royale was playable, it became a huge sensation around their office. Whenever people were playtesting Royale, it drew large crowds of people watching.

GGG launched the mode on time and it was a huge success on two levels. Most users loved the joke at face value, but also discovered that it was actually a real game mode they could play, and one that is a lot of fun.

What’s the Future of Royale?

GGG have been inundated with requests to bring the mode back. It’s a foregone conclusion at this stage that they’ll be running it again in the future, but there’s the big question of whether it can sustain itself enough to become a standalone game mode, or whether they should just have it as a cool event that they run occasionally.

In either case, I believe that GGG have a lot of balance improvements planned that will make it more fun and less overrun by certain dominant skills. We will update the news about Path of Exile in real time.

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What New Playstyles Will Be Enabled In Path Of Exile?

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In Path of Exile, GGG are keeping working to improve every aspect of the league they can. Recently, GGG Published an article that detailing what new playstyles will be enabled. I believe most players will be interested. Let us have a look.

One of the core goals of future skill development will be enabling new styles of gameplay. Similar to how Essence Drain and Contagion introduced an entirely new style of play, GGG want more skills to feel like a whole new playstyle. This will include taking existing skills that don’t see much use and giving them unique twists or mechanics that separate them from the rest.

Path of Exile

Charged Dash was a skill intended to fill a primary attack role that has built in movement. Path of Exile only has a few skills in this category and only Cyclone and Flicker Strike see much use later in the game. Charged Dash was intended to fill a similar role for Elemental conversion attacks with a unique twist on the gameplay.

The skill was balanced toward having an enemy in a position of maximum overlap, while rapidly moving back and forth across them. Complex end-game boss encounters and the rapid precision targeting required in this situation made the skill a sub-par choice for many major boss fights. The damage output just didn’t feel worth the effort and risk.

GGG are trying out a new setup for this skill where the areas of damage don’t overlap so you don’t need to worry about getting enemies in the zone of greatest overlap. They can then also turn up the skill’s hit damage. They’re experimenting with having the skill pulse damage repeatedly when fully charged so that having a higher movement speed doesn’t result in you having to click repeatedly against enemies. This will come with major changes to how the damage output is modified by attack speed and movement speed, which they’re still working on fine-tuning.

These significant changes to the skill keep the fast-paced movement style when fighting regular enemies, while creating a combat style on bosses that lets you focus on avoiding boss abilities and making a few carefully timed moves rather than rapidly clicking and re-targeting. It’s a good example of how they’re trying to push interesting new ways to play Path of Exile.

It’s hard to estimate exactly how many skill revamps will be released in Content Update 3.3.0, but GGG’s goal is to revamp around nine skills in this update. It could be more if other prototypes pan out earlier than expected, or less if they run into difficulties. Over the coming weeks, they will talk more specifically about changes they’re experimenting with in these new skill prototypes and how the progress is going. And we will update the news for you.

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Buying PoE Orbs Will Help You Enjoy The Game

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My Suggestion On Captured Beasts Successfully In PoE

Path of Exile

In Path of Exile, I think that running Abyssal fissures and Breaches feels a lot better than running into a Bestiary pack, I think everyone more or less feels this way. Also not enough Alch drops blah blah blah, clear speed meta, blah blah, too many nets, blah. Can solve lots of these problems if doing a capture gave you a lot of loot.

Regular Rare Beasts – 50% IIQ/IIR Yellow Beast mod – 200% IIQ/IIR Red Beast mod – 500% IIQ/IIR. Ballpark figures, I have no idea how IIQ/IIR works with rare mobs. Would promote capturing under league mods/shaper/elder and just messing with beast capturing in general.

Path of Exile

However, some players do not agree with my point of view, they think that Beasts with league mods could use to drop better in general (or, even better, recipes could use a large improvement overall) but they disagree with netting them granting extra loot, forcing players to net everything (that’s rare), especially since there’s a cap on how many beasts of each type you can have in your menagerie.

What they’d like to see (assuming they don’t manage to make all recipes useful):

1. Make beasts with bestiary mods in high level areas harder. While yellow ones need a huge buff, even red ones could use a small bump in maps.

2. Improve their loot to be proportionate to their difficulty and your time investment. (Do the same for map bosses while you’re at it.)

3. Make them drop loot again when you defeat them in your menagerie. That way all the ‘cheap’ recipes wouldn’t feel like such a waste of your time.

And some players think that either this or let them drop loot a second time when you kill them in the menagerie. it feels so garbage to kill yellow monsters and get nothing but a random thing in a box on the floor.

What’s your opinion? If you are new to the game and don’t want to mess up your first build (which will probably still happen), follow some build guide from our website. Another option is to just mess around yourself and see how things work but sometimes it can get frustrating if you cannot kill monsters/progress further, so be careful with it.

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The 4.25 Update For Final Fantasy XIV: Stormblood Currently Available

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SQUARE ENIX has finally released the 4.25 update for FINAL FANTASY XIV: STORMBLOOD, currently available on PlayStation 4 and PC.

As previously anticipated, thanks to this update will be introduced many innovations, including the new continent Eureka Anemos. In this new explorable area, which can hold up to 144 players at the same time, they will completely change the rules of the game by introducing a whole series of changes to the gameplay that we now know.

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But that’s not all, the update will also mark the beginning of the seventh season of “The Feast” PvP mode, as well as a new chapter dedicated to one of the fan favorite secondary characters, Hildibrand. But let’s discover together all the news that will be introduced with the 4.25 update.

FINAL FANTASY XIV: STORMBLOOD – Patch 4.25

Today the forbidden land of Eureka Anemos emerges from the fog in FINAL FANTASY XIV with the launch of the 4.25 patch. In this new mysterious, wild and unexplored region, in which the elements are constantly changing, players will be put to the test with new elements of battle that they will have to master in order to obtain and upgrade new powerful weapons. The patch will also include the last chapter of the adventures of the extraordinary inspector Hildibrand and the seventh season of PvP “The Feast”.

Eureka Anemos is a vast and unexplored area that introduces a series of modifications to the usual gameplay:

  • A large-scale gaming experience: Up to 144 players can take part in a single instance. We encourage players to team up with other adventurers to drive infamous monsters and complete common goals.
  • Players’ progression: Players will get Elemental EXP to reinforce their domain of elements and can also use the new “Magic Board” feature to customize their elemental affinities, which will help them explore Eureka.
  • Modified battle mechanics: From now on you will need more strategy to dominate a system of elements with which players will have to use “Magia Board” to alter the elemental affinity of their attack and counter that of the enemy. Players will customize the elemental attributes of their “Magia Board” before the exploration thanks to a “Magia Melder” and will have to study them very well depending on the objective of the adventure.
  • Rewards: Players will get “Protean Crystals” from time to time by exploring Eureka and can use them to improve Eureka equipment and weapons with the help of the famous blacksmith Gerolt.

The free trial of FINAL FANTASY XIV invites new players to join the millions of adventurers in the kingdom of Eorzea. In the free trial all players have access to available content up to level 35 (including PvP content), can create up to eight playable characters and discover the various races, classes and trades playable with no time limit. New players who want to try the free trial can register here: http://sqex.to/FFXIV_FreeTrial.

A big update for Final Fantasy players! This is quite exciting! The new content will be available within a few days, so just seize the limited time and gather enough money and necessary gears and players ahead. If you need gils in game, you can buy cheap FFXIV Gil on FFXIV4GIL.

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