Goodbye Stampede and Hello Minions

When Path of Exile II was released into early access I had a pretty clear vision. I wanted to play a big tanky character that ran around with a two-handed weapon and a shield. I struggled to get this off the ground because starting off as the Warrior is pure misery. However given enough bashing my head against the wall I managed to make it work, and when I stumbled onto Stampede late in the build the rest of the game went much more smoothly. I used Stampede for clear and Hammer of the Gods to one or two shot bosses and life was sublime. However Stampede ate a pretty big Nerf, and it was already a janky mess to play and I just lost steam in trying to push forward. I made it to the end of white maps before I was lured away by one of my alts.
It was a night and day difference playing an actual “on meta” build and was able to pretty much steamroll the campaign. There were a few bosses that I had to take two attempts at, on December 20th when I last made a post I was just starting Act III Normal, and on the 23rd I cleared Act III Normal and progressed into mapping. I started out pretty slowly, but without really doing any work to fix my gear I was able to pick up where my Titan left off and started ripping through maps so much faster than Stampede ever could. The thing is… I was weirdly tankier, or at least felt it as Grim Feast allowed me to gather up some 11,000 Energy Shield over the course of a map. I’m now chipping away at Tier 13 maps and have done a couple of T15 maps which is the highest natural unmodified map tier available in the game. During all of that time, I think I have taken a single death in a map, and that was after doing a full clear and getting credit for it and going back to try a very rippy ritual.
Since we have no Path of Building II, I took some time this morning and input my build in the Maxroll Build planner tool so you could follow along if you so choose. Basically it is derived from the standard maxroll build, but instead, I decided to lean into a unique which is just fun to use. Corpsewade are low-level boots that have the effect of casting Decompose on any corpse that your character walks in the vicinity of… and honestly, the range is pretty wide for triggering this. So what this means in practice is that I am actively poisoning packs of monsters that I am fighting and occasionally either my Flame Wall or the Molotov cocktails that my Skeleton Arsonists are throwing will ignite the cloud of poison causing it to explode for more damage. Packs of monsters die extremely quickly, and this has continued to be true as I have progressed into upper mapping levels.
The biggest challenge of the build is that I am running two unique items and as a result giving up a chunk of potential stats from each of them. My resists are in a reasonable state with 73/69/75 elemental resists and 59 chaos. I am giving up a ton of life by using Ghostwrite to convert 50% of my life to flat Energy Shield, which I then buff further with the passive tree. I’ve contemplated giving up my “Fart Boots” as I call them and going with some 30% movement speed Energy Shield boots with a lot of flat life on them to push that conversion further. I could also go Armor/Energy Shield instead which would help to give me a bit more of a lead in the armor department for when hits finally land. Right now I am anointing Mental Perseverance which takes 10% of my damage out of Mana. I tried running with Mind over Matter and it was a bit much and largely the 50% reduction in mana regen made it too hard to keep mana sustained. 10% is just enough to help blunt the damage a bit.
The biggest challenge that I am dealing with is map sustain. You would think running a T15 map would not yield T1 maps… but you would be wrong. In fact I rarely get maps to drop that are of sufficient level to keep pushing forward. I need T13s right now to keep my quest going, but at the moment I have two T14s before having to slog through lower-level maps and praying for those unicorn high-level maps to drop. This feels REALLY bad, especially considering that I am investing in every map drop node on the atlas tree and also running as many towers with additional Waystone chance on them as I can. I do not want to have to buy maps from trade, because buying maps feels so awful. The only way to do it efficiently is to engage with those third-party community discords, and I would just rather not.
The other problem with mapping in Path of Exile II is effectively the same problem running the Monolith in Last Epoch. Unless you get some bonus content to show up, it feels bad to clear your way through a map. Then there is the ever-present threat of a single death causing you to lose all of the things that are buffing the map to make it feel halfway decent in the first place. There just isn’t enough going on and really when you kill the rares you might as well port out and call it done as opposed to full clearing, because it is super uncommon that anything of consequence drops after that point. Packs of blues really are useless, and only serve to slow down your progress. Loot in general feels like it is in a bad place if you are not stacking mass quantities of rarity. Essentially… right now mapping is pretty boring.
At this point, I feel committed to seeing it through and getting all of the normal atlas passive points by completing all of the red map quest objectives. Even those feel way less exciting than they did in Path of Exile 1. Essentially in POE1, you had to run every map at least once while completing the bonus objective in order to get your 115 out of 115 atlas completion. Here in Path of Exile II for the white map tiers, you have to complete 10 maps, yellow 8 maps, and red 6 maps… and it sort of feels like you are always trying to choose the lesser of evils when it comes to map layouts. The individual maps themselves are just worse than Path of Exile 1. They are all far too cluttered and cumbersome to clear, and always end up with a situation where you missed a rare near the beginning of the map and now have to backtrack all the way through the entire maze of tight corridors in order to go kill it.
At some point I am probably going to do a follow up to my blog post talking about the things that need to change in Path of Exile II. By then I will probably be closer to 200 hours played and feel like I will have a more nuanced take on the game. Right now I feel the same way about Path of Exile II as I do Last Epoch, where both are good bases to build upon, but that it is probably going to take at least two more years before either game is truly “great”. The coming months are going to be interesting because I feel like there is going to be a battle waged in the community for the soul of the game. Depending on how that shakes out, is going to ultimately determine how much time I will spend focused on this game going forward. I am having fun on the Infernalist Minions build but it is very sad just how different of an experience it is to my Stampede Titan build was. There will always be outliers… but right now we have a scenario where four different builds are fun ti play and the rest of the game is a mess otherwise. My ultimate fear is that GGG is going to Nerf the four builds that actually feel good to play, instead of buffing the hundreds of potential builds that feel like shit.
The Streamer Alkaiser has been mister “Warriors are Fine” up until this point, often saying that folks were struggling due to a skill issue. Recently however he rolled a second character and decided to go down the very meta path of the Monk Invoker, and it has been telling how fast he has essentially changed his tune. On basic gear he said in the above video that he feels tankier and stronger in every possible way on the Invoker as compared to the Warrior. The thing is… this isn’t just a warrior thing. This is effectively everyone who is not playing the meta builds for Invoker, Infernalist, Stormcaller, or Deadeye. SirGog highlighted this problem in a recent video where effectively those four builds make up some 85% of the total pie of the top progressed players in Path of Exile II. Everything else feels worse to play, and everything else has a harder time trading power for item rarity to make the drops feel more meaningful. Anyways, like I said I have a post in me at some point where I talk about all of the core problems I see with the game, but for now I am progressing through the endgame on a character that has less than a week played on it. The post Goodbye Stampede and Hello Minions appeared first on Tales of the Aggronaut.

Indiana Jones and the Great Circle

It’s a game that’s struck me enough to write about, how about that. I am gifted/cursed with perception. It’s almost certainly a function of low-grade ADHD, where my brain gets bored of whatever I’m directly looking at or listening to (or smelling, or feeling, or even tasting) and starts pulling in other sensory information to occupy itself. If I’m walking down the street talking to a friend, I can’t help but notice the smell from a nearby restaurant, the couple arguing in a car at the stoplight, the person doing their makeup in the car behind them, the person trying to stop their dog from dashing into the crosswalk, the book the person on that bench is reading, the whispered gossip from the pair crossing the other way, the irregular cracks in the sidewalk, the gentle plants sticking out from the gaps in the pavement, the places where water has pooled in the street instead of running to the drains, the seagulls fighting overhead… You can see why I link it to semi-diagnosed neurodivergence. The same perception is in effect when I’m playing a game (or doing anything, really), because I can’t turn it off. I can generally no more shut out the sounds of my office or the rain outside as I can ignore the feeling of each article of clothing I’m wearing on my skin, the omnipresent feeling of my wedding band on my finger, or the physical sensation of blinking. It means a lot of games simply aren’t engaging enough for me to get really immersed. I’ve had an ongoing conversation with friends (and on our podcast) where I don’t really get games that are about “turning your brain off” because they’re low-impact. For me those games are Ikaruga, bullet hell shooters, or extremely high intensity games like Nerts. If I overload my sensory input, I can relax. It’s true outside of games, too. A theme park, a loud dance floor or concert with bright lights and a ton of people, or a big outdoor event (though usually not protests, those have an undercurrent of anxiety that I can never shake) all give me a kind of peace and clarity. I crossed the street at the Shibuya Crossing while vacationing in Tokyo, and it was such a sublime, calming experience I did it several more times for no reason other than to get lost in the scramble. So, Indiana Jones. It’s a stealth game, in theory. Stealth games are games about perception, about paying attention. You’re keeping track of your surroundings in order to move through a space, both determining where you should be at any given moment (usually to avoid detection) and where you need to go, and then working out a path based on what you can observe to get from one to the other. You take risks in order to observe better, peeking around a blind corner or popping up to get a better vantage point. Guards walk in the places normal people walk — streets, sidewalks, inside buildings, so you can get an advantage if you can notice paths normal people wouldn’t walk — rooftops, treetops, underground. A good stealth game is not about hiding and sneaking; it’s about the environment, and having an environment that both offers enough for you to notice and find satisfying and is, itself, satisfying to overcome. Thief is a game about light, shadow, and sound, remaining unseen and in turn finding small, valuable things to take with you along the way, taking risks to reach them. Dishonored is similar, remain unseen, remove cogs in the machine that is the way guards move until it shuts down without collapsing and you can navigate the machine with impunity. Hitman is rarely about actually hiding and is more often about context, ensuring that you fit in and match what people expect. Indiana Jones is about clonking Nazis and solving ancient puzzles, also often via clonking. It is a stealth game, in that the environment is rich, full of interesting things to find and see and do, and you are rewarded for noticing things. For example, you’re rewarded for noticing the bottle of wine on the table near the fascist who’s attacking you by suddenly having an improvised weapon to turn the tide of that fight. You’re rewarded for noticing the layout and high cliffs of an area when you push a Nazi over a railing. You’re rewarded for sneaking up on that Nazi because now you can have a good laugh at his Wilhelm Scream as he falls instead of fistfighting him. You’re rewarded for noticing the windup of the blackshirt you’re fighting so you can parry his attack, and you’re rewarded for noticing the pistol in the hand of the SS officer so you can whip it out and turn a gunfight into a fistfight. There’s only really as much sneaking as you’d expect from Indiana Jones, which is both a non-zero amount but also not the crux of the experience. You’re still a pulp action hero, not a superspy.
Unlike games like Dishonored or Metal Gear Solid, where detection by an enemy is heralded by loud, abrasive, alarming sounds and a feeling of failure, in Indiana Jones being detected often results in a quip from Indy — “uh, hey guys!” — and a feeling of inevitability. This was always going to go loud, or at least non-quiet, because you’re Indiana Jones, not Jason Bourne. It leads to the kind of play that makes the game feel even more like the movies it’s based on — sneak in, shoot out, or punch a guy because it’s more annoying to slip around him than not. Maybe you miscalculate — Indy has bad plans sometimes, and maybe so do you. The game largely isn’t going to punish you for going a little bit loud. It pulls this off by adding a thing that stealth games have had for a long time, but rarely used for much. Most stealth games appear to have two and a half stealth states: hidden, detected, and about-to-be-detected. They often actually have three, where there’s a third “detected but not enough to raise an alarm” which generally exists to give you a split second to react to being seen without everything going to hell. It’s the moment where the guard has seen you and before they shout for help, because every guard will shout for help almost immediately and cause the whole house of cards to crash down around you. The first thing I noticed when I was seen in Indiana Jones was that the fascist who noticed me decided to handle the problem himself. I wrote it off as tutorialization, but when I later had my mouse disconnect after punching (but not knocking out) another fascist later, I saw him step away from me, and shout for help — AFTER having already tried fistfighting me. Indiana Jones revels in that layer that in most stealth games lasts for a split second. Really loud noises can alert everyone in an area — whistles, horns, alarms, gunshots — but often the one or two enemies you see will start by trying to deal with you themselves. It means you can be seen and still win, still keep things under control and not have to either die and reload or leave a giant pile of bodies behind you. It means that if you take the “easy” way out and just start shooting people, it gets very loud very fast, and notably it means your enemies will escalate as well. An enemy with a gun does not always immediately resort to shooting you, but contextually you can guess whether they will or not, and often the thing that will cause them to start shooting is if you do it first. It all adds up into an experience that FEELS like an Indiana Jones movie. It’s amplified by how much MachineGames feels like they get Indy, from every great dialogue bark to the feeling of chaos and overall pacing control they have. The first few areas are more slow and thoughtful, potentially plodding if you’re a completionist, and then it picks up at very high speed into the kind of action thrill ride you expect from Indiana Jones. I haven’t quite beaten it as of this writing, but I’m expecting a final, slower area, smaller than the first few but more intense, as a kind of culmination, just because it’s what I would expect from the movies. I won’t spoil it, but there are moments in the game that mirror classic scenes in the movies, and do so in actual play, giving you just a moment to notice what you’re looking at and how you can resolve it and doing so in classic Indiana Jones style. When I’m out of breath from an intense run and I see a guy block my path with a sword, weaving it through the air menacingly, I have a moment as I watch him to go “wait, I know how this goes” and do the scene properly. It’s very satisfying, and totally optional. It’s just a little reward for noticing. As I’ve been playing, I’ve been deeply immersed because there are so many things for my brain to notice and pick up on. It would be a fun ride even if I didn’t, but for me it’s giving me everything I love in a stealth game without actually really being a stealth game. It’s a rollicking action movie of a game, but it’s not simple about it. The backgrounds are more than just set dressing, the spaces are crafted and thoughtful, not just where I fight the next encounter. It satisfies my perception, because it’s not just picking out nice textures or cute background details, it’s walking into a room and noticing everything I can use as a weapon or tool. I haven’t been this into a game in years. I’m going to be sad when it’s over, and there’s a decent chance I go and try to 100% it. Easy call for Game of the Year.

Definitely Early Access

Good Morning Folks! Yesterday I was piddling around and running maps and saw clear evidence that we are currently in “Early Access”. I had started a Savannah map and cleared the entire thing… and noticed that the final rare was out of the bounds of the map. I moved around the entire map but there was no way to break out of the boundary and get there. Thankfully this did not brick the node, but I was afraid that there was something cursed about it particularly and worked my way around it leaving it open for the time being. It is very clear that Stampede Explode in my current form is not quite as powerful as it used to be. However, I can still clear reasonably effectively and did get some advice that I want to charge along side of a pack rather than directly at them for maximum efficiency.
There is also apparently a version of the build that still exists in its prior glory, but it involves massively investing in AOE nodes and giving up some of the defense. Since I just was able to hit the 75% block cap, I am hesitant to give that up. However this might be a future goal of the build once I can get my hands on The Surrender, for its life recoup. I need to work on my third and fourth ascendancy point, but I have just lacked the desire to bang my head against that particular wall. I still do not enjoy Sanctum and very much do not enjoy Ultimatum in its current state. I tried doing the Trial of Chaos on my Necromancer yesterday and failed brutally on the third area reminding me just how much that entire experience is a crapshoot tied to RNG.
I keep saying Necromancer instead of Infernalist, because really that is how I think of the build because I am very much a “Minions Matter” character. I spent most of yesterday evening playing it instead of the Titan because it is way more enjoyable and relaxing to play. I managed to get up to the Apex of Filth and the very last thing that I did for the night was kill the Molten boss. It took me two tries, but only because I was a bit too slow while moving out of a big leap slam. I had plenty of time left when I killed him because my Raging Spirits floated above the lava field and were constantly attacking him when he jumped back. I will probably wrap up Act III tonight, and start in on the Cruel acts.
I’ve been running the Necromantle the entire time I have been leveling my Necromancer and yesterday on a whim I decided to throw a Vaal orb against it. I managed to get 15% of Damage Taken Recouped as Life which seems really good because it seems to trigger even if that damage is taken by my Energy Shield and not from my life. Combined with Grim Feast overflowing my Energy Shield, this seems like it might actually be a pretty reasonable defensive layer going forward. I originally was just wearing this chest for leveling purposes, but it might stick around as a more permanent edition to my setup. The energy shield on minions is also pretty nice for their general survival and the 50% faster revive is pretty great in scenarios where a big attack wipes all of them out at once.
It is wild to me how I have moved in opinion from “I don’t think I actually like this game” from the 9th, to really enjoying it in its current state despite the glaring flaws. On some level, I think part of this can be chalked up to a difference in expectations. What I really wanted from Path of Exile II was a much more approachable version of Path of Exile 1, and what we got was too sluggish, too difficult, and honestly just too different for me to immediately like it. Now I have gotten used to it, and have been willing to accept that it isn’t going to be the same game experience. I should have known this was a thing, because I’ve learned not to give my opinion of my wife’s new hairstyles until I have lived with them for a few days… because my immediate reaction is always “change is bad”. There are still aspects of Path of Exile II that I don’t like, and I think maybe on Monday I will cobble together a piece that is essentially an updated version of the Good and Bad with how I feel about the game now that I have put over a hundred hours into it. The post Definitely Early Access appeared first on Tales of the Aggronaut.

Sad Stampede and Angy Firebois

It took every last exalt I had, but I have balanced out my elemental resistances capping them, and got my chaos up to something reasonable for mapping purposes. I would sure love to have chaos at 75% but for the moment that is just not in the cards. I really need to focus on getting through my third trial so that I can pick up crushing impact, which will make stampede much more effective. I have to admit though I have struggled to get into mapping. It is just so much slower-paced than the equivalent activity in Path of Exile 1 and feels less rewarding. This is probably entirely due to the class that I am playing, but Stampede is super jank when it comes to object collisions. I ran a map yesterday that was chock full of trees… all of them had collisions enabled, which made charging through them feel like I was a steel ball in a Pachinko machine.
There is also the challenge of Stampede Explode eating a pretty sizeable nerf with the most recent patch. Technically it was a bug fix, the end result is that it is doing much less damage. Armor Explosion Support was triggering too many times, leading to the entire process proliferating way more explosions than intended. Now without this, it feels like Stampede is considerably weaker, but still one of the better options for clear that the Warrior has. It is essentially either that or Cleave because the other options are way too cumbersome for hitting multiple targets quickly. Once I get my third ascendancy I will probably go down the path of Avatar of Fire as described in this build. Once I go Crushing Impact on my ascendancy it pretty much means that Boneshatter pops are completely off the menu, but everything else should be generating armor explosions a bit more easily.
All of that said, I spent zero time yesterday on my Titan and instead chilled out playing the Infernalist. I finished up Act II and started Act III and am pretty much still humming along easily. I did encounter a bit of a challenge with the Silverback in Act III, but this was only a problem because I approached from a direction other than where the checkpoint was. That boss is so aggressive that it will attack from what feels like halfway across the map. I feel like when you engage a boss regardless if you triggered the checkpoint, the act of fighting the boss should flag you for it automatically. Though I have to say I am nowhere near as annoyed reclearing content areas as the Witch was I was as the Warrior. Clearing is just so much easier because all I am really doing is running around and spamming flame walls as my angry children do all the work.
Essentially at this point I really want to get the Witch into maps to see if they feel better. Ironically I have the opposite problem that I usually do in Path of Exile, where I have built a very shitty mapper in the Titan but a phenomenal bosser. I can evaporate most bosses in one or two hits at this point, but the act of actually clearing the map is cumbersome as hell. With my Infernalist and my army of Raging Spirits, the clearing part is a breeze and the bosses are not terribly difficult… but just take forever to finally drop. However since I can damage from out of melee range, I mostly just spend my time avoiding the mechanics while my minion army slowly whittles it down. I probably need to do some proper research on what an endgame version of this build looks like so that I can start preparing for that because as soon as I hit Cruel acts I expect to breeze through the rest of the campaign and into maps. The post Sad Stampede and Angy Firebois appeared first on Tales of the Aggronaut.