Was Necropolis Bad?

In part, I blame the “D4 Bad” meme that became so prevalent that there are entire AI-generated meme channels about it, but recently I’ve come across a number of think pieces diving into whether or not 3.24 aka the Necropolis League was good or not. Technically Necropolis is not over and won’t be officially finished for another month or more, but it is essentially done as evidenced by the player numbers and how the prices of everything are increasing as they do when the availability of items dries up. Let’s look at just the facts first, which is that Necropolis had the highest day-two falloff in player numbers of any league in certainly recent memory, but technically any league in the history of the game. That same trend largely continued throughout the league eventually stabilizing to having better retention than Kalandra in percentage of peak players vs percentage of current players. I figured this morning I would dive into this fact and share some of my thoughts surrounding it.
Player retention numbers are always challenging when taken out of context as compared to what a baseline trend looks like for any given game. As an outsider, I have limited data with which to draw conclusions but probably the two that I use most often are the Concurrent Numbers page on POEDB and the data kept by SteamCharts. It has been estimated that Steam represents roughly 60% of the Path of Exile player base, so you can use that to extrapolate the total picture. So if you look at the points I have marked A and B that represents the launch of the Ancestor and Affliction leagues respectively. That is what normal player patterns look like… a brief ramp-up to a spike at the league launch and then a slow tapering off of player interest as the weeks pass by. This is pretty much what ANY seasonal model looks for all games that subscribe to that methodology.
Where things get really weird is when you get to C, D, and E and I have zoomed this section in for the sake of exploring that specifically. The dates here don’t make a ton of sense, especially when you consider that the spike starts on February 26th, a little over a month before the start of the Necropolis League which began on March 29th. I pondered this for a bit and then it dawned on me what we were seeing. Last Epoch launched on February 21st and has what one can only charitably call… a rough launch. The servers were largely in a barely playable state for most of that first week. So my theory is that you had a lot of players who got hyped to play an ARPG and could not play Last Epoch, so they popped in to see how things were going in Path of Exile. Similarly, you see the numbers bottom out once again to the residual background noise of a league in week two when the servers were largely fixed and continued on in that fashion until right before the launch of the Necropolis league. While that does not necessarily explain the rapid drop-off after the launch at point E… it does show that the POE community and Last Epoch community… are essentially the same player base.
Necropolis is what is often referred to as a “spreadsheet” league where there is a lot of micromanagement of resources intended to set up specific ideal situations for crafting phenomenal items. In the leagues that I have played the one that feels the most similar was Crucible league where you spent a lot of time “fishing” for items with good trees on them, that you could then use to attempt to manipulate them onto other items. Necropolis brought us Graveyard crafting where in theory you have the ability to set up some very deterministic crafts but it requires you to gather large amounts of individually itemized corpses in order to pull it off. Most of the times I played with this system I would pour 30 or so corpses into a single item craft and end up with something that is not even useable as a final outcome. I think this was for the most part the experience of the majority of players.
Craft of Exile came to the rescue in creating a calculator that would attempt to calculate the corpses needed for the best odds of crafting a specific item. For example, I set up what I would want as an ideal Righteous Fire Sceptre and their calculation uses 86 of 88 corpses and even then only has a 63% chance of creating the final desired output. This becomes a system where those who really know what they are doing can print out mirror-tier items… and those who have no clue get something as a result that is on average going to get hidden by your item filter. In Crucible the act of fishing for items was way more enjoyable and there was a pretty low opportunity cost. You picked up a trash item up off the floor and then ran it through the Crucible Altar that appeared on your map. If you hit a good tree you kept it, if not you threw it back on the floor.
Necropolis Graveyard crafting on the other hand required you to hold onto entire inventories full of individually itemized and non-stacking coffins. You can only have 64 corpses in your Necropolis Morgue, so in order to do that 86 coffin craft above I would need to fill my morgue a few times with corpses out of the bank just to complete the craft. Even worse is trying to purchase specific types of coffins that you might be missing for your craft. The vast majority of corpses are only worth a few chaos, meaning that it is exceptionally hard to find anyone willing to stop what they are doing to sell you a single corpse. Bulk buying options were created by the community but for the most part to get what you wanted you had to buy out an entire stash tab worth of corpses. The above image represents all of the corpses that I held onto which are spread across four quad tabs. For the average player… the system just was not worth interacting with at all.
The other part of the Necropolis was the Lantern of Arimor which gives every campaign zone and atlas map in the game a number of unskippable modifiers that crank up the potential difficulty while in certain cases giving you some hefty rewards. This was a deal breaker for a number of players because it is a system that could not be skipped and before it was nerfed, could legitimately end your hardcore run if you happened to get a bad affix. This drove away a lot of players early, most famous of which is Kripparian who is a huge Ruthless game mode enjoyer who posted this video on day three of the league indicating that he was quitting early. Kalandra and Crucible both had similarly poorly received in map mechanics, but you could just ignore them if you did not want to engage. There was no way to remove the Lantern of Arimor modifiers from a map, nor any way to re-roll them save for trashing the map.
Allflames were another mechanic that allowed you to modify the Lantern of Arimor modifiers and could in theory make some of the downsides of running a particular map mod less severe. However this also represented the first league where there were nodes for that league on the Atlas Passives, and for you to get reliable drops you had to spec heavily into that mechanic. Several Allflames also had unintended consequences which will come into effect when I talk about some later changes. However, one that I used regularly was Allflame Ember of Sulphite which added packs of mobs to your map that dropped large amounts of sulphite to your map, so much so that if I combined this with a modifier that increased pack density I could pretty much fill up all 65,000 of my Sulphite reserve on a single map. Unfortunately, this also interacted with the Atlas Passive that gave you Azerite every time you gained Sulphite meaning that it pretty much destroyed any value in the Delve Resonator market. I have to say though for the most part I enjoyed the Allflames and would love to see something like this stick around in the game permanently.
At this point you might be getting the impression that there were a lot of moving parts to the Necropolis league… and honestly, we have yet to really even begin to discuss the biggest changes. Scarabs have traditionally been an item that you could include in your map device in order to force a specific mechanic onto the map you were running. Necropolis League threw out everything about how that system worked as well as removing the Sextant system and instead created over two hundred individual scarabs that all have a wide array of effects on your map. At face value, this was a brilliant change and has honestly made running maps so much more enjoyable than it ever was previously. In past leagues I ran enough maps to keep myself outfitting in Sulphite so I could do more Delves… but this is the league where I got legitimate enjoyment out of chain running maps and it was in large part due to the availability and variety of Scarab options.
On top of this, the entire way we interacted with the Atlas of Worlds changed because no longer needed to create one largely utilitarian Passive Tree to do 99% of your mapping. Instead, we got 3 different trees with the second unlocking after 50 maps, and the third unlocking after 100 maps. This allowed folks to set up and run multiple highly specialized strategies at the same time. I had one map that was largely for Sulphite gains, another for going super hard into Einhar and Beyond, and a third where I was mostly doing Legion/Breach. The variety of Scarabs allowed you to really custom tailor and buff those strategies to support even wilder things.
Changing so many systems that overlapped in functionality created a slew of unintended consequences. For example, it was possible to add around 200 Unique Monsters to your map and guarantee that every single one of them would drop at least one Unique item. While this was ultimately nerfed… other strategies sprung up equally quickly generating dump trucks full of unique items easily. Essentially every T0 Unique was selling more cheaply during this league than it ever had been at any given time in the past. I think at its lowest you could pick up a Headhunter for 2 Divine Orbs, and I got a Squire for I believe 80 Chaos. While there was fun to be had at creating stupidly profitable maps… that fun sort of has a very limited window of enjoyment when you realize that none of the things that are dropping hold any value. There is in fact such a thing as too much of a good thing.
Then there is the problem of T17 maps. They were advertised as a way of bridging the gap between normal boss encounters and uber bosses, but in truth are largely regarded as some of the hardest content in the game currently. One of the biggest problems with T17 maps is that they have some really wild modifiers on them that can completely brick builds. When they first launched you could not reroll them and even now the only modification you can make to a map is throwing a chaos orb at it and hoping for better options. The biggest challenge with these is that traditionally you have had characters that were good at mapping and characters that were good at bossing… as each type of encounter really wanted something different out of a build. T17s require you to be able to do both fluently which means that there are only a handful of builds that can truly dominate this content.
The loot table for every Pinnacle boss in the game was reworked with a number of items shifting to only dropping from the Uber version. The way Uber versions were summoned changed as well so that it requires 5 fragments that only drop in T17 maps, with each of the five maps having a fixed pool of fragments that can drop from it. Probably the change that personally annoyed me the most is that your 5 Way Map Device is no longer unlocked by running a Legion 4 Way… aka the league content that created the 5 Way Device in the first place… it now comes from clearing a T17. Uber Bosses are now required to either farm up or buy T17 maps… to run in order to get Fragments to then finally fight the Boss. This creates the challenge that most bossing builds are not designed in a way to be able to handle mapping… which has somewhat thrown the whole structure of what makes a good build into turmoil.
So taking all of this into account… do I consider Necropolis to be a failure? It is hard not say something as a strict yes or no answer. You almost have to slice up Necropolis into a bunch of individual features and then judge them separately. Collectively I think Necropolis is a mixed bag, but one that I largely enjoyed and I made it far further into the league challenges than I have in any previous league. That is like more about my personal growth as a League Enjoyer and less a reflection of this specific league. I think Grave Crafting as a whole was a bad idea because unlike Crucible the cost of interacting with it was far too high and left folks to either go all in on it or not touch it at all. I think the Lantern of Arimor and the Allflames were largely successful but they should have been a purely opt-in mechanic that you could ignore if you so desired. The best leagues are something you can choose to engage with if it is your jam, but ignore if it is not.
The Atlas Passive and Scarab changes were a universal success and have greatly improved how it feels to play this game. I feel like there are a lot of things that probably should have been tested a bit more before rolling out… but I enjoyed myself and it was a heck of a lot of fun trying to figure out how to break the system with them. T17s and the Uber Boss changes… this is a system I would normally not care about at all save for it is crossing the streams. Mapping, Heist, Delve Blight, Sanctum, and Bossing should be individual largely self-contained game modes. They all are tailored to a specific player’s fantasy and it is perfectly reasonable if you like one thing but not like other things. I feel like GGG wants every player to do every piece of content in the game and sets up scenarios where you are at least in theory forced to. This is a bad call and as a result, T17s in their current iteration are poorly designed. Embrace the diversity of game modes and create more content that plays into the already-defined niches that players have carved out within your community.
I spent roughly 47 days actively playing the Necropolis League and that seems like a pretty reasonable amount of time. Were it not for the launch of Season 4 in Diablo IV and then finally straightening out systems in that game… I would probably still be poking at it occasionally. I enjoyed myself but there were a lot of times that it felt like I was enjoying myself despite the league rather than because of it. So I think I would have to admit that Necropolis was a bad league, that just so happened to be occurring during a time when the game itself was in a pretty solid state. I don’t think Necropolis will be looked back upon with the same levels of Infamy that Lake of Kalandra has been, because the game is just more enjoyable to play right now than it was at that point. So yeah I guess I will have to admit… Necropolis Bad. Here is hoping that GGG adjusts and gives us a more widely approachable league for 3.25. The post Was Necropolis Bad? appeared first on Tales of the Aggronaut.

Rock Bottom Prices

Friends… this has been a weird league. When you make sweeping changes to a game as complicated as Path of Exile… you get some extremely varied issues that come up with it. Going into this league I had one idea planned… which was to gear my character in such a way as to not really need my amulet slot for the dexterity required to play Righteous Fire. The idea behind this was that I could in theory swap in a Defiance of Destiny which is a unique Paula Amulet that went in during 3.22 that has the text “Gain 25-35% of Missing Unreserved Life before being Hit by an Enemy”. On something already as tanky as I tend to build characters, this could make someone nigh immortal, and last league I just could not sort out my gear in order to use one without changing every single slot. The problem is that this league shifted the rarity and with that, the price ballooned up to 55 Divines making it one of the major chase uniques.
This was ultimately the item that I had been saving up all of my divines to get, and yesterday I found out that apparently, the market had crashed. You can pick up a medium-rolled Defiance of Destiny for around 10 Divines now. Similarly, the bottom fell out completely for Headhunters and you can pick up a well rolled uncorrupted one for around 15 Divines. So while I have been sidetracked by Fallout 76 lately, I absolutely zoomed into the game to snap a nearly perfectly rolled Defiance for 15 Divines. If the price of Headhunters falls even further I might snap one of those up as well for if I ever decide to do anything with my Champion alt. I think the downward pressure we are seeing is in part due to the fact that this is the second league in a row where people were printing extremely rare items. It took a bit longer for the prices to drop in Affliction, but having been through that song and dance before there is now a race to the bottom.
I am uncertain what the latest strategy is, but clearly, there is still something alive and well in the current league environment. The previous hotness was stacking Meatsacks, a single monster that replaces a pack and has an extremely high rarity modifier… and then stacking on Tormented Spirits to make them extremely beefy and extremely rewarding when you finally kill them. Folks were doing this in T17 maps which themselves have a massive rarity bonus. The end result was nonsensical loot explosions that covered the entire screen. I remember seeing one clip from Empyrian Gaming where I could see five Defiance of Destiny on screen at one time. Basically, it has reached the point where if that amulet is not literally perfectly rolled and qualitied up with catalysts… it is cheap.
So I am now the proud owner of a would-be 40% Defiance of Destiny instead of the perfectly rolled 42%… once I finish applying quality that is. This has caused me to rework my tree a bit to force in Ultimatum, a league mechanic that I largely hate… but is the most reliable method for farming catalysts. I miss Metamorph so much because that was a mechanic I actually enjoyed and dropped Catalysts like candy. You could add Rogue Metamorphs to your map and just get them passively rather than having to force a largely unfun mechanic to get them. I should just buy the catalysts but that always feels lame when they could be farmed. They are much cheaper this league than they were last league, and my guess is the demand has caused a bunch of folks to start farming them. I also need Fertile Catalysts to quality up my Immortal Flesh as well, so in theory it isn’t a complete waste of time to try and farm them.
Wild Mood Swings was a Cure album that came out when I was in college, and quite honestly… that title accurately describes what it has felt like to play in this league. We’ve been in this cycle of “exploit early, exploit often” where the folks who get to the latest and greatest strategy first… and abuse the fuck out of it… profit and anyone trying to “ethically” play the game is left behind. I can’t complain much honestly because I am still able to do everything that I wanted to do and have managed to find enough high-value items in order to maintain enough currency to play with. All of that is super shocking considering how bottomed out the market is for delve resonators and fossils. Since I seem to be getting engaged with Fallout 76 again, I am not sure how much longer I will be in this league’s economy anyway. Once I get one more achievement and get my sad little totem pole I will be happy enough to leave it behind until 3.25. The post Rock Bottom Prices appeared first on Tales of the Aggronaut.

The Heart Wants

It is weird to me how I have gone from thinking I would give the Crucible League a hard pass… to be extremely excited for the league start tomorrow. It reminds me quite a bit of back when no matter my mental state… the mere existence of BlizzCon and the news feed that would come from it would stir up a desire to log back in. I seem to have been inoculated from BlizzCon Madness over the last several years, and even though I was playing the Alpha for Dragonflight I had no real interest in playing the game at launch. That said I am still extremely susceptible to Diablo III Seasonitis, and it brought me back to the game to play with the Altar mechanics in Season 28. It seems that maybe with Sanctum, Path of Exile finally burrowed its way deep into my core and I am going to be just as vulnerable to the League Virus as well.
I’ve had people ask me before why I participate in Seasons and Leagues… when in truth you are just playing the same game over again but taking away any advantage you might have earned in the past. This is so much the case that I rarely if ever touch my “Standard” characters that largely just end up being a storehouse of materials that will never be used. For me personally, it has nothing to do with the challenge, but more that it is like this microcosm of a game launch. I love the launch of a new MMORPG and the excitement as folks scurry around trying to adapt to the game systems and the almost crushing amount of content flowing forth about the game. That same environment exists around the launch of a new season or league as everyone gets excited about the start, and then gibbers excitedly about what new lessons they have learned and exciting drops they might have found. It is all of the excitement of an MMORPG launch… crammed into a few weeks to a month every three or four months repeating like clockwork… and once you engage with it fully it can be addictive as fuck.
The unfortunate truth however is your “Standard” characters often feel like cleaning up after one hell of a party. Path of Exile has maybe the best method for dealing with the cleanup. Essentially you get a tab added to your standard inventory that is marked as “remove-only” and then you can withdraw things from it at your leisure. This is far better than the Diablo III norm of just mailing you all of your items. In a season or league, you end up just collecting a bunch of nonsense. For example, I apparently gathered up almost 9000 Chaos Orbs, that I never took the time to convert to Divine Orbs for easier storage. I spent some time yesterday straightening up my standard inventory in prep for the launch of the new league, which meant painstakingly withdrawing items from one tab and depositing them into another. I should have waited until AFTER the league patch dropped because the stack size is being increased from 10 to 20… and it would have literally taken half the time.
I am certain that I will be starting out the league as a Marauder and moving towards Juggernaut and Righteous Fire because it is just too good of a general build not to have at my disposal. During the last league, I ended up leveling and gearing a whole slew of characters. Other than the RF Jugg I had my SRS Necromancer, Seismic Saboteur, and two attempts at a Toxic Rain build that I liked in both Trickster and Pathfinder variants. Primarily I say this because I absolutely expect to have more than one character. Righteous Fire is an amazing build for Delve, Heist, and burning through the early maps but at some point, I want something that is more “Bossing” friendly. I only ended up getting two void stones last league, because quite honestly… I do not enjoy the bossing game nearly as much as I enjoy the rest of the game. However, I might want to change that and try and knock out the last two void stones so I can have T16 maps for everything. For those curious, the above video is Pohx simulating a run of all 10 acts as Righteous Fire.
If I was not starting Righteous Fire, I would probably try out this build from Ghazzy which is more of a traditional ARPG minion build. I don’t think it will probably be as good of a bosser as my SRS build was last league, but it looks like a pretty chill option. The only annoying thing is using Hungry Loop to essentially give you a 5 link for Animate Guardian. I do not love Animate Guardian, so if I did try this out I would probably run it largely ignoring that. The spell is cool in design but the fact that you erase uniques to equip it… and then lose them all if it ever dies… just feels bad. We will have to see how bad the Poison SRS variant is currency-wise, because I might try building this league as my “bosser” since I enjoyed my Fire variant in Sanctum.
I don’t get at all why I am caught up on this emotional rollercoaster of the league start when I am legitimately enjoying myself playing Last Epoch. The heart wants what the heart wants, unfortunately. I did get my primalist/beastmaster up to the second monolith last night however and am still enjoying that gameplay. Right now without going into totems like the build I was loosely following suggests, it feels quite a bit like a HotA Barb from Diablo III. It also seems to have just a ton of survival and feels way tankier than my Necromancer does. I’m technically working on the Monolith that has a higher than reasonable chance of dropping the Herald of the Scurry helm that I will ultimately need, but unfortunately, I think the level is too low yet and I will have to farm it once I get to empowered monoliths. I’ve also been back to logging into BelginnersLuck shown in the first screenshot of the post and trying to get a unique to drop from Hillock. If nothing else… I am definitely much faster at pathing through that first map in a league and much better at fighting that first obstacle. Tomorrow I will be rolling a brand new character and diving into the league. I don’t necessarily expect any of my friends to really join me in this madness, because I know it literally is that now… madness. I enjoy myself though so that I guess is the part that matters the most. If you plan on diving into the Crucible league drop me a line and say hey. The post The Heart Wants appeared first on Tales of the Aggronaut.

Kurgal the Blackblooded

Good Morning Friends! I have to admit that I am somewhat shocked that I am still as engaged with the Forbidden Sanctum league in Path of Exile as I am. Like I have said before this is effectively my third league and with each league, it seems like I slip further into madness. Path of Exile was one of those games that looked deeply interesting from the outside but that I struggled to actually find purchase on its sheer rock face of complexity. This game is not friendly to new players and even more so neither is its community. That is not to say that they are rude or cruel or anything of the sort, but more that they don’t realize how far they have come in the evolution of understanding the systems within systems that is the game they are playing. “Noob” friendly guides are very much not, because they all require a level of understanding that I am just now arriving at some 600 hours into playing the game.
Take Zizaran for example, who is probably the most community-friendly streamer, and youtuber for Path of Exile. He releases copious guide videos in each league, and it is only now that I am beginning to fully understand them. For example yesterday he released this guide video on how to craft a perfect bow for Explosive Arrow. While for me it does seem pretty straightforward, it would not have when I started. Firstly it assumes you know how to get essences or even what they are as well as how to get divine orbs and exalted orbs, and the dumb things like what it means to “annul a suffix”. It is a beginner guide for someone who is already indoctrinated into the game and all of its concepts. The thing is… playing through the campaign teaches you none of this information and it is only gleaned by reaching a point where you have the items in your inventory and understand what exactly the tooltip means.
I think this obtuse complexity is what makes the experience so damned compelling for me because the more I dive into it… the deeper the well seems to get. I am not specifically trying to pick on the community but if you approach this game the one thing that I would love everyone to understand is just how much of a struggle it is going to be to really engage with it. The game has been adding new roughly every three months over the last decade. I had no understanding of just how many of the systems I engage with regularly… we reworked over 2022 until I watched this year in review video. I also now fully understand why folks were so enraged by the ArchNemesis changes because they were extremely “fresh” in their minds. I love this game but also it saddens me that it is ultimately going to be an uphill struggle to get people to engage with it.
As far as my gaming time goes I have once again swapped up my Atlas tree and have removed everything involving Ritual Altars and instead packed on Metamorph nodes. In Lake of Kalandra encountering a Metamorph was more than likely a death sentence because they all had upwards of eight ArchNemesis mods tacked onto them. Now they are still a bit of a struggle but one that is more winnable and the rewards for doing them seem to be extremely solid. Since I have largely divided up my two characters into Bossing and Maps on my Fire Summon Raging Spirits Necromancer and Delve and Heist on my Righteous Fire Juggernaut… Metamorph is way more feasible.
When I say Metamorph is very rewarding as mechanics go, I’ve seen multiple divines at once drop from a single monster. I’ve seen many exalts drop and stacks of chaos along with all sorts of other useful resources. This is not every single time mind you, but the way I am specced into the tree gives me a bunch of organ drops as well that I can then take to Tane and summon additional monsters with. I also have the trait that allows Rogue Metamorphs to show up in my maps, and when I finish a map with Tane in it I can summon a second Metamorph. Of note when I got that double divine drop, I was running a low red tier map that was magic quality with very little in the way of quantity or quality modifiers on it. In fact most of the time lately I am not even bothering to “Alch and Go” but instead just dropping a Transmutation and maybe a few Alterations on it to reroll to something like extra magic creatures.
Right now I tend to alternate between mapping and delving, and I have my atlas configured so that even if I don’t have Niko on the map I am going to get a little bit of Sulphite from defeating the boss. When I fill up my Sulphite from the Necromancer I dive down into the depths and burn through nodes looking for interesting things. I’ve now fought Kurgal, The Blackblooded twice aka the Lich’s Tomb encounter in an Abyssal Sanctum. In the grand scheme of things the fight is completely doable but there are a few mechanics that I need to at least be somewhat aware of. There is a beam attack that you need to line of sight behind some pillars because it seems to increase in damage the longer it is on you. There are two phases but the second phase seemed to largely be a pushover. It seems like you are guaranteed one of the uniques from Kurgal’s loot table as well as other assorted rewards. His thing seems to be armor pieces aka gloves and helm that have abyssal sockets on them.
I am continuing to plumb the depths looking for Aul the Crystal King, because I want to be able to start farming that encounter. There is a nice necklace that can drop from it that seems to be useful for a great number of builds. Other than that I am slowly acquiring items to make a run at a seismic traps build. I’m also pouring little bits of resources into upgrading both Righteous Fire and Summon Raging Spirits builds as well. On the trade front, I am still doing fairly brisk business in small trades and had replenished everything that I had spent chaos-wise before doing some shopping for Thalen last night. He paid me in divines for my effort, which means I still have the resources but have slightly less liquid chaos than I did before. Profit is a means to an end however and for me, it is all about unlocking easier access to nice things. I’ve had more fun in this league than in any of my previous attempts combined. I am not sure if it is that I am understanding the interplay of the systems better, or if I simply chose better builds to play. Whatever the case I have a feeling that my life will be dominated by this game for awhile now. The post Kurgal the Blackblooded appeared first on Tales of the Aggronaut.