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Review Of League Mechanics In Path Of Exile The Forbidden Sanctum

Jan 12, 2023

Jan 12, 2023 Source: POECURRENCY

I've run almost every Atlas combo so far and have some ideas about the mechanics of Atlas. These are my opinions, but I'd love to hear yours too.

Delirium: Great place! The slower Delirium spread is amazing for slightly slower builds, and the ability to target farm Cluster Jewels or Uniques from bosses is amazing for SSF or advancing your own builds. My only complaint is that Delirium is still a bit messed up on some layouts, but that's not something that Atlas or GGG might fix for each. Also, the simul splinters in the Delirium map still require a lot of clicking.

Abyss: I have a strong feeling for the Abyss. The Abyss, while letting you backtrack, can spit out some amazing mob counts but never drop anything. And I really never wait for treasure to spawn because Abyss Jewels are useless.

I played around with Corrupted Jewel node for a long time, but just stopped because the chances of getting 1 were so low. Rather, it required so much backtracking and waiting for animations. And then its chances were pretty minimal. Maybe the experience is tainted by an Abyss bug where the second or third abyss on your map will only pull a monster every 2 seconds for half a minute until the Abyss fails. But man, it's never worth it. The depth is also terrifying. I never went to the Abyss after the second day because there were no drops at all.

Sure, I guess xp might be fine, but what's the point if you have to sit through several loading screens to get there? If the abyss drops 2 to 4 Abyss Jewels, and the boss drops 4-8 *and* they all have a 25% chance of being Corrupted, I might consider doing the Abyss... Also, you could add Troves dropping extra currency project, and it is still underpowdered. The whole mechanic is pretty close to normal, but sucks because there are no rewards. Lower the monster count if necessary so that running the Abyss to get the Abyss reward is really worth it.

Ritual: Pretty good place. If you're using the kirac mod or fortune favors the brave, chances of respawning are good, but I feel like you're not getting enough base tribute to warrant, the +4 reroll necessary to find something really decent. Vessels that feel blood-filled are the way to go, performing Rituals "casually" is a bit slow and usually not very rewarding, but apparently there are some nice special rewards from time to time. It would be nice to boost the tribute generation nodes on the tree, so you can choose to have them focus better on Rituals instead of trying to use vessels.

Breach: Flash Breach is great, as are the other Breach nodes. The only question I have about the current Atlas is why are there no obvious violations? No one is going to convince me that a single breach is better than a Shrine or a Harpy, but breach just gets pitiful +1% chance on each travel node. They should have at least a +10% chance to get a breach. So, if you path to all, you should have a 100% chance of getting a breach. Also, picking up splinters is still pretty bad, except for bosses. Please, let all the splinters pop out from the center of the hand after it's closed, just like how the Delirium works.

poe 3.20 Breach

Legion: Simply fantastic. Profitable even with low badge values and a great way to self-farm jewels. Also want to increase the chances of Legions higher - perhaps doubling each node? Now your chances in trees are increased by about 10%, but that's pretty low for this type of mechanic. For reference, on a scarab you get 2 Harbies vs 1 Legion, but Harbies have a 5% chance of getting an extra Harby at each travel node and an amazing free Harby as a notable. Legion notably provides +4% chance of getting a Legion. I guess it wouldn't be the biggest complaint if there were as many scarabs as there are now, but I'm still annoyed.

Beyond: Feeling chaotic appropriate. Not sure if the rewards are good because I don't know what's going on, but it feels like fun and that's the point. But it might be better to have more possible reward options, like a 1% chance for a rare item to get an extra currency item... what's that?. Having Beyond's sextant, which causes unique Beyond Bosses to drop Div Cards or something, would also be nice to add a way to get into Beyond. I know it has to be calculated based on its value in the Delirium map, but still.

Shrine: It feels good. Honestly, Shrines could be toned down as they greatly affect mapping speeds and affect your build almost like a Headhunter. I think they get too much for too little investment. I like it though.

Heist: Doesn't feel very impactful, but maybe that's just because it involves clicking to open a box and picking up 2 things every trigger, which doesn't accurately convey the actual value of the gain. It would be nice to be able to generate unique contracts or a specific kind of blueprint/contract ala-bestiary wheel.

Metamorph: Honestly, I've never been a big fan of Metamorph, even though it's a great currency at different times. Sadly, I haven't tested this much, but I find the trees it adds to be quite interesting for the average mechanic. I don't really know why metamorph gets 4 clusters of perks, but Hiest or Expedition only get 3 and I think they're clearly more advanced mechanics.

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Blight: Glad to keep the flash-blight going. Pre-anointed jewelry seems useless, and so does the Oil Extractor in almost all cases. Blighted map towers stop attacking if you get too far away.

Expedition: Spends a lot of time on the map, but combined with the power of the tree is simply amazing. Zero complaints about the atlas in this regard.

Strongboxes: Basically all box nodes feel great and are a nice passive way to target farm gods or normal Div Cards for your builds. The only thing I would say is that the "Concealed logistics" node (the one that doubles carto boxes) is almost completely irrelevant. If you increase the chance of map currency dropping from every box, especially sextants and chisels, then maybe I can see maybe using it in SSF if I need to farm more sextants.

Harbinger: Harbinger is kind of weird - technically it's fine, but you really need every cluster on the Atlas for it to be worth running. The flash-harby nodes are mandatory and probably should just be the default they generate. I mean, some builds won't work with the Flash version because they will be broken. Same as blight. However, harbies don't spawn either way until you've defeated the wolves, so it's just a matter of convenience rather than a waste of time watching them animate for points. I could be wrong about the way they spawn, but man, it sucks to play without that node. Also, without the 25% chance of being the boss harpy, the rewards would suck.

Essence: perfect. Please don't take chances (unless you put the essence on a map device, or give us a sextant that doesn't block all essence creatures).

poe 3.20 Harbinger

Harvest: Has anyone seen a T4 plant since Ritual League? Is the Atlas passive useful? Only GGG knows. But I did get some nice cluster jewels to roll around, so it was neat. Kinda wish harvest has been removed from the game and is just itemized if it gets nerfed.

Jun: Great passive, except for "Bribery" the damn thing. Maybe there's a secret bargaining tactic about betrayal I don't know about and I'm too sloppy to understand.

Alva: Same as last league, but for all maps. Good at what it does, fast and fun.

Delve: I just don't like Delving, so never really used Delve nodes. Fossils from sulfite monsters would be handy, or if they introduced certain items to interact with the delve, like revealing parts of the mine or giving you the way. Idk, niko gives you sulfites, and atlases help you out. It helps you make complex maps if you need to do a horrible Vaal Temple!

Einhar: It feels great. It would be nice to be able to remove all the useless red beasts instead of needing to "seal" them all in a sphere. Only complaints about the mechanics - the Atlas is fine.

All in all, no matter what mechanism you run, it will be very helpful for you to prepare some POE Currency.

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