I’m finding it nigh impossible to blog about Path of Exile.
Every time, I start the game going “Ok, today is the day I will take some screenshots and, during gameplay, try to formulate some coherent thoughts with which to begin a blog post…”
…I end up surfacing nearly three hours later with nary a thought in my head beyond having played inventory tetris, trying to figure out the complex barter/vendor system currency to determine if I should identify items before selling or sell them unidentified, plotting the next target skill I want for my character after having explored the next tiny offshoot of PoE’s crazy skill tree, desperately trying to stop myself from the “just one more map, one more quest, one more waypoint” compulsion because it’s way past midnight already.
And barely any screenshots either, because there was just too much action going on.
Really now, be honest, would you stop to screenshot, or would the first thing on your mind be to check out all that shiny loot?
Also, Path of Exile is dark.
As in, the aesthetic is grim n’ gritty, grimdark, shadowy dark, and downright gloomy.
It is as filled with black and mud brown and shades of putrescent green and grey as Wildstar explodes with cartoon rainbow laser light show effects.
This is a stated preference by the devs, so it is what it is.
Neither aesthetic is a problem for me, but it might be for you.
And it certainly doesn’t make the game very screenshot friendly.
It sort of reminds me of the period where I primarily played a Dark/Dark defender in City of Heroes and through all my spell effects, became a connoisseur of all things dark: darkity dark, dark tinged with green, dark tinged with purple, black tinged with purple, dark lightened with grey, absolute black, and abyss.
My very first few battle encounters in Path of Exile were mostly of the “I can’t see shit, or what I’m hitting, or IF I’m hitting at all” variety.
During my graphics tweaking for performance, I turned off shadows and think it’s a much better visual improvement to not have even more monster-shaped patches of black moving about obscuring the action.
Your field of vision also drops as you lose health, so things can get claustrophobic in a hurry.
Despite the lack of photogenic appeal, Path of Exile has a powerful draw in other ways.
Its Diablo roots, for one.
The general gameplay of these types of games involves lots of clicking, lots of mobs that die in a few hits per encounter to make you feel powerful, and waterfalls of loot.
Which you then sift through, learning to ignore the lower tier items and leave them on the ground in short order, and being thrilled to make out like a bandit when you get a lucky desirable rare drop from RNG.
Growing steadily more powerful from leveling, picking up skills and loot with better stats, so you can go to harder areas and kill bosses, which usually have a much higher reservoir of health and more interesting attacks and patterns to learn and overcome.
Plus, the ‘trash’ mobs start their own ramp ups in power, skills used and start using various sorts of movement tactics, etc.
Unsoweiter, challenge and difficulty rising to unimaginable levels, and you eventually finding your way to a comfortable, profitable level of challenge and trying to push it a little higher when you think you can.
Path of Exile does this very well.
I earlier criticized Neverwinter for being simplistic in its combat, because it mostly involved clicking (or clicking and holding) and waiting for mobs to die.
In Neverwinter, there was very little discernable difference in the pattern while killing kobolds, orcs, magical zombies, or human bandits. There were always little groups of minion health mobs which could be cleaved through using autoattacks or a wide aoe sweep skill.
Periodically one or two medium health melee mobs that would use a three-quarter AoE attack hitting front and sides (solution: dash through mob to get to its back, turn around, continue hitting.)
Periodically one or two medium health caster mobs that would use a targeted AoE attack, centered either around the player or itself (solution: dash out of the AoE field, continue hitting mob when safe to do so.)
Periodically a large slow attacking big telegraph ogre-like mob that would take eons to swing (solution: treat much like melee mob, dash around to its back and whack while it is stuck in a slow frontal attack animation.
The most complex thing I encountered in Neverwinter was attempting to solo the starting five-man dungeon The Cloak Tower with just a cleric hireling and me. This mostly enforced understanding of the above tactics as each mob had larger health bars and so took longer to whittle down.
The trickiest and main cause of initial repeated death was the first boss, who was a caster type who would summon two medium melee types when it got down to 3/4 health, creating overlapping zones of serious damage that became tricky to avoid.
Eventually, I powered through one melee mob using healing potions to get rid of the overlapping kill zone, and proceeded to learn in depth how to best avoid the caster boss – swing three times, completing one attack animation chain, start moving one quarter of a circle clockwise or anticlockwise to move out of the way of the AoE it would cast, swing three times, move again.
In Neverwinter, the skill tree mostly involves increasing percentage damage, or percentage defences. Lateral viable options are lacking, reducing depth.
I have an AoE skill? Well, use it when I have multiple mobs, and just keep spamming it for extra damage because it doesn’t cost me anything to use it regardless.
I have a skill that does damage and heals me for a bit of the damage done? Spam whenever off cooldown.
I have a skill that knocks an enemy prone? Oh. For once, I actually have to think about timing. Let’s use it on vulnerable mobs (aka non-bosses) when they’re starting their aoe telegraph attack so that I have more freecast attack time then! Still spammed whenever off cooldown.
In Path of Exile, you do click, or click and hold, and wait for mobs to die…
…but you probably would have done well to think about exactly how you were planing on getting them to die in the first place.
It begins with the crazy looking skill tree – of which this is only a partial shot.
On character creation, you get to pick one of six different classes. (The seventh class, the Scion, unlocks after you’ve nearly played through the standard game once, I believe.)
Three classes are aligned with the major attributes Strength, Dexterity and Intelligence as pure representatives of that attribute. The Marauder is the Strength brute, bringing to mind something hard-hitting and very tanky and armor/resistance based. The Ranger is your Dexterity rep, conjuring images of something fast-hitting, nimble and evasive, possibly using bows or dual-wielding weapons. The Witch is the Intelligence based spellcaster.
Then you have the hybrid classes. A Strength-Intelligence hybrid, the Templar. A Strength-Dexerity hybrid, the duelist. And finally, the Dexterity-Intelligence Shadow.
Each class begins at a different position on the crazy skill tree, so they have easier access to certain traits over others for cheaper skill point cost.
The Scion, of course, sits at the very center, open to all possibilities, inviting massive theory-crafting for those who have finished the initial game and want something even more complex but flexible and high potential.
It’s a little insane to try and grok it all the moment you begin, so I decided not to make the attempt and just settle on focusing on learning about the tiny area my character started out at, and had more immediate access to.
I picked The Shadow, which is something a little uncharacteristic of me. I tend to like the tanky melee Strength type classes, but thought it might be interesting to see how the other two attributes would fare, as a hybrid.
Turns out, bloody well.
Even in the immediate area, there are options. You could choose to go the intelligence path and bump up stats, or the intelligence route and increase spellcasting attack speed or elemental damage percentage (implying you’re a more caster type of Shadow), or you could go the dexterity route and increase projectile damage (implying shooty Shadow) or one-handed melee weapons (the more up-close-and-personal type) or straight dexterity increases.
From there again, casters could branch into lightning, cold or fire type of improvements to their spells. Melee folk could choose increased one-handed melee weapon physical damage (which also applies if you’re dual-wielding two one-handed weapons) or dual wielding bonuses.
And nothing whatsoever stops you from going up or downward the tree to pick up some life and mana bonuses, and grab that caster or melee portion, even if you started on the other path to begin with.
On and on, making stuff very complex indeed.
Since I was just beginning and playing on the easiest normal difficulty, I opted to bother less with learning most optimal theorycrafting and just went the “pick what sounds fun” route. The first character can always be ruined in the name of learning the system, after all.
I generally just looked for the nearest big circles and decided what I wanted more of, and aimed to plot the best course towards those desirables.
In this case, I went a stabby style rogue dual-wielding weapons, attacking fast and trying to crit a lot.
I initially left it open in case I wanted to switch from daggers to swords or claws or whatnot, but as luck would have it, I got some rather decent dagger drops and I’m seriously considering specializing now and leaving the other weapons for another character on another playthrough.
Adding to the delightful case of options are the skills.
You pick them up via gems, they’re not automatically given to you when choosing a class or going down the skill tree.
Socketing them into your gear allows them to be used and assigned to various buttons, and again, there appears to be a limit for the number of skills you can have in play at one time – similar to nearly all newer MMOs of the TSW, GW2, Wildstar ilk so that you pick and choose those that best synergize and work for your desired playstyle.
There are additional support gems that can be connected to the skill gems, to give things like increased critical damage or more projectiles, and so on.
Each requires things like having the correct color socket, or connecting sockets, so a whole minigame of using orbs to alter sockets (and stats) as desired is formed to complement inventory tetris.
In this case, Reave became my bread-and-butter mind-blowing attack skill.
As a dual-wielding dagger rogue-alike, I can crit ordinary minion-type mobs for a heavy amount. This skill turns my single target attack into an AoE. That increases in size with each hit.
A good chain with an onrush of hordes of small mobs becomes a delicious spectacle of mobs exploding in unison.
Some, pretty far away from where I was standing, even. (My reave has stacked up to 8 times, as indicated in the upper left corner.)
Naturally, I need mana to feed these, so it was natural to start exploring up the skill tree for stuff that gave back mana on kill.
And I started looking for gear that gave back life on hit or kill, because I’m lazy to quaff potions on a regular basis and would rather save them for PANIC situations.
Did I just ruin the game? Did I turn it into a mess of simple clicking to kill things?
The next couple maps I went through started introducing mobs that leap onto you (necessitating evasive movement through clicking to avoid the leap)
…mobs that shot arrows and moved back when you tried to melee them (separating themselves from aoe attack damage)
…mobs that fired magical projectiles at you (kinda hard to melee kill things if you’ve just caught 10 frost bolts to the face trying to get close)
…mobs that raised a ton of minions (necessitating search and destroy, though the minions were easy enough to carve through with reave) and my favorite…
I highlight this one because it neatly countered the strategies I had developed.
I’d taken to raising minions like zombies and skeletons, because I found it fun and they were handy temporary tanks to shift aggro to, while I ran about and amok in their midst stabbing and killing stuff. (I hear minions are much less viable in the late game, or at higher difficulties, but eh, I’m a ways from that yet.)
Well, exploding mobs blow up minions.
If I go and attack them by myself, they explode, and their explosion takes out other mobs that explode, or my AoE reave explodes them all at once, and guess what… surprise surprise, -I- explode.
This one totally forced a strategy change by learning to -not- attack on sight and let them run close, triggering their explosion animation, which one then quickly ran away from and let them explode by themselves, hopefully taking out all nearby exploders as well.
Boss fight strategies are also different, due to the amount of health they have.
I usually end up stacking a DoT poison-like venom strike, along with ordinary attacking, and running around evasively and quaffing potions like there’s no tomorrow.
I’ve also tried an animate weapon strategy, where I bring in my zombie minions, raise skeletons, and prepare in advance weapons which get thrown onto the ground and turned into animated minions to add damage and deflect aggro.
(Animate weapon is an interesting skill as it sort of makes all the white throwaway loot on the ground relevant again. If it’s a melee weapon, and under the level of your gem, you can sacrifice it and turn it into a minion instead – but you lose the loot drop.)
I have also been dying to try my new situational skill out on a proper boss.
This is a Vaal version of Summon Skeletons.
Vaal gems are corrupted forms of a skill gem, that are quite a bit more powerful than the normal version. They’re obtained via little side maps that have additional conditions (eg. increased size of mob spawns, shocking or frost patches on the ground, etc.) to make encounters harder.
For example, the normal Summon Skeletons conjures two skeleton warriors at a time, and limits me to 4 of them in play at once.
The Vaal version conjures an ARMY.
A whole bunch of warriors, a few archers and mages and a general that gives them buffs.
The catch is that Vaal gems require souls to work.
So essentially, you run around killing stuff on the map, building up soul power for your Vaal gem, charging it up for one glorious unveiling – hopefully at a good time.
Sort of like a situational elite.
On a big and populous enough map, you can do it more than once, of course. Just depends on souls… Death death murder kill nom more souls.
And the beauty of it is, not all Shadows need to play how I play.
If I chose differently, I could have been a bowcaster. Lots of shooty, maybe some AoE cold spells to help slow things down for more pewpew. Maybe I would still throw in minions as mobile tank pets.
Or I could have jumped down a sword and shield route and visited the strength and armor side a little more (though perhaps ignoring the intelligence portion may be less effective than beginning a str/dex class indeed, but I -could- do it if I chose.)
Or maybe a dual claw evasive life regen Shadow channeling Wolverine for all he’s worth.
Needless to say, this doesn’t even scratch the surface of the other five classes that I still haven’t played nor seen much of their skill gems or tree yet.
Frankly, the only negative thing I can think to say about Path of Exile is its connectivity issues.
On starting the launcher, it occasionally pops up with a “Connection Failure: Unable to connect to patching server message.” One has to repeatedly launch the game and -hope- that one will eventually contact the patching server at some point.
Strangely enough, I don’t really face disconnection issues once on a map (though some do, according to forum reports, and I’ve had it happen once in a blue moon), but more often face problems during the transition from one map to another.
Sometimes, the server(s) just seem to lose hold of my client and go, “Nope, not talking to you anymore” and I get dropped back to the login screen while changing zones.
This happens on both American and Australian server gateways, so I dunno… Seems like the game just gets temperamental sometimes.
Other times, I play with nary a hitch at all.
Your mileage may vary.
The good news is that the instance states save.
For around 8-15 minutes, even if you leave via portal to go to a town, or unexpectedly fall off the map via disconnecting, what you’ve already cleared stays cleared, so you can run around, travel and make progress with exploration without having to wade through unending hordes.
If you WANT the unending hordes, then ctrl+clicking and zoning in will renew the instance on demand.
Best of both worlds, really.
Payment model-wise, the damn thing is free.
Really. Honest. And the devs hold to what they call “ethical microtransactions” in their store.
Which generally means costuming and visual and vanity perks… like shiny wings and shiny armor.
They do also sell character slots and bank/stash space, but imo, this has been an acceptable ‘convenience’ microtransaction in play for a long time now in assorted games.
You are apparently also allowed to make multiple free accounts to ‘mule’ if you’re unwilling to drop any cash on the game, but I suspect by the time you find the need for that many characters and stash space, you’re committed enough to the game to give them $5-$15 for the peace of mind and convenience of not needing to juggle multiple accounts.
(Still, if you’re a broke and starving student or artist or unemployed, the option is there!)
I will be playing Path of Exile.
I will be playing it a lot.
Sneaking in time between all the other games on my plate.
It will have a place enshrined in my list of games to play along with Torchlight (and if I ever got around to it, Torchlight 2) where Diablo III did not even get me to buy a copy.
And I suspect a couple months down the road or sooner, alt-holic me will be paying Grinding Gear Games for more character slots because two is never enough, and everyone will be happy…
…living happily ever after in the grimdark land of Wraeclast.