Lance Interviews Jonathan Rogers about Path of Exile 2
Summary
TLDRIn this interview, Jonathan, the game director of 'Path of Exile 2', discusses the game's development, highlighting the impressive boss fights, particularly the T GOA defiler. He hints at the return of the beloved 'Righteous Fire' skill and reflects on unexpected player strategies, like the worm Blaster. Jonathan also addresses the game's economy, item progression, and the intention to make unique items rarer and more meaningful. He shares insights on the game's trade system, the mapping system, and the potential for new and upgraded bosses. Finally, he touches on the game's accessibility for new players and the possibility of unconventional gear sets.
Takeaways
- 🎮 The game director's current favorite boss fight is the T GOA defiler, which is described as having numerous and outrageous abilities.
- 🔥 The T GOA defiler boss has additional abilities that were not showcased in the demo, hinting at a more complex and challenging encounter.
- 🗡 The developers are cautious about revealing too much about the 'Righteous Fire' skill in Path of Exile 2, indicating it exists but with changes.
- 🧙♂️ The developers have been impressed by the player base's innovative uses of skills and items, such as the various iterations of the Worm Blaster.
- 💎 The grind for unique items like Mageblood in Path of Exile 2 is intended to feel rewarding and not too easy to obtain, unlike in the current Path of Exile.
- 🛒 The in-game economy of Path of Exile 2 will not have sources of quantity except through increased magic and rare monsters or party members, aiming to address the loot problem.
- 🔑 Identification will be free in Path of Exile 2 once a certain character is rescued, and the rarity of items like scrolls will decrease post-rescue to prevent item clutter.
- 🏆 The developers are considering instant buyouts and using gold as a tax fee in the trade system of Path of Exile 2, with the aim of preventing hyperinflation.
- 🗺 The mapping system in Path of Exile 2 is a pivotal point where the game opens up, and understanding it is crucial for players to feel they've mastered the game.
- 🤝 The skill gem system in Path of Exile 2 aims to be more accessible, resembling a skill tree and guiding new players without overwhelming them with choices.
- 🛡️ The developers are open to unconventional gear sets and skill interactions, although they acknowledge the challenges in balancing and animating such features.
Q & A
What is Jonathan's favorite boss fight in Path of Exile 2 so far?
-Jonathan's favorite boss fight is the T GOA defiler, which he describes as the most outrageous boss they've ever created with a variety of abilities.
Why was the T GOA defiler boss fight frustrating during the demo?
-The T GOA defiler was frustrating because it wasn't using half of its abilities during the demo, which made the fight seem less challenging than it could be.
Is the skill 'Righteous Fire' going to be in Path of Exile 2?
-Righteous Fire is in Path of Exile 2, but it works a little bit differently and the specifics are not yet disclosed.
What was the most impressive or shocking thing players did with the game mechanics that the developers didn't expect?
-The most impressive and unexpected player creation was the various iterations of the Worm Blaster, which was a very creative use of the worm flask.
How does the item progression feel in Path of Exile 2 compared to the first game?
-The item progression in Path of Exile 2 aims to feel good, with a sense of progression where rare items are not obtained immediately but are still rare and valuable.
What changes are being made to the rarity system in Path of Exile 2?
-In Path of Exile 2, the rarity system has been revamped to ensure that more rarity equals better items, not just more items. This includes a tier system for rares and better currency items when rarity is rolled.
What is the approach to trade in Path of Exile 2 regarding instant buyouts and hyperinflation?
-The developers plan to have instant buyouts in Path of Exile 2 without causing hyperinflation, by correctly pricing the gold and making trade more restrictive compared to other games.
Will there be entirely new endgame bosses or will some familiar ones return in Path of Exile 2?
-While existing league bosses will be upgraded with new abilities and appearances, iconic bosses like the Shaper and Ziri are not expected to return in Path of Exile 2.
How is the skill gem system presented in Path of Exile 2 to make it more accessible?
-The skill gem system in Path of Exile 2 is presented in a way that feels like a skill tree, making it easier for new players to understand and choose skills without being overwhelmed by options.
What is the status of unconventional gear sets like dual-wielding shields in Path of Exile 2?
-While there are no current plans for unconventional gear sets like dual-wielding shields, the developers are open to the idea and have included unique items with unusual effects.
How are ailments and their management being approached in Path of Exile 2?
-Ailments in Path of Exile 2 are intended to be more meaningful and harder to apply, requiring players to be more conscious of their effects and management during combat.
Will race events and their rewards make a return in Path of Exile 2?
-Race events are unlikely to return in Path of Exile 2 due to their lack of impact on player engagement and the resource-intensive nature of organizing them.
Outlines
🎮 Favorite Boss Fights and Game Mechanics
Jonathan, the game director of Path of Exile 2, discusses his favorite boss fight, which is the T GOA defiler shown in the demo. He highlights its numerous abilities and the challenge it presents. The conversation also touches on the player's ability to use Righteous Fire in PoE2, and Jonathan expresses curiosity about unexpected player strategies, such as the Worm Blaster. The discussion on item progression and the rarity of unique items in PoE2 is also covered, with Jonathan's intention to make chase items feel rewarding and rare.
🛍️ Loot System and Economy in PoE2
The paragraph delves into the changes to the loot system in Path of Exile 2, focusing on the rarity system that provides better items rather than just more of them. Jonathan explains the tier system for rares and how it affects the identification process, making certain items worth the player's time to identify. The conversation also addresses the in-game economy, with Jonathan's intention to avoid hyperinflation and the use of gold as a tax fee for instant buyouts.
🏆 Endgame Content and Boss Evolution
Jonathan talks about the endgame content and the evolution of bosses in Path of Exile 2. He suggests that existing bosses will be upgraded with new abilities and aesthetics to fit the higher standard of PoE2. The discussion also includes the potential for new endgame bosses and the decision not to bring over certain iconic bosses like the Shaper from PoE1, aiming to keep the content fresh and unique to each game.
🚀 Enhancing New Player Experience
The focus shifts to the accessibility and new player experience in Path of Exile 2. Jonathan discusses the changes to the skill gem system, making it more intuitive and less overwhelming for new players. He also talks about the importance of providing information in an easily accessible way, such as through a hover or dictionary system, and ensuring that there is no hidden information that could confuse new players.
🏹 Ailments and Flask Mechanics
In this paragraph, Jonathan addresses the changes to ailments and flask mechanics in PoE2. He wants to make ailments less frequent but more impactful when they occur, requiring players to have a strategy to deal with them. The conversation also touches on the desire to keep health and mana flasks relevant and to make the application of ailments more conscious and meaningful.
📆 Race Events and Future of PoE2
The final paragraph discusses the possibility of race events returning to Path of Exile. Jonathan expresses his personal interest in such events but explains that they did not have a significant impact on player engagement in the past. The decision to not continue with race events is due to resource allocation, with the team preferring to focus on developing new bosses and content for the game.
Mindmap
Keywords
💡Boss Fights
💡Abilities
💡Righteous Fire
💡Worm Blaster
💡Item Progression
💡Rarity
💡Chase Items
💡Rarity System
💡Instant Buyouts
💡Map System
💡Ascendancy
💡Ailments
💡Flasks
💡Race Events
Highlights
Jonathan, the game director of Path of Exile 2, shares his favorite boss fight is the T GOA defiler from the demo for its outrageous abilities.
The T GOA defiler boss has additional abilities not showcased in the demo, hinting at a complex and challenging encounter.
Righteous Fire skill's inclusion in Path of Exile 2 is confirmed but with a different functionality.
Developers were impressed and sometimes surprised by player creativity, especially with the Worm Blaster and worm flask strategies.
Path of Exile 2 aims to balance item progression to maintain a sense of achievement without making unique items too common.
Unique items like mage blood are considered too easy to obtain in Path of Exile 1 and will be adjusted for a better chase experience in Path of Exile 2.
In Path of Exile 2, the rarity system is redesigned to provide better items rather than just more items, addressing the loot problem.
Identification is free in Path of Exile 2 once the hooded figure is rescued, and the rarity of ID scrolls is intentionally reduced.
Path of Exile 2's trade system plans to implement instant buyouts and a gold tax fee without causing hyperinflation.
The mapping system in Path of Exile 2 is a pivotal point where the game opens up and players truly understand its depth.
The skill gem system in Path of Exile 2 is redesigned to be more accessible, resembling a skill tree for easier understanding.
Jonathan expresses interest in unconventional gear sets and skill interactions, such as using melee skills with a bow.
Ailments in Path of Exile 2 are intended to be less frequent but more impactful when they occur, requiring strategic management.
Path of Exile 2 will not feature race events due to their lack of impact on player engagement and the opportunity cost of development resources.
The developer aims to make ailments in Path of Exile 2 more meaningful and less of a constant application, focusing on player awareness and strategy.
Path of Exile 2's economy and item systems are being fine-tuned for a better player experience, with a focus on rarity and chase items.
Transcripts
hello and welcome Exiles I'm here with
Jonathan game director of Path of Exile
2 and I just wanted to start off with an
opening question about the thing that
impresses me the most with this game so
far is the boss fights and that' be
which one is your favorite and why is it
your favorite boss fight so far well
right now honestly it's the one we
showed you in the demo um T GOA defiler
that boss huge that thing might be the
most outrageous boss we ever used and
the funny thing about ever created and
the funny thing about that is that I was
getting really frustrated as we were
showing it because it wasn't using half
the abilities it has it's got like four
more abilities that it didn't even use
in that fight that are kind of crazy I
wonder if it was something with the
minions messing up the uh Target uh it
is sort of related to that um but I mean
in all the other demos it was actually
using the other abilities it just didn't
this time because it's just random right
um but yeah it's got like these uh like
giant swipes and it's also got this like
one where it like beats the arena on the
sides and then does like a giant flame
breath in front um as well as like uh I
don't know if it did the like chest open
up and all the fire comes out and then
it leav a of raging Spirits yeah yeah
leave a bunch of raging spirits in the
ARA know there's like all sorts of stuff
that it does it's got like a honestly
that thing's outrageous it's got so many
abilities it was very impressive and
then the theater volume just really like
s a little bit of chills down your spine
as he doing those um I think to follow
that up with this is just a personal
curiosity that I have to ask um
righteous Fire a skill I love and a lot
of people love is that a skill you think
we can see in pee2 it is in poe2 um it
works a little bit differently I'm not
going to talk about it yet okay all
right I had to ask because that is a
personal curios I I know there's a lot
of people that love that skill next up
question I have is in your time as
developing not just path Style 2 but
before when the player base takes
something that you didn't necessarily
expect or they create something very op
what is probably the most impressive
thing or something where you were
shocked or they took something and used
it in a way you didn't expect I mean the
various iterations of worm Blaster uh I
would say over the years like various
things to do that worm flask did you
ever have arguments with ran due to that
flask I mean sure the thing is it's so
cool that that they were able to do that
but yes that all that various those
various things have been definitely the
most fun in my opinion fair enough fair
enough that is definitely an iconic one
for sure um next up I'm kind of curious
in your picture of
pu2 the grind for mage blood had to
these items in pu1 there's kind of level
of being like I could get that if I'm
grinding for 20 30 whatever hours it is
what does that look like in terms of
Rarity for a Chase item in Path of Exile
2 it's really hard to say at this point
because we don't have everything
finished enough to really test ingame
economy economically properly um one
thing that's really important to me is
basically making it so that through the
game the item progression feels good and
what that kind of means is that you're
not necessarily getting all rares on
your character right away you know
there's kind of got this progression
through the game now in order to make
that feel right towards endgame I'm not
quite sure what they will end up as as
far as the Rarity of uniques and so on
there are actually uniques on the build
you've got right now but I don't think
they're showing up oh really what did
you find it was a shield that gave some
spell it wasn't relevant to either of
our characters neither characters using
The Shield at the time but we found a
unique Shield it was I think more of a
spellcaster shield we ended up selling
it because it was a th000 gold and we
could use it to buy other items in the
shop at the time cool cool cool but um
yeah so basically I'm I'm not quite sure
exactly what the progression will be
like for uniques but I mean I do want
stuff to be rare and I do think that um
Head Hunter and mageblood even though
they are hard to get if you are a new
player they're still too easy I think in
the economy of pee1 right now to get and
um I think that we want to make sure
that there are Chase items like Chase
items are super important to kind of
have that kind of mythical thing that
you that you want to Chase and like over
the course of your Poe career over many
leagues like I finally got a mage blood
you know you kind of need that that sort
of element so I don't know if I can
distill that down to a number of hours
but I guess it just needs to feel that
way and um yeah the chase items just
need to exist I could say I don't know
if this is me getting better at the game
or because recent leagues have been
super it is recent leag super gener
but it's definitely felt like M felt
like it was something really hard once
you got it it felt like it was crazy and
now it's more on the part of yeah yeah
didn't really take that long right right
I agree I don't think it's in the right
place in pee1 um but uh you know
thankfully we have an opportunity to
reset a lot of the stuff in pee2 um the
uh and in particular I mean with regard
to items uh in pee2 is that in in in
pee2 there are no sources of quantity
except for um the the existence of more
magic and rare monsters or party members
so you're not going to get the thing
where you get like a Bild jillion items
it's going to be that the Rarity system
makes it so you get better items but
even though there's a similar number on
the ground at higher levels so you
saying like map Zone modifiers like if
you have a bunch of mods on a map n will
do quantity it's all going to be Rarity
and the Rarity will mean but but Rarity
in poe2 Works in a way where you get
better items um even outside of the um
just the regular Rarity tars so um you
may not have seen this in the demo but
you uh you can get like a thing that
will say like you know you might get a
rare dropping that's say tier 2 next to
it okay what that is is that when you
identify that it's going to have better
mods than what a T1 rare could have
rolled um and this will mean that as you
get more Rarity due to producing Maps
more and doing all that stuff um you'll
get better rares rather than just more
rares and this this part of the solution
towards currently there's a big loot
problem where you just kind of want to
ignore the drops and this tearing system
is supposed to give you some way of
being like okay this is a better rare
it's worth my time to IDE it but not
only that but Rarity also in poe2 gives
you better currency so the way that that
works is that um okay uh like low-level
currency items are normal currency and
if you roll rare then and it's currency
then you get like the higher te currency
item exactly that kind of stuff so magic
currency as the transmutes and stuff
like that K is rare currency then
there's unique currency so instead of in
in the unique slot as it were you could
have got a unique or you could get some
currency that's very high level can you
tease us what unique what would be an
example of a unique currency I mean I I
I don't want to quote the exact drop
tables cuz I don't know that the exact
situation of them but effectively the
higher test stuff that you would um you
know the most expensive stuff will tend
to be in the unique category all right
but um ultimately yeah the idea here is
that more Rarity equals better items it
doesn't equal just you know more rares
or more uniques so that means that um I
think the item system will be a lot more
robust well that is exciting because
item blo is definitely a top level for
sure we we hide everything we filter it
all out I know I know and then it gets
to the point where we're like why do we
have wisdom Scrolls we don't want to
look any I funny funny thing of course
isn't that in pee2 um identification is
free once you've got the rescued um the
hooded one um and then that means we've
actually got a specific thing in there
where um before you um before the level
where you rescue him um ID Scrolls have
got a certain Rarity and then they go
down to like almost nothing after that
so that you don't really have that you
get them I did notice they were dropping
lights after we after yeah yeah exactly
so that's actually intentional to to
prevent that kind of thing you've got
items that you're not um using that are
just worthless to you now is he going to
be somebody like that we' be able to
have in our Hideout for example to idea
okay pretty cool now one thing I want to
touch on is in terms of the economy side
prior to Ellie's launch you guys noticed
that they were doing a pretty cool trade
system and you had mentioned instant
buyouts and using the gold as a like a
tax fee since watching that game launch
and how that trade system played out
have you guys changed your mind or
perspective on how you're going to
approach trade in pu2 we're still
thinking the same thing I think that the
way we plan to do it is more restrictive
than what they were doing and So like um
you know like using the gold and the way
that we're planning on using it so I
don't think that there's any inherent
issue with the plan that we have but
that being said we'll find out on Early
Access very quickly whether or not
there's a problem um and uh my my my
belief is that we will be able to have
instant buyouts and no hyperinflation in
the economy at the same time so long as
we can price the gold price for this
correctly but what that might mean is
that players are initially kind of angry
at how much the gold price costs we have
yes we have to trade equipment to be
clear because currency items have no
problem we can price those very low in
the thing because currency items are
inherently um like uh because they're
homogeneous you kind of get like a
market price establishing liquidity very
early um whereas uh for equipment
there's no sync for equipment and so
therefore um you can get hyperinflation
if you're not careful and that's why you
need to make trade of equipment much
more people can Market manipulate and go
buy kind of the very rare item and make
it seem hyper currency very difficult to
do that with like you know you can have
a liquid currency market and making that
easier by just having a more market like
now would that be a thing that would
apply to Mir of col or a much more rare
currency where they could start to
Target and manipulate it or I don't know
I mean like I I mean look we'll find out
when we try it but I believe it should
be okay to have mirrors even in the um
in the currency uh Market as opposed to
the equipment Market um I think it will
be okay um but uh yeah we'll see find
out all right next thing I'm kind of
curious about is
specifically we know the mapping system
is planned for pe2 and there's League
mechanics that you're to Port over over
time based on what fits in pu's current
like esape will we expect entirely new
endgame bosses or will some of the ones
we know return so in um you so if you're
talking about with regard to the league
content um I suspect what will happen is
that um we will upgrade the existing
like for for when we're when we're
making a league return we'll probably
upgrade the existing ones add new
abilities and sad of change them but
they will be fundamentally the same boss
just upgraded and cooler looking so if
you brought ultimatum you get master we
modify I mean would make it like it it
will be different because like the
standard of a boss in per 2 is higher
than it is in per 1 so there's more
stuff like this is even true for some
content that we've made um this is a bit
of a weirder story but you know there's
some content that got made for pee2 then
we did a thing with using it in pee1 and
then when we can picture it right now we
fought the sanctum candle boss oh yeah
yeah yeah yeah example I think exactly
so that originally was made Pee 2 and
then um it got put in pee 1 as a as a
Boston sanctum and then we put it back
in Pee 2 again and we had to make
changes again to make it PE definitely
different than he was in say yeah yeah
yeah so I mean on some level You could
argue he's the same boss as before looks
like a dude with a bunch of cand yeah
but but it is a different boss as far as
like you know other mechanics go so it
was pretty cool running into that boss
like that's the boss from San I recogniz
and he obviously did different abilities
as now I also am curious in that
question iconic bosses shaper and Ziri
these sorts of things I don't think we
would do shaper I think that that is a
thing that is pe1
law leave it exactly leave it there um I
think the leagues are a little bit
different in this regard but I don't
think that stuff that's caught like the
atlas of poe1 would be something that
we'd want to bring over um that being
said I mean you never know right I mean
like oh man wouldn't it be cool if we
did this you never know so some sort of
Legacy throw sure sure but either way
even if we did do that it would
certainly be a different boss like even
thematically it would be like oh the
shape is back because he's doing X and
he's got different and stuff so it would
be effectively a different boss at that
point but I mean I once again I have
zero plans for that I'm just kind of
saying like you know no promises no
promises about that but one way there
fair enough I'll see him soon I guess
now here's something that I'm going to
mess up the quote but Chris famously
said something along the lines if you
make it to Maps we have your soul yeah
now when I think about that it's very
true I got to maps and then I got
completely hooked on just wanting to
dive deeper and deeper do you expect the
point of where they've played this game
enough they're in it do you expect that
to be before maps in pee to um honestly
it's hard to say but I mean the thing
with the map system is it's really where
the game sort of starts to open up and
like you really sort of understand some
of the stuff that you can do so I think
it really is it's not so much that it's
the that it's a amount of time or
anything like that it's just that the
map system is like when you start to
sort of like if you can understand maps
and why they're cool then you are a Poe
player some level you know like you're
there so therefore that's why and so I
think it's yeah it's not so much the
time it's the it's the system itself
like you understand the systems you like
if you're enjoying that you're like yeah
you're going to you'll probably want to
come back again and play that now
obviously we're playing an early cut
demo of couch Co-op here and with that I
have to say I'm pretty impressed in
terms
of making the information that overloads
you right away putting that kind of in
the background and there was a lot of
skills where I didn't even go and look
at the description I'm normally that's
someone to do it and I put it on I start
playing with it um I think that is
hopefully your target it is to try to
get to that ease of access of going from
campaign start to end of campaign
outside of the uncut gem system and
other things in the early game in terms
of
transitioning understanding items is
there any other things you're trying to
do uh to that ease of approach access
like getting people on boarded I mean so
yeah it really is part of the stuff you
mentioned so the way that the skill gem
system is presented now is in a way
where it feels like a skill tree you
know like it look like like you know you
get this thing and it looks like oh this
is like a D2 skill tree I just pick the
skill and then when we're doing support
gems you um you use that and it feels
like oh it's just a pick list of here's
some supports I could use and you don't
really think about the fact there's 100
other supports you could have picked
that um would have technically worked we
just didn't show them to you when we're
looking at the skill so having those
things where it feels that way is very
important the other thing as well is
that um when people do want information
we need to be able to get it to them and
an easy way so um we've got the system
now where you can um hold open a hover
um Mouse over M yeah exactly the inbu
dictionary thing now we I don't think
we've explored fully yet all the
capabilities of what that system could
do for us I really want to make sure
that everything is explainable that in
the game plan that there is no actual
hidden information that isn't somewhere
it's keyword that you wouldn't
understand in natural English exactly
but um on some level that stuff isn't
really what helps new players like what
helps new players is effectively like
guiding them towards a like an easy
enough path where they feel like their
choices haven't expanded too much and
like the passive tree is always going to
be the passive tree so that's always
like a you know a crazy thing like that
but at least with the skill system now
you can kind of feel like okay here's
some sort of obvious choices some simple
things I can just pick and if I do that
I'm probably not going to go too far
wrong I can probably finish the campaign
if I without really having to you know
like lately dig into some build guide to
be able to do that if you know what I
mean and then when you see the build
guides later you're like oh there's all
this other I couldn't done I didn't
realize I could pick stuff from other
classes I didn't realize I could mix the
skill gym with that with the support and
so on um and then that's the stuff when
you kind of really start to take off um
but at least for the kind of like you
know for for the new player you should
be able to um to to to get enough
through to understand that with just
what we're showing well I'm hopeful I
know I've even talked to my brother who
initially was the first one who invited
me to go try Path of Exile and I got it
completely hooked he's even talking
about previously I didn't bring it up
and he's thinking I'm going to try a
Path of Exile too we've seen a lot of
the demos and stuff you guys are putting
out showcasing the characters and stuff
and I think that'll probably be a
selling point for somebody like him who
didn't really want to dive as deep right
away with all the overload of
information right um so we'll see how
the fans on I'm excited for it now I
want also ask quite a few questions here
but I want to make sure I pick and
choose ones that are um things that I'm
quite curious about
um way back when first exilecon and I'm
not going to remember this 100%
correctly but there was some sort of
idea in an ascendency that had the
ability to use it was either bow skills
with a melee weapon or it was using
melee skills with a bow or something
like that um my animators really don't
like this one are they are they have
they r over it uh well I mean so like
that's the kind of thing that I love cuz
I like just like coming up with weird
stuff like that um we might still do it
I don't know um it's we kind of like
have done a lot of other ascendency
class design since then and we're not
really talking about ascendency classes
too much so I don't really want to
promise anything but I do know that our
animators aren't very happy with that
one CU like we have to animate all these
different things for all these stuff but
as I said I love that sort of stuff um
it might come in more with uniques um we
have all sorts of weird uniques that do
weird stuff like that um yeah I I guess
I can't really spoil anything right now
but uh effectively um like I I I like
weird like use the skill with other
weapon type type interactions I think it
opens up more builds that you can
potentially do would there be any world
where there's unconventional gear sets
like for example one I always hear about
is dual wielding Shields some weird
something like that um I mean look I'll
Never Say Never um that's odd for sure I
would have to think about how that could
work um but uh I mean as I said I like
that kind of stuff um we've got a few
already thing weird things like that
going on in our uniques that um I don't
know if any of them actually in the
build you're playing and as I said the
unique's quite rare at the moment anyway
okay um but yeah there's some kind of
weird stuff uh I'll take that as a
probably yes yeah even though it's a
maybe no yeah yeah all right fair enough
um another question I'm pretty curious
about getting your um your input on is
given the strict limitation of flash
generation and there's a clear uh
emphasis on certain flas are basically
just for removing like chill if you've
been chilled and the limitation there
ways to deal with ailments and are we
to basically believe that going forward
ailments are going to be quite a bit
more difficult to deal with or just rare
that we encounter them in general for so
they are I do want um what we're trying
to avoid with the way the flas work is
the sort of flask piano thing where you
just be constantly pushing flasks and um
in order to do that we do have to make
it so that things like elments are a bit
rarer to apply to you but when they do
happen they are nasty and therefore
you're going to want to have a way to
deal with that so yes absolutely um but
the thing is is that um I also am still
a believer in you actually using health
and Mana flasks so there which I know is
something
isot people I mean I know in pee one
that's like practically Sac religious
but um the a lot of people myself
included that aren't necessarily flask
enjoyers yeah yeah but um ultimately um
the uh the yes
effectively you should have to care
about ailments it shouldn't be something
that is just happening to your character
all the time it's like an event that you
know you have to worry about and like it
can matter on certain bosses and so on
um one thing that I would say is that in
pee1 even from the player applying side
I think that um you get a situation too
often where just everything is affected
by every ailment all the time um even
lightly and um then you've kind of got
this thing I don't really like that like
I I I want to make the the ailments
harder to apply so that then you
actually it becomes a more conscious
thing when you do it seems like a
meaningful thing that happen yeah
exactly exactly so um like uh things
like with the uh the the um siphoning
strike you saw earlier it's like shock
is easy to apply with that skill shock
is hard to apply with just a
runof-the-mill lightning skill um it's
like the kind of thing where like then
you actually think about okay if I want
shock I'm using this skill as opposed to
that one and sure there'll be support
gems that allow you to kind of do both
anyway you know different things but
it's not going to be the case that's
just like oh I just every like because
I'm doing so many elements all the time
with so many skills I'm just constantly
getting everything's on
fire yes I really don't like that so um
I think in general what we want less
debuffs more meaningful debuffs that do
more okay I appreciate that I was mainly
thinking about the aspect of if it's
going to be harder for us to deal with
ailments then it' be hopefully uh
something that we encountered less often
I think we'll finish up with one last
question I'm GNA have to choose
hopefully a decent one to finish
on
um I'll talk about this question this is
a personal curiosity of mine and I'm not
sure you'll have a good answer on this
but something I missed out when I
started I started in breach leag towards
the end of it something I always just
hear about in Pas time is race events
and the Race Rewards do you think that
is something that will be returning for
Path of Exile too I would love to do it
but unfortunately it was one of those
things that just never really moved any
needles like it was really cool and like
we didn't really see any increase in
players from it we didn't really see
like like even though it was cool and
everyone liked it it kind of just didn't
do anything um so what I would say is is
that if we had so the person who used to
do that to run those was Mark and Mark's
kind of got a lot of other stuff on his
plate so basically if Mark just did that
I'm sure they would be great and we'
still have them but we'd need to find
another person like Mark just to run
that who has like a good understanding
of like what it would mean to run Poe
seasons and for them to be able to do
that without having to like uh you know
like derail everyone else on the design
team because effectively all it was is
literally Mark could make another Race
season or he could make another boss and
we'd rather have the boss and that's
literally all it was um so yeah as I
said no philosophical issue with them or
anything like that I'd love to have them
I did enjoy playing them myself um but
uh yeah it just kind of wasn't worth the
time that we had for the people who
needed to be making it to be doing it
right well I guess we can hope that
maybe some Mark finds extra free time y
well thank you for uh letting me do this
interview with you today and I'm sure
everyone that got these answers are
really really appreciate of it I really
uh thank you thank you for taking your
time yeah all right take care peace out
exil
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