Next upon the design docket is a poe currency discussion of the design and advancement of Gems. Most notably, the thought process behind the most recently-introduced stone is explored. As you may recall, nine new jewels were added “including four Skill gems that focused on Necromancy”, one of the trademark features in War for the Atlas. Senior Game Designer Rory discusses moving from a general discussion of abilities that would be added and how gems could fit into that design structure. For example, taking the base ability of Detonate Dead and changing it with the accession of a gem was something the team. Obviously, some skills worked better than many others in this regard, however, as Rory says, all of this is part and parcel of sport development. .
We had also prototyped a skill codenamed “Infernal Sweep” which was a fiery subject of effect sweep attack that burst nearby corpses. Early testing revealed it felt bad to use, needing to swing two to first kill some enemies then again to detonate their own bodies to get bigger area harm. The ability was spectacular, but didn’t play well unless it had been boosted in the starting place and harm to the point at which it invalidated the functions of Sweep and Infernal Blow. This skill went back to the drawing board and we’ll probably see it again in future with added mechanisms or without the dependence on corpses.
The article further goes into specifics about Support Gems and how layout iterates from concept to completed project. You can check it all out here.
Comparable to gems, a number of “elder uniques” were inserted in War for the Atlas that may only fall from The Elder himself. Game Designer Hrishi took some time to Go over the Cyclopean Coil, Blasphemer’s Grasp, Nebuloch, Hopeshredder, Shimmeron, Impresence along with Watcher’s Eye. Each has its own distinct market in Path of Exile, both in terms of its unique appearance, but also with regard to what it adds to the overall player experience through attribute focus, ailment attention and a whole lot more.
[T]he special items needed to be made in this way that made them typically helpful for a vast array of builds, and to create a reason to keep fighting the Elder many occasions, or the things would feel as though they had no value.
The overall design of a lot of older uniques is they are intended for a large assortment of builds. Because of this, the attention on POE Orbs these designs are characteristics, ailments, fees, curses and auras.
Sorry, there was no activity found. Please try a different filter.