PoE2DB:您的流亡黯道2終極資料庫與攻略中心

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搶先體驗將於 2024 年 12 月 7 日 上午 3:00:00 開始
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PoE2DB:流亡黯道 2 Reddit 最新討論

即時掌握來自 Reddit 的最新社群討論和公告

Most stupid craft I ever did

Today, I made the most stupid mistake in crafting. I was trying to craft the meta increased effect of socket boots and wasted more than 50 divs. I bought a random magic boots (first boots image) from Alva and confirmed the level requirement is 75, then hit fracture to 100% increased effect effect of socketed items. Now, "it's time to slam chaos orbs." I kept slamming chaos orbs (probably around 500-1000), and thought I was just unlucky hoping for the 35% MS roll. I linked my boots to chat to show how unlucky I am, and someone noticed the item level was not 82 😂. Just to not waste my effort, I slammed few more chaos for the 30% MS and got the 2 slot vaal. I did another attempt (now making sure it was item level 82), and got lucky with few chaos and whittles, but ended up bricking with t1 mana. Luckily, I still hit the 2 slots vaal. Don't be like me guys.

02

Small info thread on Knockback and how i wish it could be improved.

Knockback in game is currently a mess. There are 4 different wordings on knocback skills. Being: Knockback, Knocking back, Knocks Back, Knocking Them Away. This is already a mess. But none of the skills mention how much they knockack. From experimenting it also seems as if skills have a hard cap on how far they can knock a monster away from your character. Using Punch Through with Wind wave and large KB scaling can get you do put 220% east target, meaning over 73 metres of expected knockback distance. But in reality the enemy will at furthest go to the edge of the screen. Assuming this means Punch through is supposed to me every 0.1 metres, like it is listed on tempest bell, still changes nothing on this conclusion. Enemies weight and rarity also come into account. Doing the same 7.3 metre knocback will only give 40 easy target against something like a normal Obstagoon, the large dinosaur fella. This means 80% less knocback on the target you want to know away the most. Knocback on a unique, like crowbell, is also only applying roughly 13% easy target So overall knockack is: Unclear, inconsistent, unnecessarily convoluted, arbitrarily limited. There is very little reason to have these limiters in place. Having an 80% adorned and 6 Knockback jewels with all the knocback nodes on the tree and 3 sekhemas resolve rings with knocback jewels should let me send an enemy to the next plant. not 1.3 metres away cause theyre big boned. Also also, let us target our bell, or disable autolock. Hitting the bell with a 7.3 metre aoe causes a 730% more aoe, causing it to hit 2 screens away for me, but after i hit it once with Empire's Grasp i auto lock onto another enemy, and bring them immediately into me instead of the bell.

10

An idea for towers and tablets redesign

**Premise:** This is meant to be constructive criticism. I am not here to rant, nor do I want the game to fail. In fact, quite the opposite. I love Path of Exile and believe it is improving in many ways. However, I still feel that the current endgame system falls short in several important areas. I wanted to share an idea I have been iterating upon with the community and hear what others think. I apologize if a similar idea has already been proposed. I searched and did not find anything quite like this. Also, I do not have much experience with Path of Exile 1, so if I inadvertently propose Poe1 endgame system let me know and I will delete the post. Lately I have become more and more frustrated with how the endgame loop is designed. In Season 1, I did not fully share the complaints that many players had, but in Season 2 some of the new changes have made the system feel even more frustrating to engage with. The biggest issue I see is that the system works against itself. In Patch 0.2, exploration became much more important. You now need to quickly move from one corrupted or cleansed area to another to increase your map levels. You are also encouraged to chase unique maps or chase citadels areas by pushing outwards. But despite all that, if you want to run tablets efficiently, you are pushed to stay within one area, ideally one with several overlapping tower radii that you can enhance with tablets. This is the biggest contradiction I currently see with the current system Also, mechanics spawn randomly within the tower radius which has been a problem since 0.1. To play efficiently, you usually have to clear most of those nodes, even if they are not ones you would normally choose. This is very time-consuming, and to me it creates a feeling of being stuck. I have five days of playtime on my character. I have cleared T2 Orloth, T1 Simulacrum, King of the Mist, and T3 Xesth but I still have not found a single citadel, I only have four points on my boss atlas, and I am missing one unique map to complete the last two points. All of this happens because I cannot just move freely toward those goals unless I ignore towers completely or accept wasting most of the mechanics that get spawned with my tablets. To me, the fact that you cannot efficiently explore and engage with mechanics at the same time is a major design flaw. **My Proposal, decouple Mechanics from Node Location:** Here is the idea I would like feedback on. Nodes no longer spawn mechanics. They can still be corrupted or irradiated, but mechanics are not tied to node location anymore. Towers no longer influence an area around them. When you activate a tower, you still insert precursor tablets following the current rules (the more map modifiers the higher the amount of tablets that can be slotted), but instead of buffing nearby maps, you receive counters for the mechanics you selected. These counters represent how many times you can trigger a mechanic of that type. For example, inserting Breach, Irradiated, and Boss tablets would give you 10 Breach counters, 13 Irradiated counters, and 4 Boss counters. Every time you click on a node, you can choose which of your available counters to activate. The suffixes from the tablet are applied when you use a counter. **Why I think this would help:** You can choose where each mechanic appears. For example, Breach never has to appear on Crypt anymore. Instead, you can save it for layouts that make more sense, like Steppe or Savannah. You are free to explore the atlas. Mechanics are no longer tied to a specific radius around your last tower. You can plan your mechanics more deliberately. For instance by saving boss modifiers for maps with corrupted nodes that has a +1 lvl modifier (instead of the current slam and pray). Detouring becomes strategic rather than inefficient. If you find a good group of layouts that suit your mechanics, you can intentionally path toward them. **Examples** Example 1: Your tower gives you: 10 Breach with 7 percent increased quantity 10 Irradiated with 3 percent increased quantity 4 Boss with 15 percent increased quantity of items dropped by bosses (let's assume only one modifiers per tablet for simplicity). You can now run four maps using one two or all three mechanics. If one runs out, such as Breach, you continue with the other two until they run out as well. Example 2: You are partway through your progress and still have 1 Breach 2 Irradiated 1 Boss and you then reach another tower. You slot in Delirium, Ritual, and Expedition tablets. Now you have six mechanics available, and you can choose combinations based on the layout. If you want to refresh Breach, you can either use your last Breach counter first or overwrite the old one by inserting a new Breach tablet with a new modifier. **Balancing and Additional Considerations:** This way it limits the number of active mechanic counters to six. You cannot stack the same mechanic multiple times. Towers that are close to each other would still be valuable, but in a more flexible and intentional way. One possible problem with the current system is that the best strategy can become running empty nodes with t1 maps until you activate two towers and run 6 mechanics nodes until you run out of counters. To circumvent this you could also consider having only one tower active at a time. Hybrid unique tablets could allow for a tower to slot in more than 3 mechanics, such as Breach plus Delirium, and running a T16 tower map could unlock a fourth slot for instance. **Why I Think This Works:** This approach addresses the core contradictions of the current system. It allows exploration and mechanic farming to happen at the same time. It removes the frustrating dependency on overlapping tower radii. It gives players more freedom to plan and execute strategies around layout and mechanics. It also removes some of the map RNG that forces players into unwanted content. The idea may need refinement, especially around overwriting counters or refreshing towers, or the total numbers of mechanics available at the same time, but I think it has real potential. It increases the strategic layer and agency of the system while removing the parts that feel restrictive and frustrating. Let me know what you think. I am genuinely curious to hear feedback or suggestions.

01

Why is trading not in-game ?!

You could have an auction house working exactly like the currency exchange ?! You put your item in your premium tab, set your price, your order stays listed, and next time you log in, it might be fulfilled. Which doesn't require you to be online and doesn't break your map flow, why is that so hard to implement?

019

Elemental memefication

The price is obviously meme but I still get at least 2-3 offers a day lmao

20

New Crafting Mechanic Idea! Better Essence use?

I have an idea! Since the omens that we get for crafting and/or chaos orbs make crafting quite random, given the large pool of affixes. I was thinking that they should allow the use of Essences on said chaos orbs or other crafting options such that it limits that large pool to a more desirable pool. E.g. Essence of Flames on Chaos Orb --> Chaos Orb an item and get Fire Res or Fire Dmg, etc. Is this a good idea or a bad idea? I think it's good because it would allow for an easier time crafting.

20

POE2db Build Guides

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POE2db Database

POE2db Database is under development. Meanwhile, you can visit poe2db.tw for Path of Exile 2 (PoE 2) Database

關於流亡黯道 2 (PoE 2) 的常見問題

什麼是流亡黯道 2 (PoE 2)?

流亡黯道 2 (PoE 2) 是由 Grinding Gear Games 開發的免費動作角色扮演遊戲,將於 2024 年 12 月 6 日進入搶先體驗。這個續作建立在原版流亡黯道的基礎上,在保留粉絲喜愛的核心元素的同時,引入了重大的遊戲玩法改進和新內容。

流亡黯道 2 搶先體驗和完整版本的職業有什麼主要區別?

流亡黯道 2 的職業可用性差異

搶先體驗職業

玩家可以在搶先體驗期間選擇六個職業:

  • 戰士
  • 武僧
  • 傭兵
  • 女巫
  • 巫師
  • 遊俠

完整版本職業

完整版本將擴展到十二個職業,包括:

  • 德魯伊
  • 獵人
  • 掠奪者
  • 決鬥者
  • 暗影
  • 聖殿騎士

流亡黯道 2 的升華職業差異

搶先體驗:每個職業可以使用兩個升華職業。

完整版本:在完整版本中,每個職業將有三個升華職業,提供更多專精和構建多樣性。

技能寶石的差異

搶先體驗:玩家將可以使用約 150-200 個主動技能寶石和約 110-133 個輔助寶石。

完整版本:完整遊戲將提供約 300 個主動技能寶石和超過 200 個輔助寶石,大幅增加角色自訂選項。

流亡黯道 2 的遊戲內容差異

可用章節:

搶先體驗包含普通和殘酷難度的第 1-3 章內容。

完整版本將提供橫跨第 1-6 章的完整故事。

流亡黯道 2 的怪物和首領差異

搶先體驗:將有約 400 種怪物和約 50 個首領。

完整版本:遊戲將擴展到超過 600 種怪物和約 100 個首領,提升挑戰性和遭遇的多樣性。

裝備和傳奇物品的差異

搶先體驗中的裝備類型和傳奇物品的具體細節尚未完全公布,但完整版本預計將有超過 700 種裝備類型和傳奇物品,提供更豐富的掉落體驗。

在哪裡下載流亡黯道 2?

平台:遊戲將在 PC、PlayStation 5 和 Xbox Series X/S 上提供。可以從 Steam 和 Epic Games Store 等平台下載。

玩家可以透過以下方式獲得存取權:

  • 支持者套裝:購買這些套裝將獲得搶先體驗權限以及獨家遊戲內物品。
  • 終身消費:在原版流亡黯道中消費至少 480 美元的玩家將自動獲得搶先體驗權限。

下載大小:Xbox 的預下載大小據報約為 96.26 GB,表明發布時將有大量內容可用

可用內容:搶先體驗版本將包含橫跨前三章的戰役,約 400 種怪物類型和 50 個獨特首領,這大約是完整版本計劃內容的一半

流亡黯道 2 的合作功能如何運作?

在流亡黯道 2 中,合作功能旨在提升多人遊戲體驗,讓玩家能以各種方式組隊。以下是合作功能的主要方面:

合作模式

本地合作:

  • 玩家可以在支援的平台上享受本地合作,讓兩位玩家使用兩個控制器共享同一個螢幕。
  • 玩家可以選擇在一個帳號上遊玩或使用兩個獨立帳號登入,提供角色管理和進度的靈活性

線上多人遊戲:

遊戲支援最多六名玩家的線上合作,透過跨平台遊玩功能,讓朋友們可以不受平台限制加入彼此的遊戲

流亡黯道 1 和流亡黯道 2 有什麼區別?

傷害轉換的運作方式不同。在 PoE 1 中,你可以擁有一把純物理傷害的雙手斧,透過增加物理傷害的天賦節點、更多物理傷害輔助寶石來提升,然後將所有傷害轉換為火焰並從增加火焰/元素傷害的天賦中獲得提升。在 PoE 2 中,它只會從火焰/元素傷害天賦中獲得提升,且轉換只適用於基礎物理傷害。

你可以在這個影片中找到更多資訊: