For the final poll in our community-designed Divination Card series, we are inviting you to vote for the card’s artwork! In the second poll, our community voted that the card will redeem for ‘Any Unique Watchstone’ and in last week’s poll, you decided that ‘The Hook - Every obsession began with a single, innocent taste’ will be the name and flavour text of the card. Check out the ‘hook’ inspired art and vote for your favourite here.
Once the artwork has been decided, the card will be complete! We are expecting to release the Divination Card alongside our 3.14 expansion. Thank you to everyone who participated in this process. We can’t wait for you to find your creation on your adventures through Wraeclast!
Over the years, our community has shared their love for Path of Exile with us by creating incredible pieces of art inspired by the world of Wraeclast. Join us in looking back at some of the wonderful works from the past that celebrate some of our favourite characters and bosses.
If you have any Path of Exile inspired creations that you would like to share with us and the community, be sure to post them in the Community Showcase forum.
In the coming weeks, we will be announcing our 3.14 expansion. At that time, we’ll introduce a new set of League Supporter Packs, which means the Heist Supporter Packs will permanently leave the store.
There are two pairs of Heist Supporter Packs available in the store; the Spellblade Supporter Pack and the Eagle Supporter Pack. Each of the two pairs is designed in its own style with different contents, so you can choose whichever you prefer; or if you can’t decide, you can get both! If you have previously purchased a smaller pack, you have the option to upgrade to the larger one. All of the microtransactions included in the Supporter Packs are exclusive and will not be available in the store again.
If you're interested in getting one of the Heist Supporter Packs but you're not sure you'll be able to do so in time, we'd recommend setting up a payment plan which can reserve a pack for you for up to three months after the commencement of your plan. Just email us in advance at support@grindinggear.com; we'll be happy to help you!
Additionally, if you have purchased any plain points packs since September 1st 2020 (PDT), you can use this in an upgrade to one of the Heist Supporter Packs! You can credit up to 80% of the value of your desired supporter pack towards an upgrade. For example, if you purchased a $10 point pack you could then upgrade to the Spellblade or Eagle Supporter Pack for $20. You'd then receive the remainder of the contents of the pack, excluding the points you already purchased before the upgrade.
The Heist Supporter Packs will be replaced with the new ones on consoles alongside the launch of our next expansion.
While you’ve been collecting bosses for the Maven, we’ve been collecting screenshots of bosses from Path of Exile’s campaign for you! These screenshots include much loved characters from Path of Exile’s first act such as Captain Fairgraves and Merveil. Check them out below! If you are interested in having a look at even more screenshots, you can check them out clicking here, here or here.
With our 3.14 expansion announcement lurking in the near future, we can't help but think back to our biggest reveal ever at ExileCon. Today, we wanted to look back at some of our favourite memories from the event to celebrate the past and future of Path of Exile!
Shortly after ExileCon, we put together a montage of highlights featuring some of the best moments from the entire weekend. In case you missed it, you can check it out below.
Getting to hear the founders of Grinding Gear Games share their passion for Path of Exile and spilling secrets from the game's early development is one of the many insightful talks that took place at Exilecon. Watch it below!
If you are curious to know more about how the technology of Path of Exile has changed over the years, be sure to watch this video about the evolution of the Path of Exile renderer.
Thank you for joining us on this trip down memory lane. We can't wait to share more about the future of Path of Exile with you soon!
Up next in our series of polls for the upcoming community-designed Divination Card is to decide on the name and flavour of the card. The options in this poll are based on the theme ‘Temptation of the Atlas and its consequences’, which our community voted for in last week’s post.
This poll will be open for one week so if you would like to participate in the process, make sure to cast your vote here.
Whether you are celebrating a win or cursing at a loss, we love seeing the emotional moments you capture in Path of Exile. Today, we have gathered up some of the most joyous and heartbreaking clips you’ve shared during the Ritual league. You can check them out here.
Last week we announced the winners and first sixteen runners-up of the 2021 Talent Competition. Today, we’d like to announce and showcase seventeen more of the competition's runners-up!
We’d like to thank everyone from our community again for all the amazing submissions! The competition has further shown that our community is filled with very creative and talented people! Congratulations again to all the winners! You can check out the selection of runners-up by clicking here.
Earlier this week we concluded our 2021 Talent Competition where we invited our community to showcase their many talents by making Path of Exile-inspired creations. Your creativity astounds us and today, we are excited to announce the winners!
Thank you to everyone from our community for your incredible submissions and congratulations to all the winners! We’ll be contacting you soon to arrange your prizes. We’ll also award more Runner Ups in a follow-up post next week. Please check out the winners outside of the top three in our announcement post here.
We're going to be making some further changes to Harvest Crafting with the release of 3.14.0 in April. In short, we're concerned by how deterministic some Harvest Crafts are and how easily players can craft near-perfect items. We don't feel that this is consistent with how Path of Exile's itemisation should work. Before we detail what changes are coming, we want to explain a bit about Harvest's initial implementation and our design philosophy around items and crafting.
Our Initial Plan for Harvest Crafting
Using currency items like Exalted Orbs or Chaos Orbs on your gear is a powerful, risky and exciting way to improve it. But because these items work equally well on both low- and high-level equipment, it's generally considered best to save them until you're crafting your end-game gear. Many players would even argue that it's best to save them to trade for already-crafted items. In either case, using valuable currency items on your levelling gear is generally perceived to be non-optimal.
When we were designing the crafting mechanics that would be the reward system for Harvest League, we wanted to experiment with a system that allowed you to craft items while levelling (using the equivalent of powerful currency like Exalted Orbs), so that players could get the experience of using valuable currency items without feeling bad that they were missing out on future value. Our goal was to make a system that was so attractive that players would try to improve their items by throwing a few crafts at them in almost every area that they play.
Towards the end of Harvest's development, it became clear that this was a very powerful crafting system. We had hit our goals and then some. The question was whether we should preemptively nerf it before players saw it, or try it out for a league at full strength. We decided to try it out. The data we'd get from players interacting with a very powerful crafting mechanic would be very helpful with our ongoing work deciding the appropriate power level of crafting opportunities in Path of Exile 2.
So we launched with the powerful version of the system, including some crafts that modified items in more specific, deterministic ways than we had allowed before.
Upon playing the league, the crafting side of it was an immediate hit. Players easily filled gaps in their builds while levelling, and made many, many mirror-worthy items. As our concern over this grew, discussion started about how to adjust things when we eventually integrate it into the core game.
Integrating Harvest Crafting into the Core Game (in 3.13.0)
We decided to integrate Harvest into the core game as map-only content. Harvest Crafting while levelling went fine during the Harvest league, but pretty much every league has some item acquisition mechanic that occurs while levelling so we didn't think it was necessary to have Harvest on top.
In the end-game, Harvest Crafting allowed the creation of some ridiculous items, mostly via a set of deterministic crafts that interacted with specific types of mods. This had to be toned down, and we had to choose between two ways to do it: either by removing the dangerous crafts, or by keeping them in as rare possibilities and then balancing by rarity.
We decided to do the latter. The good crafts would stay in the game as very rare outcomes. We didn't remove any crafting options, other than ones that related to the process of growing a garden as they became redundant with the garden-maintenance mechanic being removed.
So in 3.13.0, we released an integrated version of Harvest where players stumble across groves full of crafts and hope they get the most valuable deterministic ones. We hoped that this would still keep the most valuable crafting options available while limiting the most abusive crafting to just very lucky or successful players.
Analysis of Integration into the Core Game
With Harvest integrated into the core game with 3.13.0, players still made ridiculous items. Even the crafts we made quite rare felt pretty common when the entire community was pooling them together and using them on the right items.
The second issue was that players felt overwhelmed to get so many crafting options. It was possible for up to 100 or so crafts to be given to the player per grove, and this caused people to feel obliged to consume them otherwise they would be wasted.
The result of both of these factors was that players had access to basically unlimited medium-power crafting and had to RNG-hunt the best crafts which they could then store for later.
Players also expressed frustration that the most effective way to get the best items in Path of Exile was to join a discord channel and try to trade for these incredibly crucial crafts.
The first part of this that concerned us was that Harvest was critical in making the best items (and hence made many other game systems obsolete). The second part, where it was inconvenient to trade them, becomes far less of a problem if we can solve the first issue.Our problem with all of this can be summarised with the following thought: "Why would I use a regular Exalted/Divine/Annul Orb when I can get one through Harvest that has a deterministic result?"
The entire rest of Path of Exile's crafting system is somewhat redundant with Harvest Crafting in its current form. While we are glad we tried the experiment of keeping all the crafts and balancing by rarity, it's unfortunately going to have to change.
Path of Exile's Item Philosophy
At its core, Path of Exile is a game about the acquisition of powerful items.
When we were designing Path of Exile, a critical aspect of item acquisition is that it is through random (rather than deterministic) means. When you defeat monsters and bosses, you receive random items. When you approach Cadiro for a valuable item, you are offered a random one rather than one that you can control. When you craft an item, you receive a random modifier. In limited cases where you can choose a specific modifier, it's usually worse than what could have been rolled randomly. Even game systems specifically intended to involve determinism such as Divination Cards and Incubators still have amounts of luck involved.
It's also important that items are hard to perfect. Ideally there's significant diminishing returns in the currency item crafting process, which lets most players get something good enough relatively easily, and the expert players can show off with really good items that took a lot of effort to make. Obtaining perfect items is ideally close to impossible, with very few players able to claim that they have such valuable treasures.
We feel that the current state of Harvest Crafting runs against both of these important philosophies. We know that many players would love us to keep deterministic crafting in the game because it enables them to complete their items far more quickly than they otherwise would. But then there would quickly be nothing left to achieve. It was an interesting experiment, and we understand that some players will likely be attached to this level of incredibly easy crafting, but it's just not the Path of Exile we set out to make.
This sentiment was summed up by a member of our design team who recently said "We don't want to take away the feeling of closing your eyes and Exalting an item, scared to see whether you ruined it or not."
Upcoming Changes in Path of Exile 3.14.0
So in 3.14.0, we're making some changes. The first three are direct nerfs to Harvest, and the second two are improvements. It's also worth noting that Harvest Atlas passives have been adjusted to accommodate these changes.
Previously, every seed in a patch granted an instance of that seed's craft. Now, only some of the seeds do (so you're getting far fewer of the crafts that were overwhelming people with their quantity). Higher-tier seeds are closer to the 1:1 ratio from before.
Some mods that had overly-deterministic behaviour have been removed. These include all annulment mods (other than the ones that remove a mod that isn't of a specific type before adding one of that type), and all type-specific divine mods.
Crafts that add mods of specific types (like Physical Modifiers, for example) to items can now only be applied to non-influenced items, except for the existing mod that applies an influenced mod to an influenced item.
The chance of encountering a portal to the Sacred Grove in a map has been increased by 60%.
The Heart of the Grove encounter is now a map fragment that sometimes drops from Tier 4 Harvest bosses, instead of randomly appearing in place of a normal Harvest grove. This allows you to trade the encounter if you don't feel up to it, and it means that finding The Heart of the Grove when you are in a map with difficult mods doesn't lead to an impossible encounter.
Overall, this is undoubtedly a heavy nerf to high-end Harvest Crafting, but we strongly believe that it is in Path of Exile's best interests going forward, and that there are still a lot of compelling Harvest crafts that make the grove worth running at any point in map progression.