After entering the 21st century, the development of technology has been so rapid that it is beyond imagination, and the benefits brought by this development are reflected in all aspects, not only making your life more convenient but also making your entertainment more diverse. Take playing video games as an example, in fact, it might be hard for people 20 years ago to imagine that there are now six or seven choices of gaming devices alone!
Among all gaming devices, PCs and various controllers that need to be connected to the display are more troublesome and cannot be carried around for experience, while mobile phones, iPads and handheld game consoles are more convenient because of their smaller size - if you are a game fan, you must know that Nintendo Switch is the most popular handheld game console.
At present, some games on the market are designed specifically for Switch, while some games are first supplied to other devices and then logged in to Switch. This means that if you are a fan of both the latter game and Switch, you may always be looking forward to their early cooperation, and one representative of this type of game is Genshin Impact.
When Genshin Impact was first released in 2020, it could be experienced on mobile (Android & iOS) PC and PlayStation 4, and it was announced that it would land on Nintendo Switch in the future. However, it is now 2025, and although Genshin Impact has been launched on PS5 and Xbox Series consoles before, the Switch plan of Genshin Impact has not yet been realized. However, the recent release of Switch 2 information seems to allow you to see the dawn of this plan.
Like its predecessor, Switch 2 is a hybrid game console that can be used as a handheld game console or connected to a TV or monitor. It is similar in appearance to Switch 1, but the screen size is expected to increase by about 33%, and other hardware details will be fully upgraded.
There have been many rumors about the specific launch date of Switch 2, and it has not been determined, but at least you can be sure that it will be better than the first generation in all aspects. In addition, although Nintendo has not yet announced which RPGs will be first launched on Switch 2, and HoYoverse has not announced the next plan for Genshin Impact and Switch 2, if the two are still planning to cooperate, then Switch 2 is definitely better than 1.
The first generation Switch was released in 2017. Although it was evaluated as one of the most innovative game consoles ever at the time, it was eight years ago, after all. Nowadays, Switch 1 cannot compare with PlayStation 4&5 or Xbox series game consoles in many aspects, so the birth of Switch 2 is inevitable.
In addition, devices are improving, and games are expanding. Compared with five years ago, Genshin Impact now has higher requirements for devices in terms of memory and performance. Perhaps this is why Genshin Impact was not finally released on Nintendo Switch - the rapid expansion speed of releasing patches every six weeks makes it increasingly unlikely that Genshin Impact will be ported to Switch 1.
You might be thinking that even without a Switch, playing Genshin Impact on PC is also great, after all, the bigger screen will make the experience better, but you only need to check the number of characters in your Genshin Impact Account to dispel this idea - the high storage requirements brought by the growing number of characters means that the PC may also experience lags. However, as the latest game console to be born, the Switch 2 is expected to introduce modern hardware, allowing popular Gacha games such as Genshin Impact to run smoothly.
If the Switch 2 can really achieve hardware advancements, it will not only run the current Genshin Impact smoothly but also adapt to the frequency of future updates of the game. In fact, there are rumors that the Switch 2 will even be able to run large games such as Metal Gear Solid Delta and Final Fantasy 7 Remake.
Since its launch, Genshin Impact has been compared by players with Zelda: Breath of the Wild developed by Nintendo, because the two games have many similarities in open world design and exploration. Even though Genshin Impact focuses more on Gacha elements and becomes more and more different from Zelda as it develops, some people still suspect that Genshin Impact is a copycat.
Regardless of the credibility of this suspicion, the combat, character development and narrative structure of the two games are now very different, which has completely opened up the own fan base of Genshin Impact. Therefore, Nintendo can completely regard Genshin Impact as a strong competitor to its own Zelda series - Genshin Impact is even completely free outside of Gacha elements, while Zelda is not.
In this way, whether Genshin Impact can be logged in to the Switch series is actually not related to the performance of devices, but involves intellectual property disputes. If so, then you may not have the opportunity to play this RPG developed by HoYoverse on any Switch.
But you don’t have to worry about it. After all, there are many game choices now. In fact, you can play Zelda on Switch and Genshin Impact on other devices to fully experience their different charms, give your own game review, and make your gaming experience more meaningful.
In the upcoming version 0.2.0 patch update in late March, the developers will add a series of new content to the game. These include new support gems, new unique items, and even there will be a high probability of releasing a new class.
However, among the adjustments announced by the developers for POE 2, there is one point that is controversial among players, that is, the adjustment to Lost Towers. They added the mechanism of Lost Towers to make it have richer content for players to explore. But not all players are satisfied with this.
In the preview of the 0.2.0 patch, the official said that they will change the mechanism of Lost Towers in the next update, so that players can encounter random rare enemies or even BOSSes in the process of exploring the tower. At the same time, the next version of Lost Towers will also be affected by Precursor Tablets, changing the distribution of monsters. That is to say, Lost Towers will give birth to more monsters for players to sweep.
It is not possible to judge whether this change is good or bad. Let’s take a look at how Lost Towers perform in the endgame of the 0.1.0 patch.
In the endgame, players explore Lost Towers basically to open up new maps, and then insert Precursor Tablets on Lost Towers to affect the appearance of modifiers.
If players have Waystones with very bad attributes, or Waystones that become worse under the influence of Vaal Orb, then players usually choose to use these Waystones on Lost Towers.
Because Lost Towers have very low returns, and basically no rare items will be dropped. And there are no activities. Therefore, there is no loss in dropping Waystones in Lost Towers.
If players have Precursor Tablets with very good attributes, then players can insert these Precursor Tablets into nearby towers. The influence areas of these towers will overlap, and the overlapping areas are the areas with the best farming currency. When several excellent attributes overlap, the probability of rare enemies appearing in this overlapping area will be much higher, so you can get good benefits in these locations, such as many POE 2 Divine Orbs or even unique items.
This method is also effective in 0.2.0. This is a very timesaving method. But players still hate Lost Towers very much and even think that Lost Towers ruined the entire POE 2 endgame experience.
Mainly because the rewards players can get in Lost Towers are very rare, and the interior of Lost Towers is very complicated, like a maze. And the interior of Lost Towers is very narrow. When players fight inside Lost Towers, the skills they release are often blocked by walls, so the experience inside Lost Towers is very poor.
However, the developers also made some changes to Lost Towers in 0.1.1. In version 0.1.1, the developers added 5 new types of towers to the game:
Each of these towers has a different terrain and monster distribution. The best tower for players is basically Bluff, because the exploration route in this tower is basically a straight line, allowing them to complete the tower the fastest.
Since Lost Towers introduced more points of interest in 0.2.0, players have to spend more time than usual to fully explore the entire tower. This is unbearable for some players, mainly because the complex and narrow terrain of Lost Towers makes every minute of fighting in it full of torture. Even worse, players sometimes cannot defeat the boss in the tower, which may cause players to have to challenge these bosses repeatedly or waste one of their Waystones to reset the tower.
In addition, since the 0.2.0 patch, towers will also be affected by Precursor Tablets. When players use Breach tablets and encounter a Breach encounter in a tower, the battle will become very difficult.
After the update, players can no longer throw Precursor Tablets or Waystones with disadvantageous entries into Lost Towers at will, because towers will now also have various monsters and rewards.
But such changes are not all bad. At least after the update, Lost Towers will become the same as ordinary maps and can also bring rich rewards to players. Compared with previous versions, players now have more opportunities to encounter Ritual events, Breach events and Delirium mirrors on the map. Therefore, towers will become another place to choose to farm currency.
Lost Towers will also be affected by Precursor Tablets on other Lost Towers, so you can also control the drops or enemies in the tower to a certain extent.
Read More: Path Of Exile 2 0.2.0 Patch: This Patch Will Have A Great Impact
Most players may be dissatisfied with the changes to Lost Towers in the 0.2.0 patch. This is because Lost Towers is not what they are interested in. The process of exploring the tower is depressing and disappointing. Even after the changes, most players are probably still not willing to fight in such a complex terrain as Lost Towers. Players are more looking forward to developers bringing some real new content. For example, new bosses, new activities, new unique items or classes, etc.
In this guide, I want to talk about everything I do to maximize leveling speed, and what you can apply with the new 100% XP bonus. Including how to maximize the world buff Sleeping Bag, how to maximize your enchantments, your gear, and how to take advantage of large open world quest changes.
If you follow this guide, you will be able to easily level up from level 1 to level 40 in 2 hours. So we’ll start by discussing everything you need to do to increase your leveling speed.
Let’s get into an optimal buff strategy. In Season of Discovery Phase 2, buffs are a huge game-changer.
We have three main buffs: Spark of Inspiration, Boon of Blackfathom, and Darkmoon Faire.
Spark of Inspiration and Boon of Blackfathom will actually only drop during peak hours, so you have to make sure to plan accordingly. I think BFD Buff is the most valuable. So I usually put my Hunters in Thunder Bluff to get the buff more often. Darkmoon Faire 10% Buff is also reliable, but can only be obtained once every four hours.
Overall, my goal is to go from level 1 to level 20. Above level 20, I selectively decide when to buff based on the area. For example, I usually use buffs in places like Ashenvale. Also, Thousand Needles is one of my top choices, as I know I tend to be safer in Horde area.
Next, let’s get into optimal rune strategies. This is truly the most important part of the upgrade guide. You must have at least three major runes that you are really sure of to increase your level to 40.
For my Hunter, I chose Master Marksman, Flanking Strike and Beast Mastery. Once you identify the three main runes you want to carry with you, you need to plan when to get them on your route.
After all the runes are sorted, we have to discuss the best gear strategy. The first thing I did with my gear was head to the auction house and I got the full 12 slot bag to store all my quest items in Waylaid Supplies. I also bought the best gear I could find for different levels.
As a Hunter, I just go for maximum agility gear, and I also get new bows every few levels. Overall, I recommend checking Auction House every six to eight levels.
Then, for Enchant, you can get powerful enchants, like +5 Agility Gloves, all the way up to level 40. This feels great on the way to the level cap. Of course, don’t forget some less obvious enchants, such as Scopes on the bow to increase damage.
For consumables, my chief priority is just Elixir of Agility that is a must for my Hunter. But you can go out and get Defensive Potions, Elixir of Ogre’s Strength, and Engineering Dense Dynamite. Everything you get increases your kill time and leveling speed.
The most important consumable you can get is from Sleeping Bag quest line. Student Fodder you get will give you 20% of Rested XP bar, but they do have a 30 minute cooldown.
Most people would recommend saving them until level 38. But honestly, basically every hour between level 35 and 40, you get a huge mental boost. So I’ll pop one in and it really helps me get to the top level all the time.
Don’t forget the agility potions, they can be helpful if you don’t have Aspect of the Cheetah.
Finally, let’s talk about our leveling tips.
I recommend completing the missions with friends to keep things fun and fresh. And you’ll both get a Rested XP bar until level 22, and then split it up from there.
One of the best reasons I level with friends is that I probably won’t be very strong until I get at least three runes. Having a partner to level with me really speeds up leveling. Then, when I became an unstoppable killing machine, I could also get back to solo leveling.
Another early leveling tip I have is to use Rank Sentinel to make sure you don’t mess up skill ranks. I’ve had some wrong ranks of abilities for a long time, but if you have this add-on, you’ll never let that happen.
I definitely recommend completing Sleeping Bag quest line at level 14 when you head to the historic areas. Most servers have someone who can summon you to each Sleeping Bag location for about 15 WOW Classic SOD Gold, which will save you almost an hour of travel time.
Sleeping Bag itself should be used during rest periods. Once you’re exhausted, just jump in for 3 minutes. You can simply jump in for 1 minute to refresh it though, so never let the buff wear off.
Once you reach level 22 or so, you can use Rested XP bar. We have three different options when it comes to applying this XP buff.
Option one is the one I chose. It’s pre-questing. you’ll probably get ganked about 30 times. But starting on Tuesday, completing quests does provide more gold. Also, Waylaid Supplies dropped by mobs are very profitable for me, especially when I start killing mobs at level 34 to 40. I usually get 12 gold boxes, which also gives me 3,400 XP.
The second option is to lock yourself in a dungeon, starting with Shadowfang Keep around level 22, and then either Stockade or Razorfen Kraul, depending on Alliance or Horde.
You will also need to have your BFD removed every 3 days. You originally earn 23,000 XP per clear, but this will be doubled on Tuesday, essentially maxing out every time you raid. The most important thing is that you have a high chance of getting the relevant Pre-BiS Gear.
The third option is to do quests while mixing SM spam at levels 22 to 40. Surprisingly, the gap between open world leveling and questing isn’t as big as I thought. The real benefit of doing this is that you’re a level or two ahead on the quest route and you can get everything done faster. In most cases, you can earn more XP per hour.
So I’m just saying quests and dungeons are not far off in XP. For example, I’ve been hit by Horde a lot more than other areas, mainly Hillsbrad Foothills and Stranglethorn Vale. So next time my quest route sends me to these two areas, I’ll replace them with dungeons.
So now you should have a pretty good idea of how to deal with all the new mission changes coming, and how to maximize your leveling speed and profits.
I’m wondering which upgrade method you prefer after the big changes to Waylaid Supplies and the 100% XP bonus. Do you still prefer dungeon leveling in those mind-numbing dungeons for 20 hours straight, or maybe you’re starting to get a kick out of some open world leveling?
Today, we’re sharing a few chaos-themed powerful builds that can help you clear your screen of all enemies quickly. If you want to try any of them, don’t miss this guide. Without further ado, let’s get started.
Let’s start with this explosive build that achieves massive single target damage at a low POE Currency investment, it’s Hexblast Mines Saboteur with Shadow class.
Hexblast Mines is a very interesting skill that does a ton of extra damage if the enemy it hits is already cursed. In addition to this, it also generates a huge pulse of damage that destroys all nearby monsters. This is why it’s important that our enemies are always cursed.
To list the advantages of this version, I would mention its low budget. It allows for cheap and easy-to-find items with a low investment.
Of course, this build is also very powerful and the boss will disappear with your mine chain reaction. Part of this is because Hexblast can naturally Shock, Freeze and Ignite enemies. If that wasn’t good enough, it also considers the enemy’s lowest resistance before calculating damage.
This build is also very fast and can cause a lot of area damage, making clearing the map very satisfying. Best of all, this way you can drop mines from a distance and stay out of harm’s way.
Now coming to the cons, I’m going to start by saying that the mines gameplay isn’t for everyone. Some players just can’t get used to Detonate mechanic, but trust me, it’s worth a try. Because Mines builds have huge potential.
Another problem is that this character is not very tanky. Therefore, you need to be aware of your position at all times, otherwise you may die.
As for budget, this build is cheap and you can destroy early endgame maps for only about 70 Chaos Orbs. To easily enter Yellow Map, I recommend investing around 150 Chaos Orbs. To easily complete your Atlas, I recommend investing in about 4 Divine Orbs.
For this build, you only need one mandatory unique item, a Profane Proxy Unset Ring, which causes one of your Skitterbots to have a cursed aura. This way, enemies you hit with Hexblast Mines will always trigger large area damage, greatly increasing your clear speed.
I would give this build a 9 out of 10 for clear speed. You’re very fast, and your mines will explode in a large area, killing many monsters at the same time. Therefore, it is very comfortable to clear the map with this character.
Its boss damage is also amazing, 9 times out of 10 worth it. You can stack a lot of mines and destroy the boss with a huge explosion. Even with a lower budget, this build has incredible single target potential.
For survivability, I would give it an 8 out of 10. Even though you have armor, evasion, and spell suppression, this build is still not very tanky. Because you need to stay still from time to time to deploy mines. That’s why it was deducted two points.
Next we have a beginner’s dream build, Toxic Rain Pathfinder with Ranger class. This build uses Pathfinder’s permanent flask and chaos damage to deploy many powerful pods, draining the enemy’s life.
To list the pros of this build, I want to start with how easy it is to assemble. Because you don’t need any mandatory unique items, and upgrading is very easy.
Another great feature of this build is that your flask will always remain active, even during boss battles. And your life flask will be eternal and the damage done over time will be like a joke to you.
This build is great for beginners as you end up with great clear, boss damage, and survivability for a low investment.
Now to list the cons, the main issue with this build is mana. Since we’re dealing damage over time, we can’t leech mana or life, so we need rare rings to reduce the mana cost of the skill.
This build scores 9 points for clear speed. Because as a Pathfinder, you get a lot of attack and movement speed 100% of the time. Additionally, you only need to deploy pods once and they drain the life of surrounding enemies, providing a smooth gameplay experience.
The boss’s damage is also 9 points. Combined with your strength and Toxic Rain totems, even big bosses will melt before your eyes with ease.
This build also has a 9 rating for survivability. This is because this build has high evasion, high armor, and spell suppression, plus you can use Toxic Rain from a safe distance, which will seriously slow down enemies.
Finally, we have a surprisingly powerful endgame build, Poison Summon Raging Spirits Guardian with Templar class.
This build takes advantage of the large number of Raging Spirits you can summon to stack massive amounts of poison on our enemies. Originally I tried to build it as a Necromancer, but with Guardian we only lost a little bit of damage and nearly tripled the survivability.
To list the pros of this build, everything will start with its boss damage. Once built, you’ll be able to kill even the largest bosses in just seconds. Its survivability is also amazing, as we can have all of Guardian’s defensive layers on top of an already very safe minion build.
Now to list the cons, I will start by saying that this build is not for everyone as it is very budget demanding. Also, because the duration of its Raging Spirits is so short, you have to stop and recast them frequently.
As for budget, this build will require at least 10 Divine Orbs to put together. Additionally, it requires four mandatory unique items.
The first is United in Dream Cutlass, which gives us Envy aura, dealing massive amounts of chaos damage to our minions. This also gives them a 60% chance of being poisoned on hit.
We also need a Darkness Enthroned Belt with two Abyss Jewels so that we can apply poison to the minions.
Next we need a piece of Covenant Armor to provide level 29 Added Chaos Damage Support to our Raging Spirits. This means it does more chaos damage.
Finally, we need Ancient Skull, which gives our minions a massive damage and attack speed boost.
For clear speed, I would give this build a 9 out of 10. Although we have a lot of fast minions that can destroy everything in seconds, they are short-lived and need to be resummoned all the time. That’s why I deduct a little.
The boss damage is totally worth 10 out of 10 points. You can easily get over 30 million DPS, which is enough to take out every boss in the game.
In terms of survivability, this is definitely a 10 out of 10. As a minion build, you’re already out of danger. But with this, you can also count the many layers of defense from Guardian Ascendancy, which gives this build a staggering 250,000 effective HP.
That’s it for today. What do you guys think of these chaos builds? Have a great day.
Some players may not have the time to grind or start quests to make gold in WoW Season of Discovery Phase 2. But fear not, there are alternative methods to accumulate gold while semi-AFK. You can even get gold while you’re away from your computer. Next, we’ll explore 4 straightforward ways of AFK gold making.
The first method of semi-AFK gold making requires both Mining and Engineering skills, although they don’t necessarily have to be in the same character. Essentially, the process involves smelting Iron Ore with mining, crafting Heavy Blasting Powder with engineering, and finally, creating and selling Iron Grenades.
Recently, the prices of Iron Ore and Heavy Stone have significantly decreased because of hyperspawns for iron nodes and the availability of multiple layers on servers around the clock. During peak times, Heavy Stone can even be purchased for as low as 2 silver, and Iron Ore for approximately 3 silver. It’s possible that prices may continue to decline.
Understanding the profitability of this method is relatively straightforward. Each grenade craft produces 3 grenades, which vendor for 15 silver. Therefore, the craft cost needs to be under 15 silver to turn a profit. For instance, if Heavy Stone is bought for 3 silver, Iron Ore for 3 silver, and Silk Cloth for 4 silver, the total craft cost is 10 silver, resulting in a 5 silver profit per craft.
Scaling this up, if 400 crafts are completed in close to an hour, depending on factors like smelting time, the potential profit is substantial. It’s advisable to check the auction house for cheaper processed materials. Purchasing during peak times when the market is active can also yield better deals.
This method is currently effective and is likely to remain so in the future. To calculate profit accurately, it’s essential to perform the math yourself. However, as a reference, buying stacks of 20 materials and ensuring that Silk Cloth doesn’t exceed 40 silver, Heavy Stone doesn’t exceed 1.4 gold per stack, and Iron Ore doesn’t surpass 80 silver for 20 units, can lead to substantial profits: 40 silver from 10 crafts, 4 gold from 100 crafts, and 40 gold from 1,000 crafts.
Now, let’s explore the next method, which I believe is currently the most lucrative option available. It involves Alchemy and crafting potions, which many players are leveraging to earn significant amounts of gold daily. Particularly in Phase 2, when no new raids were released, there’s been a surge in demand for consumables to aid in raid clearing.
Moreover, many elixirs are also utilized in the Waylaid Supply crates, with Blizzard announcing plans to introduce new rewards to these crates, likely driving prices up even further.
Elixir of Agility is a commonly crafted item, but since it’s a recipe available to all players, profit margins are slim. However, exploring less common recipes, such as Mighty Troll's Blood Potion, can yield more substantial returns. This potion requires easily obtainable ingredients like Life Root and Bruiseweed, which are relatively inexpensive to acquire. Crafting and selling these potions can effectively double your investment, as seen with the example of Papon, who managed to profit significantly by crafting and selling 7 stacks of 5 potions.
Another lucrative option is the Elixir of Greater Defense, which currently sells for a decent price of 53 silver per unit. Crafting this elixir requires Goldthorn and Wild Steelbloom, when compared to the selling price, result in a profit of 10 silver per craft.
Additionally, potions like the Lesser Elixir, which requires revered reputation with a Waylaid Supply, can fetch even higher profits because of their exclusivity. With a bit of investment in obtaining the necessary reputation, players can secure a steady income stream from selling these potions.
It’s essential to explore various potion recipes and monitor market trends on your specific server, as prices can vary widely. Despite not being utilized frequently, the Alchemy semi-AFK method has proven to be highly profitable for many players, with some earning hundreds of gold daily.
Next method of semi-AFK gold making involves mass crafting with leatherworking, a strategy poised to excel in the future due to anticipated declines in leather prices. Thick Leather is essential for this method, with profitability hinging on purchasing it for under 1.2 gold per stack.
While prices may currently vary, factors like the introduction of Uldaman Hunter solo grind and the presence of multiple layers per server are expected to drive prices down, potentially to as low as 80 silver per stack.
We concentrate on crafting 2 specific items: the Nightscape Headband and the Nightscape Tunic. Crafting the Headband is advantageous if the aim is to disenchant for profit, as it requires fewer materials compared to the tunic, resulting in more disenchanting attempts.
Disenchanting the Headband typically yields 3 materials: 2 to 5 Vision Dust with a 75% chance, 1 to 2 Lesser Nether Essence with a 20% chance, and occasionally a Small Radiant Shard with a 5% chance.
Alternatively, crafting and selling Nightscape Tunics to vendors can also be profitable, particularly when leveraging discounts from city reputations and rank bonuses. Honored status with the city provides a 10% discount on silk and thread purchases, while achieving Sergeant rank 3 grants an additional 10% discount from vendors. This translates to an extra 2 silver profit per craft, equivalent to an additional 1.2 gold per hour.
Depending on the cost of Thick Leather, the potential profits vary significantly. Purchasing Thick Leather at 1.2 gold per stack could yield approximately 5 gold and 82 silver profit per hour, while buying it at 1 gold per stack could result in 10 gold and 2 silver per hour. Remarkably, acquiring Thick Leather at 80 silver per stack could lead to a staggering 14 gold and 22 silver profit per hour.
This method is anticipated to become even more lucrative on larger servers, once the auction house experiences increased activity from both bots and players. So whether you’re working from home, seeking a low-effort SOD Gold making method, or simply prefer to avoid grinding, this strategy presents a promising opportunity.
This last method is very simple. First, head to the auction house and purchase every Silk Cloth priced under 40 silver for a stack. Let’s say you have 957 gold and 78 silver. Buy all the Silk Cloth under that price point. Once you’ve obtained your Silk Cloth, consider crafting them into Heavy Silk Bandages, which can be sold for 80 silver a stack. This effectively doubles the price of the Silk Cloth stack, making it profitable.
After 9 minutes of AFK crafting, you’ve earned 40 silver. Now, you have 958 gold and 18 silver. This process can be completed within 10 minutes, earning you 50 silver every 10 minutes, which translates to 3 golds per hour. AFK can do entirely this, requiring only the time to purchase the cloth.
These prices and availability may vary depending on the time of day and server activity. With consistent effort, you can purchase thousands of stacks over the course of a day or multiple days, enabling you to craft and earn about 3 gold per hour. While it may not seem like much, it’s a profitable endeavor for minimal time investment, especially when you have spare time on your hands.
Blizzard hosted a Diablo 4 Season 3 Midseason campfire discussion on February 29th, featuring Adam Fletcher, Adam Jackson, and Joe Piepiora. They provided a glimpse into the upcoming midseason content release.
Among the updates, we can expect the introduction of the Gauntlet leaderboard system, the return of Vampiric Powers, and various adjustments to classes including buffs and tweaks. Additionally, they elaborated on PTRs and shared insights regarding Season 4. This article serves as a concise overview of the key points discussed in the livestream. Without delay, let's delve into the details.
Commencing with Season 3, the Vampiric Powers are making a comeback. This thematic element constitutes the core of the season's mechanics.
During the questline involving Eris, players get bitten by a vampire, enabling them to acquire Vampiric Powers for character advancement. These powers are leveled up using Potent Blood and can be slotted into specific abilities to gain predefined benefits. However, the handling of these powers differs slightly this time around.
In Season 2, the Malignant Hearts mechanic from Season 1 was reintroduced through a unique ring. In Season 3, it takes the form of a legendary aspect:
Players can extract and place these aspects into any item in their character's inventory. 6 Vampiric Powers are returning:
The developers mentioned that these Vampiric Powers will function similarly to before, with the addition of a "kiss-curse" effect on certain abilities. This means that while they grant bonuses, they also impose minor penalties. For instance, using Metamorphosis will increase the cooldown rating of the evade ability.
Regarding this format, I'd like to share my thoughts. Instead of reintroducing Season 2 mechanics or any seasonal mechanics as aspects, it could have been an opportunity to implement a new player progression system. This could provide additional content to farm or grind for, enhancing character abilities. For example, a talent tree system or a new glyph format applied to the Paragon Board system could have been beneficial. With aspects, there's a risk of them conflicting with other aspects desired for a build, potentially leading to their underutilization.
Transitioning from Vampiric Powers, let's discuss snapshotting, an issue that many players have raised concerns about.
Snapshotting involves exploiting buffs gained from certain abilities while swapping out Diablo 4 Items mid-action to stack buffs and achieve exceptionally high damage output, essentially breaking the game. Blizzard has taken steps to address this by removing snapshotting mechanisms and plans to eliminate them entirely in the future.
To prevent snapshotting in the Gauntlet leaderboard system, Blizzard has implemented a restriction. Once players enter the Gauntlet, they cannot swap out equipped items, selected skills, or Paragon Board allocations. This measure aims to prevent abuse of snapshotting mechanics during Gauntlet runs.
Furthermore, they provided a demonstration of the Gauntlet leaderboard system, featuring three developers playing different classes—a Necromancer, Sorcerer, and Barbarian. Commentary was provided by two content creators known as Annacakelive and Macrobioboi. Each player had an 8-minute timer to accumulate the highest number of points. It was intriguing to observe their approaches and strategies with their respective classes.
Proof of Might was collected by defeating monsters or obtaining keys from mobs to unlock specific chests scattered throughout the dungeon. The layout, mobs, and pylon arrangements remain consistent each week, ensuring a level playing field for all players. However, these aspects change weekly, allowing players to continually attempt and improve their scores. Players can strategically manage their resources, such as pills, which multiply scores or reset monster respawns, to maximize their points.
The Gauntlet leaderboard system is set to a difficulty equivalent to level 70 rather than a level 100 nightmare dungeon. This decision broadens the scope for diverse abilities and builds, as lower-level enemies enable the utilization of less conventional but potentially effective skills. The dynamic nature of the Gauntlet introduces new possibilities and adds freshness to the gameplay experience.
Rewards in the Gauntlet include gear and cosmetics. Players can earn up to four caches per week based on their performance tier—Seal of the Blooded, Seal of the Steadfast, Seal of the Iron-Willed, and Seal of the Worthy. These caches contain gear with item levels of 925 and may include unique items. Additionally, players can earn cosmetic character portraits and, for the top 100, a trophy to adorn their mounts.
Lastly, the Hall of the Ancients showcases the top 10 players in each class category for the week. This serves as a platform for recognition and bragging rights, emphasizing the focus on displaying class proficiency and builds rather than solely farming gear.
Now, let's delve into the class buffs and changes. I won't delve into extensive details. Instead, I'll provide a general overview of the adjustments slated for patch 1.3.3.
Barbarians and Druids will see enhancements to their basic skills, particularly focusing on early-game resource generation. Specifically for Druids, improvements are planned for companions like wolves and Necromancer minions, along with movement speed upgrades for Necromancers.
Sorcerers will witness enhancements to certain paragon nodes, as well as adjustments to abilities like Incinerate and Conjuration. As for Rogues, there's a focus on refining ranged abilities, with changes made to skills such as Heartseeker and Barrage, alongside adjustments to specific aspects.
In addition to class adjustments, significant changes have been made to the Center Shell, which encompasses the entire seasonal mechanic in Season 3.
These adjustments include tweaks and some nerfs, likely implemented to maintain balance ahead of the introduction of the gauntlet leaderboard system. Modifications have been made to various aspects, including Tuning Stones, Poison Support, Bleeding Support, and Burning Support, with even the Governing Stone, like Tempest, receiving adjustments.
This next topic is closely related to class adjustments and enhancements.
The developers sought feedback from the Diablo 4 community regarding the focus on introducing new legendaries and unique items for various builds. Historically, at the onset of each season, every class would receive a new aspect or legendary item, along with a unique item, alongside alterations to abilities, potentially fostering new viable builds.
Now, the community was asked whether they favored continuing this approach. One drawback is that sometimes these additions render certain builds nonviable compared to top-performing ones. The proposed alternative is to concentrate on one or two classes, akin to the approach seen in Diablo 3. This would involve significant buffs to specific skills and abilities, accompanied by the introduction of legendaries or uniques tailored to enhance these builds. This strategy could inject more excitement into the game, providing players with more meaningful choices and fostering a sense of progression.
While specifics regarding the implementation timing were not provided, it's plausible that these changes could be introduced midway through the season. This approach could enhance the game's ongoing appeal, ensuring a steady stream of content throughout each season, rather than waiting until the season's conclusion to introduce new features.
Following the Q&A, the final segment of the campfire discussion centered on Season 4. The developers provided some insight into the direction they intend to take with it.
It appears that substantial changes are in store, reminiscent of Season 2's adjustments to vulnerability, critical damage, and overpower, but on a larger scale. Concerns about potential delays, particularly with the Gauntlet, seem to have been addressed, as everything appears to be progressing smoothly.
Season 4 promises to bring significant positive changes, with PTRs allowing players to preview and test the season before its official release. This serves as a sort of beta test for Season 4, enabling players to provide firsthand feedback and fostering better communication between the community and developers. This announcement has generated considerable anticipation among players.
For players who aren’t seasoned in ARPGs, Last Epoch may initially seem overwhelming. Even for those with ample experience, navigating the game’s Class and Masteries systems can be quite intricate.
However, all necessary information is readily available in-game. Players simply need to know where to find it. To ease the chaos of the first few hours of Last Epoch, let’s explore some of the mistakes we newbie players make early in the game and how to avoid them.
Engaging in this practice will significantly prolong your journey through the game.
To begin with, Last Epoch inundates players with an exceptionally high volume of drops. While this is a common occurrence in ARPGs like Diablo, Path of Exile, and to some extent, Lost Ark, Last Epoch seems to take it to another level entirely.
Players will frequently encounter new white, blue, yellow, or even unique items while traversing a single map in this game. Not only does this quickly fill their inventory, but it also becomes overwhelming.
Therefore, the first recommended tip is not to fret too much about examining each individual item. Many of them will soon be surpassed as players level up and progress through the story.
Moreover, these items seldom fetch more than a few Last Epoch Gold when sold, so it’s advisable not to pause every few seconds to scrutinize the stats of every new weapon or armor piece that drops.
Expanding on the topic of gear management in Last Epoch, one of the most valuable early-game recommendations is to not overlook the Loot Filter feature.
While configuring a Loot Filter might appear to be an excessive optimization for players with limited experience in MMORPGs or ARPGs, it’s practically indispensable in Last Epoch. Fortunately, setting it up is straightforward, and players can even utilize online resources to download and import custom Loot Filters into the game.
At the very least, it’s advisable to configure a Loot Filter that hides white-rarity equipment (and perhaps blue-rarity items as well). This simple adjustment can prevent players from succumbing to the temptation of inspecting every white or blue item on the ground, under the false impression that it may offer valuable benefits, such as a slight increase in Minion Health.
This next misconception is a common one among Last Epoch players, and it’s completely understandable.
Crafting in MMORPGs and ARPGs is often associated with the late-game and can be quite perplexing initially (depending on the game). Consequently, many players instinctively overlook the Forge, Crafting, and Affix systems, assuming it’s best to save them for the end-game or maximum level.
Fortunately, Crafting in Last Epoch is straightforward (be sure to review the Forge section in the Game Guide) and is something players should fully embrace while leveling up. While much of the excitement in these games typically unfolds after reaching max level, there’s no reason players can’t enjoy the journey from level 1 to 100 by engaging with the Crafting systems along the way.
Runes of Shattering are another aspect of Last Epoch that often eludes players who are unfamiliar with these types of games or haven’t researched the game beforehand.
Essentially, after purchasing these Runes, players can insert them into Equipment currently in the Forge and dismantle the Affixes on that item into a random number of Shards corresponding to those Affixes. These enhance the value of hoarding gear during the early stages.
While it’s not necessarily essential during the early to mid-game (prior to acquiring Class Mastery), there’s no harm in doing so for players who know which Affixes they’re aiming for in the late game.
Admittedly, it’s more efficient to save them for use on late-game gear to obtain higher Tier Affix Shards or to use a Rune of Discovery to fill empty Affix slots before using a Rune of Shattering. However, players won’t face significant drawbacks by utilizing these Runes according to their preference.
One of the initial NPC Merchants players encounter in Last Epoch is the Gambler, and engaging with this merchant can be risky.
The Gambler offers players the opportunity to spend gold on purchasing weapons, armor, accessories, and other items that come with random affixes applied to them upon purchase, essentially allowing players to use gold to ‘roll’ for items.
While there’s no way to entirely dissuade players from using this feature, it’s strongly advised to allocate funds elsewhere, such as investing in Runes of Shattering. Given that Last Epoch is an ARPG and enemies drop items abundantly, players can utilize filters to focus solely on the gear they desire. Therefore, squandering gold on the Gambler often proves to be a futile expenditure of time and resources.
Side quests play a crucial role in Last Epoch for several reasons. Not only do they facilitate the leveling process, enriching the maps with additional tasks and introducing players to various characters and concepts within the game world, but they also offer valuable rewards, such as Passive Points and Idol Slots.
Skipping sde quests means missing out on approximately 15 Passive Points, as well as restricting access to the game’s Idol System due to the absence of Slots. Therefore, it’s advisable for players to consult the Quest Tracker (accessible via the 'J' key on PC by default) or the Quests on the World Map to identify currently assigned side quests and their associated rewards.
By doing so, players can prioritize completing side quests that offer Passive Point or Idol Slot rewards, while postponing or saving purely EXP-based side quests for later stages or after completing more significant objectives.
Lastly, although Last Epoch can feel overwhelming with its abundance of information, the game itself provides several tools to ease the learning curve.
These systems are not only plentiful but also well-crafted. Players can access the Game Guide from the Escape Menu, which contains detailed entries on every mechanic within the game.
Additionally, by holding the ‘Alt’ key while examining various elements, players can access additional information highlighted in blue text. This feature allows players to discern whether a Skill Modifier alters the damage type (and consequently its scaling), understand specific debuffs, and more. Utilizing these resources whenever the game feels overwhelming can greatly assist players in understanding its complexities.
I’m here to provide you with my review of some mastery classes that you will play in the early game phase of the Last Epoch 1.0. If you’re are interested in exploring this topic, let’s delve into it together.
Preparing some Last Epoch Gold can improve your gaming experience and make it easy to get through the early stages of the game.
First, let's talk about the Bladedancer. It boasts remarkable speed, owing to Shift's significantly low cooldown. This allows you to swiftly navigate from one pack to another. Moreover, its AOE capabilities are impressive, effortlessly clearing groups of enemies with custom skills.
Bladedancer also excels in dealing substantial damage to bosses. In its current state, I consider Bladedancer to be among the top classes for leveling.
Shaman is a choice that stands out among classes. With an array of powerful skills, it can effortlessly clear and move swiftly. Its effectiveness doesn't rely on waiting for minions or other prerequisites.
Moreover, the Shaman inflicts significant damage on bosses, making it a formidable choice for early-game progression.
The Sorcerer is truly amazing at the moment. With its abundance of AOEs, you can effortlessly clear while on the move. The Teleport skill adds an extra layer of mobility, allowing you to swiftly navigate between fights and breeze through the campaign.
While there may be some minor mana issues, these are easily mitigated, especially as you progress and optimize your gear. Overall, the Sorcerer stands out as a top-tier build, capable of completing tasks quickly and efficiently.
The second class I've extensively played and want to discuss is the Lich. It's currently quite remarkable, particularly due to the minimal mana issues it faces. However, since you may need to pause briefly to defeat monsters and its movement spell isn't as effective compared to other options.
While Lich is highly versatile, there are still some limitations, especially if you opt for a version with fewer projectiles. Additionally, using the crit version might pose challenges, particularly during the leveling process.
Moving on, let's discuss the Necromancer class. I find the Necromancer to be incredibly impressive because minions can effectively carry you through the entire campaign. Necromancer can be compared with the Lich class because of its outstanding performance.
Minions effortlessly eliminate enemies for you. However, the Necromancer has some issues with movement, requiring a brief pause for minions to engage enemies, as they can be somewhat slow and not always tactically astute. Its overall performance remains exceptional, and it's a highly effective choice.
Delving into the Beastmaster, I find its potential intriguing. I believe the Beastmaster will shine brilliantly in the endgame, its journey to that point presents considerable challenges. The pace is sluggish, lacking the swift movement of other classes like the Necromancer.
Its minions, though faithful, pale in comparison to the Necromancer's army. Thus, the Beastmaster falls short in terms of speed and efficiency during the leveling process.
Let's delve into the Spellblade class. Spellblade presents a compelling magical archetype with the potential for considerable strength. However, it currently grapples with certain issues. Notably, when assuming the role of a Spellblade, one must engage enemies primarily through melee attacks.
This approach, particularly during the leveling process, can prove cumbersome and frustrating. Despite these challenges, Spellblade boasts high damage output and offers teleportation capabilities. Nevertheless, the inherent difficulty of consistently landing melee hits remains a significant concern.
The Druid occupies a unique position, blending elements of the Shaman's swiftness with the Beastmaster's versatility. While it requires less setup to become effective and boasts an impressive swarm form for clearing, its speed falls short of the Shaman's pace.
Its single-target damage output doesn't match that of the Shaman. The Druid offers a balanced progression path between the faster-paced Shaman and the more gradual Beastmaster.
Next, I delved into the Runemaster class, facing a challenging decision between it and the Sorcerer. Ultimately, I found the Runemaster to be exceptionally impressive. It boasts capabilities comparable to the Sorcerer, excelling in various scenarios.
With its array of AOEs, potent boss damage output, and swift mobility facilitated by teleportation, the Runemaster emerges as a formidable contender in all aspects of gameplay in Last Epoch.
The next class is going to be Marksman. Currently, Marksman is in a pretty special position. You can clear a lot with Marksman, but it still needs a few different bonuses to work properly. Both Multishot and the version of Rain of Arrows works well, but it just requires a little more setup.
So while you’re running through the campaign and preparing for early leveling and the early game phase by itself, I think Marksman should be somewhere in between. It can still be powerful, and it has Shift the same way as Bladedancer has it, so it will come online but later on.
Let's discuss the Paladin, a class currently positioned quite favorably. With its remarkable Shield Rush skill boasting an impressively low cooldown, the Paladin effortlessly traverses through hordes of enemies.
Additionally, the Javelin skill proves highly effective in dealing damage. Renowned as one of the strongest half-mill classes alongside the Bladedancer, the Paladin possesses all the necessary tools to navigate the early game effortlessly.
Void Knight presents a conundrum for many players. While I appreciate the unique character gimmick, its reliance on Damage Over Time zones poses challenges, especially when rushing through the campaign or seeking swift completion.
Although it may seem unfavorable at present, Void Knight holds promise for formidable strength in the endgame, offering a different gameplay experience once fully developed.
Forge Knight stands out as another intriguing class worth highlighting. Presently, Forge Knight holds a sturdy position in the latter stages of the early game. However, initiating as a Forge Knight can prove challenging. It necessitates around 30 to 40 passives to truly shine, delivering significant damage and functionality to the build.
This requirement adds complexity to the early game experience, making it more arduous than some other classes. While not as problematic as the Void Knight, Forge Knight still grapples with various issues.