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Path of Exile: Siege of the Atlas overhauls the endgame with an eye toward player freedom – Preview

New challenge leagues are the lifeblood of Path of Exile, luring back longtime players with a variation on established gameplay, and bringing new players into the fold by starting everyone over with a blank slate. Expansions on the calibration of the upcoming Siege of the Atlas, though, only come up in one case every few years. And each new one represents a kind of reevaluation of where things stand up with Path of Exile, equally well equally where the squad at Grinding Gear Games thinks it should be heading. In a recent press event, which featured an early on look at the 3.17 trailer and a Q&A session with Path of Exile founder Chris Wilson, we got a look at the direction Siege of the Atlas might take things.

Image via Grinding Gear Games

Siege of the Atlas, which arrives Feb iv, will see players taking on a pair of Eldritch horrors. The ii new Pinnacle bosses — The Searing Exarch and The Eater of Worlds — are attempting to swallow all of Wraeclast by invading the Atlas. Naturally, it'due south your job to hunt them downward through a variety of maps, taking on sub-bosses and their dangerous influence forth the style. As expected, there are also plenty of reworks, balance changes, and new features. Only an overriding theme does seem to emerge from the individual pieces — aggrandize the ways that players can play the game, and offering that liberty to players earlier in the expansion content. Hither are a few of the changes that move things in that direction.

The old Atlas Passive Tree, with its cordoned-off regions, is gone. In its place is an updated Passive Tree that's entirely open. The intention hither is to give players more options, not but with where their path through the massive drove of 600 (!) Passives will end, merely also with the journey they'll have to go there. This means that players should experience more liberty of choice earlier during their time with the new endgame.

Players who take on the highest levels of claiming offered by Siege of the Atlas volition, for the first fourth dimension, accept the option to allocate Clout skills from dissimilar Ascendancy classes. This won't be easy though, as information technology requires collecting both halves of a legendary gem — one each from the two new Top Bosses. Non only this, but the halves must also use to the same Ascendancy skill in the same overarching class as the actor. It's not quite similar the recently released Nobody Saves the World, only it certainly opens the door for some artistic build mashups.

Image via Grinding Gear Games

Of course, allowing a multifariousness of builds to flourish doesn't only come downwardly to making them available. Many players will only be encouraged to use builds if they're powerful enough to be competitive. Nigh of the dirty work here will come downwards to residue changes. For specifics, players can expect to the recently released Remainder Manifesto, which offers up a proficient idea of what adjustments GGG thinks are most important to implement in Siege of the Atlas. Although there wasn't a big focus on balance changes in the presentation or Q&A session, Wilson did emphasize i thing: the adjustments trend heavily in the direction of buffs rather than nerfs.

There is also the improver of the new Archnemesis League to consider. Although this may be somewhat overshadowed by the release of the expansion, information technology'south important to note that new leagues oft determine how engaged many players volition remain on a month-to-month basis. A primary goal with the Archnemesis League, per Wilson, is to go on things unproblematic as a way of compensating for the complexity of the new expansion content.

Image via Grinding Gear Games

At outset glance this certainly seems to be the case, at least by Path of Exile standards. The mechanics involve finding petrified monsters around each area, so choosing to apply a modifier to them and receiving a respective advantage one time they're defeated. It's instantly understandable on the surface level, but at that place are still some layers of depth here. The modifiers and rewards stack per expanse, and with the ability to fight four petrified enemies in each of them, the challenge volition frequently come up down to managing the risks and rewards of each modifier you apply.

It's tough to know for sure without having played any of it, simply Siege of the Atlas appears to be giving players more than control over the mode they play Path of Exile without sacrificing the kind of methodical determination-making that gives the game much of its trademark mechanical weight. All of this is far from new for GGG, of course. The studio has consistently (and frequently) made changes that notice a healthy middle ground between community feedback and its own vision, while standing to aggrandize the experience in meaningful ways. It'southward one of the biggest reasons why Path of Exile has been the aureate standard in its genre for quite some time now. And if all goes to plan with Siege of the Atlas, that seems likely to remain unchanged.

Source: https://www.gamepur.com/features/path-of-exile-siege-of-the-atlas-preview

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