Our intention with the participant's first encounter of Act Three was that the first place would be very silent, with no monsters to fight outdoors. Upon venturing into the shade, however, players could be billed by <a href="https://www.mmogo.com/Path-of-exile/Poe-currency.html">poe currency</a> mortal City Stalkers and would have to retreat to the protection of the sun. Their experience with the rest of the Act would involve a game of caring very much which areas were shaded, while occasionally being made to step out of their light to travel between buildings.
Due to their early experiences with the City Stalkers, they'd fear every minute spent out of sun, as it's one step away from being swarmed by the mysterious monsters in Path of Exile. We planned for City Stalkers to have immense life regeneration, preventing players from making reasonable progress past them.
Next upon the plan docket is a discussion of the design and advancement of Gems. Most importantly, the thought process behind the most recently-introduced gems is explored. As you might remember, nine new gems were added "including four wrought stone that focused on Necromancy", one of the signature characteristics in War for the Atlas. Senior Game Designer Rory discusses moving from a general discussion of abilities that would be added and how stone could fit in that design structure.
For example, carrying the foundation ability of <a href="https://www.mmogo.com/Path-of-exile/Poe-currency.html">poe orbs</a> Detonate Dead and altering it with the addition of a stone was something that the team actively explored. Of course, some abilities worked better than others in this respect, however, as Rory says, all this is a part and parcel of game development. .
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