Path of Exile 2 Mechanics: Active Block

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Path of Exile 2's early access will launch on November 15th! In this new collection of videos, I'm aiming to highlight the mechanical changes between Path of Exile and its sequel so that you're prepared to go in head-first on launch day! This episode covers a new mechanic: Active Blocking!

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#pathofexile2 #poe2 #earlyaccess

0:00 Introduction
0:43 Raise Shield skill
1:07 Active block mechanics
1:23 Monster hits
2:14 Visual improvements
2:46 Active block mechanics cont.
3:18 Support gems
4:08 Other interactions
4:41 Passive block?
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Hey so I asked viperesque and he has confirmed on the community discord that passive block is still active while your rasing your shield

AbdulRehman-hmdo
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Really happy to see they're keeping passive block in too, I was worried it was a replacement

BadEmpanadaLive
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Great video. It's just that I kept thinking you were talking about Ray's shield, even when I knew you didn't

jaspergoetze
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The magma spray stuff is pretty cool, I hope there's a version for each damage type. Electricity's gonna look cool

Discipol
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The Magma Barrier skill reminds me of the Ys Flash Guard system, where you get rewarded for negating an attack. If you flash guarded an attack, then not only did it do 0 damage, but for about 3 seconds afterwards, you are damageproof and all your hits are Critical Strikes. In this case, you just get Endurance Charges and spread fire.

Hellwolf
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can some monsters use this block ability? like shield carrying skeletons

ephimp
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The projectile knows where it is at all times. It knows this because it knows where it isn't. By subtracting where it is from where it isn't, Or where it isn't from where it is (whichever is greater), it obtains a difference, or deviation. The guidance subsystem uses deviations to generate corrective commands to drive the projectile from a position where it is to a position where it isn't, and arriving at a position where it wasn't, it now is. Consequently, the position where it is, is now the position that it wasn't, and it follows that the position that it was, is now the position that it isn't. In the event that the position that it is in is not the position that it wasn't, the system has acquired a variation, the variation being the difference between where the projectile is, and where it wasn't. If variation is considered to be a significant factor, it too may be corrected by the GGG. However, the projectile must also know where it was. The projectile guidance calculation scenario works as follows. Because a variation has modified some of the information the projectile has obtained, it is not sure just where it is. However, it is sure where it isn't, within reason, and it knows where it was. It now subtracts where it should be from where it wasn't, or vice-versa, and by differentiating this from the algebraic sum of where it shouldn't be, and where it was, it is able to obtain the deviation and its variation, which is called error.

HaPKoMaTo
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According to PoE2db, some of the shield skills like Magma Barrier will trigger when you raise your shield right before being hit, but that makes me a bit worried because the timing feels very tight with a maximum time of only 250 milliseconds between the moment you raised your shield and the moment you got hit, otherwise the trigger fails, and that seems like it's too little time for an ARPG game.

I really don't want to be playing a game where I need to do precise blocking or dodge rolling in order to avoid an attack, so I think GGG should be way more lenient with the timings and a skill like Magma Barrier should have like a 500 ms duration for the trigger so you don't actually need to be super focused on the game in order to use the skill properly.

daaaavidz
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I just hope they have some sort of 'seek' support so your projectiles will chase down targets in front of it (with a variable number of degrees/sec determining the turning ability).
IMO I'd love to have projectiles that act like 'Volatile Dead' in POE1, or SRS with just a single hit on target.

amzarnacht
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Active block sounds like there will be not even close to much enemies in a map compared to Poe 1

Kalybto
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I wonder what the advantage is to blocking vs dodging. Dodge you can do without any cost and you take no damage from attacks(same types as those you can block).
With blocking there's a cost involved. Could it be that we can block cast skills while blocking, whereas when dodging we need to wait for the animation before we can cast a skill again?
Why would anyone block instead of dodging? There must be some benefit to it..

newworldforward
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the fun thing is when you realize that, through the magic of weapon swaps, you can have active block even as a two-handed weapon specialist, even as a mage or ranged weapon user

cr
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Wonder how much easier its gonna be to be tanky in poe2.
Like in poe1 if you want to be tanky youd need
-capped resist
-maybe +max resist
-100% spell suppress
-high armor
-high life/shield
-probably some block and theres 2 types
-phys dmg conversion cuz you rly cant have enough armor
-endurance charges


and then you use all the resources for that and then good luck trying to do dmg too.(without spending 100s of divs that is)
its just too many stats to stack.

Azeliniana
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I only get Poe 2 Infos from you, that Said, i belive passive Block will be Like glancing Blow while active Block is Well, active and mitigstes everything infront, Just my 2 Cents though

TheTerspet
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Magma barrier? I know what Goratha is going to play first.

Jaigarful
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Jeeez, this game is a dream of every ARPG player.

riczardo
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Sounds like it penalizes having a shield too much compared to using a two-hander, just like in PoE 1. I’d rather deal double damage than wait to block an attack. It looks cool, but in practice, I doubt anyone would choose this over attacking, dodging, or using a movement skill.

Plus, it doesn’t block damage from behind, and you can still be stunned and take unavoidable damage. I wonder if you can cast while blocking. If not, it’s pretty underwhelming."

gabrielmonarque
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having passive block while having active block sounds super weird and stupid to me, just like having dodge as a stat while having a button to actively evade stuff.

adriandraganescu
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I love the fact of the player feels more personal to us, being able to do WASD, block when we needs and dodge hits, and plus the mtxcustomization .

HunterJulianB
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Mechanica legal na teoria, que vai ser totalmente utilizada em pouco tempo com power creep e mecanicas zoom zoom

cleberdilon