poe2
Old: chuanhsing 2023-11-23 18:42:09
New: chuanhsing 2023-11-24 09:38:34
Old | New | Differences | |
---|---|---|---|
108 | 108 | * Nearby distance is measured in meters rather than units. | |
109 | 109 | * Larger bosses can be more mobile because they have multiple hitboxes, unlike just 1 in POE 1 | |
110 | 110 | * Checkpoints before bosses. Teleports are destroyed in boss arenas. Logging out returns you to the save state you logged out from - no more logout macros. Dying resets the zone. | |
111 | - | * No flask charges from normal monsters | |
112 | 111 | * League mechanics unlocked in story via quests (e.g. Delirium) | |
113 | 112 | * Projectiles have gravity to limit off-screening (e.g. Porcupines) and can be dodge-rolled | |
114 | 113 | * No crafting bench; vendors sell items with more modifiers instead to be more likely to sell good levelling items | |
116 | 115 | * Light Radius extends minimap fog of war range | |
117 | 116 | * Sceptres grant Spirit and Aura-like modifiers. | |
118 | 117 | * Act 2/3/4 will unlock Ascendancy points. No Labyrinth | |
119 | - | * Flasks will be more reactive than permanent buffs. Guard Flask replaces Guard Skills. No Quicksilver Flask. | |
120 | 118 | * No Masteries, instead more passives/notables. Passives are more generic and less weapon-specific. | |
121 | 119 | * Charges do not grant inherent bonuses and instead empower skills which consume them. Skills that spend charges cannot gain charges. | |
120 | + | ||
121 | + | ## Flask | |
122 | + | ||
123 | + | * No flask charges from normal monsters. | |
124 | + | * Flasks will be more reactive than permanent buffs. Guard Flask replaces Guard Skills. | |
125 | + | * No Quicksilver Flask. | |
126 | + | * Refill flask in town. | |
122 | 127 | ||
123 | 128 | ## Spirit Reservation | |
124 | 129 | Spirit reservation system replaces mana reservations. |