To answer what static means is that. 1. In POE you can craft maps which contain an enemy encounter/dungeon 2. These crafted maps can be modified in the crafting process to add many different modifiers. 3. In the past some of the modifiers contained stat changes to bosses for the benefit of extra loot. 4. According to John here it appears they have done away with these modifiers so that the Boss's are "Static" meaning they will always have the same stats as the *Base* difficulty they can be found in. 5. Streamlining the process of fighting them for the same rewards not requiring the player to add negative mods that may make their build "un-fun" to combat. Edit: I am not versed in the POE sacred texts but this from what I currently understand.
Quin is 100% right here. Static endgame content is extremly important to have. Having a baseline on what is the end not only allows for better balancing (Give you a good idea on what is to powerful in endgame static content), it also give a baseline challenge to the player to achieve. Imagine you beat Uber Maven but the real actual end end game fight is randomized mods ontop of the alrdy hard Maven fight. Almost nobody enjoys that and its rather frustrating to hope for the right mods.
Q: Can you modify pinnacle boss encounters (supposedly the hardest boss fights in the game) like you can modify regular maps? A: No, there are only 4 difficulty levels for pinnacle boss encounters. You cannot modify them beyond that. Why is that important? Because it means all players have the same experience when fighting pinnacle bosses. It gives a common metric that players can use to compare with one another. This wouldn't be the case if those encounters were dynamic rather than static (like maps that can have hundreds of different modifier combinations affecting difficulty).
You could spec 5 +1 difficulty nodes if you only take 3 big nodes. Not sure if that would actually give you a level 5 boss though. Don't think they talked about that.
Good. I really hope all top-level bosses are non-moddable going forward. The only way you can have a balanced well-designed fight is for it to have consistent difficulty.
I'll try to make this as simple as possible. For example, consider a map mod that adds +2 projectiles. A non-static boss will use the extra projectiles, similar to Tier 17 bosses with powerful mod combinations. In contrast, a static boss ignores map mods entirely and remains in its default/pure state.
Take this from a guy who did 80% quant Uber boss before the frag change, static final Uber endgame bosses are way better. Like some mods just completely breaks the fight, for example the ES as extra mod, if you are doing Uber searing, and you got him down to 30% hp, what's going to happen is he's gonna do the ball phase and regen all his ES. When he reappears, he will have 30% hp and full ES, AS SOON AS YOU LAND 1 HIT he goes into ball phase again cause the game thinks that you are damaging him, but you are not, you are only doing damage to the ES, making it an infinite loop, and before yall say, just get more damage, I was playing ruetoo's SST champion with 1.2k ES shield + legacy vengeance cascade. Mods + final Uber bosses were never a good thing, and this is just one of the many issues.
I don't like to be the pleb asking this but what does static mean exactly? Quinn seems to really want pinnacle bosses to be static for him to enjoy endgame. I only played POE for 100 hours so I don't really know anything
In the video he explains. If the boss is "static" means he doesn't have mods that can change his atributes of difficult like being posessed, or have hex on hit of things like that.
Certain bosses in PoE show up in maps or you can roll their boss item to make the encounter harder by adding random map modifiers (increased damage, speed, the player getting cursed etc.) A static boss will be basically the same every time and you won't have to factor in having the random map modifiers making the encounter significantly harder (and also just generally harder to learn because the random mods make it so you have to play differently.)
@@davialmeida6566So it is a definitve hardest version of the bosses via the tree that is the same for everyone, but why is that the make or break for endgame for Quinn? Easier dick measuring because of less scattered difficulty? For me I would care more about map clearing and endgame mechanics in general, bosses are fun tho
@@Hjutner To be honest there is no point in arguing that one is better than the other. PoE 1's system in that regard is just much more layered and therefor harder/less forgiving. Personally I'm all for the system PoE 2 is going tho, there is a reason why I only got a hundred hours in PoE. PoE 2 seems much more up my ally
@@Lyosk The point is that they will act as a standardised 'yardstick' for your characters build. Defeating these super hard challenges will mean something to the community in a broader sense, because everyone will understand the quality of gameplay and/or build required
He wants to know if you can add map mods to the boss encounters or if they are the same every time, for example in PoE bosses like Shaper, Aztziri, Elder are static, they are the same power level each time you can't have mods that make them harder.
@@xxseesxx9234 Ohhhh, that actually makes sense. Yeah T17 bosses are kind of dumb with that stuff. Eater of worlds kind of invites are find because you can run them white if you want.
Random bs modifiers have plagued T17 map bosses in POE1, requiring players to reroll them hundreds of times to get mods they can run, I am speaking of sitting in your hideout clicking, spending hundreds of chaos orbs.
@@hail_2_u321 Not really. Mark has become the PoE 1 director. Jonathan is PoE 2 director, and Mark is the PoE 2 director for bosses and endgame. Chris now functions as a General Manager or CEO.
if i understand correctly, you can't gauge how good your endgame build is on pinnacle bosses if you can craft the maps with modifiers that make the boss "easier" (due to selecting if a boss has/doesn't have certain stats, etc (can be applied to yourself as well). with a boss being "static" you can't modify how difficult the boss is going to be, so your encounter is going to be consistent in terms of difficulty, which also gives you an idea of how good/bad your build is
What does Quin do when something really important happens in his life? if this is how he acts about one feature in a video game, i wonder what he acts like when something truly serious happens. The problem when you always act out at this high level of an intensity over things that aren't drastically affecting your life is when there is actually something seriously urgent no one will pay attention to him, it's like the boy who cried wolf scenario. It actually concerns me what he may do to someone if he runs into an actual real life situation in which he doesn't get what he wants. He would never be able to hold a corporate job or something and act out like this, he's be let go real quick due to being a security risk and possible danger to others, this isn't normal human behavior for this type of situation.
Static bosses leads to static loot. Because you can't increase the difficulty, you can't get more reward. Static bosses are already in the game just run the maps white. You think you want static but you actually don't. T17 Are stupid because they force mods, if you could roll them like normal maps everything would be fine.
They have already stated that the poe 2 loot can be customised in the same way as poe 1 so that means downloading another filterblade for every league lets goo
the long hair guy asks great questions
ty for taking care of my autistic son by asking jon the question he wanted to ask but cant because he is a brand risk
Who? Ghazz?
Oh I know him! That's Johnny Path of Exile
The legendary Darth !!!! Good on you to take a brand risk on this guy hahahah JK he is a GodGamer
he's actually bald. the hair is glued to his beanie
you can't hear him talk with quin yelling like a maniac
To answer what static means is that.
1. In POE you can craft maps which contain an enemy encounter/dungeon
2. These crafted maps can be modified in the crafting process to add many different modifiers.
3. In the past some of the modifiers contained stat changes to bosses for the benefit of extra loot.
4. According to John here it appears they have done away with these modifiers so that the Boss's are "Static" meaning they will always have the same stats as the *Base* difficulty they can be found in.
5. Streamlining the process of fighting them for the same rewards not requiring the player to add negative mods that may make their build "un-fun" to combat.
Edit: I am not versed in the POE sacred texts but this from what I currently understand.
Thank you for the explanation. Everyone should skip the video and read this answer to avoid the cringe from Quin.
Ahh that sounds good I get why clownman is excited
Thank you for the explanation! As a new poe2 joiner it sounds like they went for the correct decisions
@@TheKing-sm9ksNp 😊 happy to help
@@karu1585Np happy to help 😊
He won't kill any boss until season 30 anyway
@@Delusional-People 😁
username not-checkout
It takes him this long to ramp?
Quin is 100% right here. Static endgame content is extremly important to have. Having a baseline on what is the end not only allows for better balancing (Give you a good idea on what is to powerful in endgame static content), it also give a baseline challenge to the player to achieve. Imagine you beat Uber Maven but the real actual end end game fight is randomized mods ontop of the alrdy hard Maven fight. Almost nobody enjoys that and its rather frustrating to hope for the right mods.
Quins yearly good take
Q: Can you modify pinnacle boss encounters (supposedly the hardest boss fights in the game) like you can modify regular maps?
A: No, there are only 4 difficulty levels for pinnacle boss encounters. You cannot modify them beyond that.
Why is that important? Because it means all players have the same experience when fighting pinnacle bosses. It gives a common metric that players can use to compare with one another. This wouldn't be the case if those encounters were dynamic rather than static (like maps that can have hundreds of different modifier combinations affecting difficulty).
You could spec 5 +1 difficulty nodes if you only take 3 big nodes. Not sure if that would actually give you a level 5 boss though. Don't think they talked about that.
@@bruusk pretty sure theres only 4 difficult nodes at all in each tree
First time watching this completely normal and functional gentleman
He really is regarded isnt he. 💀
What he means is: endgame bosses will not get stuff like +6 projectiles or 200 % speed mods
LOOOOOOOOOOOL the autism in our lord Quintin is a sight to behold I tell you.
bro is not listening to the response just yelling lmao
Good. I really hope all top-level bosses are non-moddable going forward. The only way you can have a balanced well-designed fight is for it to have consistent difficulty.
This is actually pretty cool news, glad they decided to go this route
I'll try to make this as simple as possible. For example, consider a map mod that adds +2 projectiles. A non-static boss will use the extra projectiles, similar to Tier 17 bosses with powerful mod combinations. In contrast, a static boss ignores map mods entirely and remains in its default/pure state.
Can we get a link where there's not some fat hobbit screaming 500 decibels louder than the tavern talk?
Take this from a guy who did 80% quant Uber boss before the frag change, static final Uber endgame bosses are way better. Like some mods just completely breaks the fight, for example the ES as extra mod, if you are doing Uber searing, and you got him down to 30% hp, what's going to happen is he's gonna do the ball phase and regen all his ES. When he reappears, he will have 30% hp and full ES, AS SOON AS YOU LAND 1 HIT he goes into ball phase again cause the game thinks that you are damaging him, but you are not, you are only doing damage to the ES, making it an infinite loop, and before yall say, just get more damage, I was playing ruetoo's SST champion with 1.2k ES shield + legacy vengeance cascade. Mods + final Uber bosses were never a good thing, and this is just one of the many issues.
Yas!!! Great news!
It's been too long since I've seen someone really excited about a new game.
I don't like to be the pleb asking this but what does static mean exactly? Quinn seems to really want pinnacle bosses to be static for him to enjoy endgame. I only played POE for 100 hours so I don't really know anything
In the video he explains. If the boss is "static" means he doesn't have mods that can change his atributes of difficult like being posessed, or have hex on hit of things like that.
Certain bosses in PoE show up in maps or you can roll their boss item to make the encounter harder by adding random map modifiers (increased damage, speed, the player getting cursed etc.) A static boss will be basically the same every time and you won't have to factor in having the random map modifiers making the encounter significantly harder (and also just generally harder to learn because the random mods make it so you have to play differently.)
@@davialmeida6566So it is a definitve hardest version of the bosses via the tree that is the same for everyone, but why is that the make or break for endgame for Quinn? Easier dick measuring because of less scattered difficulty? For me I would care more about map clearing and endgame mechanics in general, bosses are fun tho
@@Hjutner To be honest there is no point in arguing that one is better than the other. PoE 1's system in that regard is just much more layered and therefor harder/less forgiving. Personally I'm all for the system PoE 2 is going tho, there is a reason why I only got a hundred hours in PoE. PoE 2 seems much more up my ally
@@Lyosk The point is that they will act as a standardised 'yardstick' for your characters build. Defeating these super hard challenges will mean something to the community in a broader sense, because everyone will understand the quality of gameplay and/or build required
Static puzzle boxes
STATEC BOSSIS
Static bosses, but they'll be immune to ~~ramping~~, so none of Quin's builds will work.
Can somebody tell me what is he even on about?
.
He wants to know if you can add map mods to the boss encounters or if they are the same every time, for example in PoE bosses like Shaper, Aztziri, Elder are static, they are the same power level each time you can't have mods that make them harder.
quin hates current t17 style bosses where they get super fucked mods that make them silly and unfair instead of being designed to be hard but fair
@@xxseesxx9234 Ohhhh, that actually makes sense. Yeah T17 bosses are kind of dumb with that stuff. Eater of worlds kind of invites are find because you can run them white if you want.
Random bs modifiers have plagued T17 map bosses in POE1, requiring players to reroll them hundreds of times to get mods they can run, I am speaking of sitting in your hideout clicking, spending hundreds of chaos orbs.
Father of four btw
Yayay boys 🤸!
Static bozo can't open a puzzle box 😂
Static bosses will most certainly meant an overtuned boss fight on release, in classic GGG fashion.
There is always that one guy😂
Good, bosses that are too hard is better than bosses that are too easy.
tf are static bosses
I dont even know bro, like they dont move? Lmao
it means its a separate pinacate boss. separate from the league mechanics
like maven or hunger of infinite (i forgot the right name)
static in terms of difficulty. So for example ubers in PoE now are static, but Cortex is not static since you can roll some dogshit random mods
Rollable like t17s you can add modifiers and make a crazy boss
It´s called ADHD! lol
0:10 this my reaction after watching poe2 live on twitch, then immediately buy the EA key lol.
How come Chris Wilson isn't ever on camera anymore?
He's PoE 1 director now
@@hail_2_u321 Not really. Mark has become the PoE 1 director. Jonathan is PoE 2 director, and Mark is the PoE 2 director for bosses and endgame. Chris now functions as a General Manager or CEO.
He's just CEO-ing it up. He gave PoE 1's reigns to mark and PoE 2 is johns baby
@@Colyers he don't talk to plebs anymore
2 mins ago holy, but yeah my hype is trough the roof aswell
please help me understand I'm a total noob, why does he thinks static bosses are a good thing or modifying the bosses a bad thing?
if i understand correctly, you can't gauge how good your endgame build is on pinnacle bosses if you can craft the maps with modifiers that make the boss "easier" (due to selecting if a boss has/doesn't have certain stats, etc (can be applied to yourself as well). with a boss being "static" you can't modify how difficult the boss is going to be, so your encounter is going to be consistent in terms of difficulty, which also gives you an idea of how good/bad your build is
where's the box opening bojo
open ggg box already , use hammer.
BOX?!
why do you care so much, you won't kill any of them anyway
10/10
Still 2/4 box man
where is chris wilson? weird bro
this guy is like 40 isn't he? What is with NZ education.
God, this guy shouldn't get to play PoE2. Insufferable.
YEEEEEEEEEEEEEEEEEEEEEEEEEEEEEES!! YEEEEEEEEEEEEEES!!!
U sint killing any of them anyway Lil bro relax xdd
ofc Zdps doesn't like t17
If you honestly like T17's you're a masochist AKA sex pervert.
fresh coat of paint on 0.25 speed zoom zoom game of horrible skill balance
look a idiot lol 😂 😂
Go cry to ur d4 buddies 😂
Static bosses dont matter if you never clear them.
static joseph
What does Quin do when something really important happens in his life? if this is how he acts about one feature in a video game, i wonder what he acts like when something truly serious happens. The problem when you always act out at this high level of an intensity over things that aren't drastically affecting your life is when there is actually something seriously urgent no one will pay attention to him, it's like the boy who cried wolf scenario. It actually concerns me what he may do to someone if he runs into an actual real life situation in which he doesn't get what he wants. He would never be able to hold a corporate job or something and act out like this, he's be let go real quick due to being a security risk and possible danger to others, this isn't normal human behavior for this type of situation.
@@zengrath he will curl into a ball and cry like any other brat will do
Baseg
Since he's a streamer who plays a lot of PoE it's a pretty important thing for him.
Static bosses leads to static loot. Because you can't increase the difficulty, you can't get more reward. Static bosses are already in the game just run the maps white. You think you want static but you actually don't.
T17 Are stupid because they force mods, if you could roll them like normal maps everything would be fine.
D4 second expansion will be better than POE 2
D4 bad
The amount of cope in this comment is off the fking charts.
bahahahhahah 🤣🤣🤣 bro even d5 will die on poe 2 what u talkin blizz andy 🤣🤣
@@patches-da-g jealous lol
@@Fiixed7 why jealous
Is there a loot filter ???? If not its not a 10
They have already stated that the poe 2 loot can be customised in the same way as poe 1 so that means downloading another filterblade for every league lets goo
@GW2KillerBEE lame ...but it does confirm what they showed us.
The same game with a few diablo 4 copied improvements and better graphics
@@iamplay797 pretty much amd slower combat at endgame
This is cringe.