Path of Exile set a new concurrency record with Delirium – here’s what GGG is fixing next

    
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Path of Exile couldn’t have launched Delirium on a worse – or better – day. By happenstance, the entire US was put under a state of emergency on Friday, just hours before Delirium went live, sending a whole lot of people home into something of a light quarantine – with a whole lot of time on their hands and a desire to try something new. That propelled the game to a “peak of 237,160 simultaneous players” just in its first hour up, and caused Grinding Gear Games to scramble even more servers that it’d prepared. (The DDOS didn’t help matters, either.)

In the last few days, the studio’s put together a manifesto for what it’s doing and fixing now that Delirium is out. The main changes will revolve around monster damage bonus scaling, debuff length, monster on-death effects, looting, and performance issues, plus the team wants to tweak the rewards bar.

“When you touch the Mirror of Delirium, a random reward type is chosen for the encounter. When you kill a certain number of monsters, you earn an additional instance of that reward type that drops when the encounter finishes. Currently, the rate at which that reward bar fills up is not proportional to the depth of the monsters you are fighting (monsters deeper in the mist do not fill it up faster). We felt this was appropriate for release because the other rewards that the league grants (such as Cluster Jewels, Delirium Orbs, Splinters and the extremely high quantity/rarity bonuses) do all encourage you to kill as many monsters as possible, which promised clearing as deep as you can. We were considering having the reward bar fill more quickly as you kill deeper monsters, but didn’t have the change ready in time for launch. We plan to make this change in the near future.”

Delirium arrives to Xbox One and PS4 players tomorrow. Check out the updated plan on the official site.

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