Exile's skill system is its stand-out addition
There'll be six character classes, all of which (like existing dungeon crawlers) are independent damage-dealers--Exile won't include specialized support classes like a priest. The Marauder and Ranger are the two that've been revealed so far: the former is a tank-melee class (smartly, but hopefully not to the aid of griefers, character models can't pass through each other in Exile, meaning you can use a Marauder to block a doorway while a ranged character tosses projectiles from a safe distance), the latter approximates Diablo's Rogue .
Exile's skill system is its stand-out addition. All active abilities are sourced from gems found from enemies or earned through quest-doing, and these orbs slot into your weapons and armor. Higher-level equipment will have more slots, letting you construct unique abilities. Reaching third level, my Marauder earned a fireball spell after the introductory battle (all characters begin the game washing ashore on a beach, clubbing or arrowing zombies and angry crabs up the coast until they reach a town hub). But following that, the developers loaded up two characters with higher-level ability gems. With a few hundred more clicks under their belt, these characters had gems that added multiple fireballs to our spell, allowed the fireballs (or our arrows) to pierce enemies, increased the chance that enemies would catch on fire, and increased the time that enemies would burn if they caught on fire. There's a gem that buffs the chance that that fire will spread, too.
The interesting part about this is that individual gems controlled each component of the spell: one gem amped the fire spread, another increased its ability to penetrate enemies. Assembling the actual mechanics of your spells and abilities in this way is damn appealing. Torchlight's socketing system also let us drop gems of varied power into our weapons, but mostly to boost the damage output .
The trimmings we expect from an action-RPG will be present: Exile will have PvP, item trading, tiers of randomly-generated unique minibosses and randomly-generated indoor and outdoor terrain. Mainly I'm hoping that the game's next showing before it releases in early 2011 will reveal a more nuanced layer of "visceral combat," as Grinding Gear likes to refer to it; one ever-fresh, ever-amusing aspect of Titan Quest was the way angry centaurs would ragdoll and crumble to the ground after you bashed them (or better yet, off a cliff)--right now, Exile doesn't have that same feeling of pinballing enemies around the environment with your weapons.
Exile's stark art design is another source of joy and mild concern: I love the grim detail of the character models--my character wielded his first weapon (a long axe) more like a gardening tool than a military-made blade. That feeling of using non-pristine equipment could lend a sense of brutality to combat. I'm less confident in the way the aesthetic influenced level art: the sections we mashed through were floored with repetitive, murky floor textures. This may mean that it'll allow characters and ability effects to contrast that much more during combat, but I'm hoping Exile will work in at least one or two tonal shifts in level design. If you want to buy MMoexp POE currency trade please visit https://www.mmoexp.com/Path-of-exile/Currency.html .
PeopleSTAR (0 rank)