First up is poe currency a comprehensive and intriguing perspective on the design philosophy behind the Undying. Developers believed that the Undying was a "relatively unremarkable monster kind" and wanted to do something more to help it stand out from the game. To that end, the team went through a collection of planning stages to create something unique to the race during the sport.
Our aim with the player's first experience of Act Three has been that the first area would be very silent, with no monsters to fight outside. Upon venturing into the colour, though, players could be charged by mortal City Stalkers and would have to retreat to the safety of the sunlight. Their experience with the rest of the Act would entail a game of caring very much which regions were shaded, while sometimes being made to step out of the light to travel between buildings. Due to their early experiences with the City Stalkers, they'd fear every moment spent from sunlight, as it is one step away from being swarmed by the deadliest monsters in Path of Exile. We planned for City Stalkers to have immense life regeneration, preventing players from making reasonable progress beyond them.
Next up on the plan docket is a discussion of the design and development of Gems. Most notably, the thought process behind the most recently-introduced stone is researched. As you may recall, nine new jewels were added "including four wrought stone that focused on Necromancy", one of the signature features in War for the poe orbs Atlas. Senior Game Designer Rory discusses moving from a general discussion of abilities that would be inserted and how gems could fit into that design structure. For example, taking the base skill of Detonate Dead and altering it with the accession of a gem was something the team. Of course, some abilities worked better than others in this regard, however, as Rory states, all of that is part and parcel of sport development. .