About this event:
The significant issue we faced when the poe currency end-game was in this state was staleness of the end areas. Players who desired to discover the very best items and earn the poe currency most experience were made to repeat the same few areas repeatedly. While the random levels were doing a lot of work, we needed a lot more variety. From the 0.8.6 patch, we included a distinctive end-game known as the Maelstrom of Chaos. This was a set of consecutive areas that tapered upwards in difficulty level, together with random critters and random tilesets (from a variety of eight).
While this improved the boredom issue of people playing the very same areas over and over, it created an entirely new problem that we had not seen before: articles difficulty entitlement. It was quite frustrating, observing people intentionally sabotage their own development and then getting angry about it. Eventually we realised that the truth: the game design was to poe orbs blame and had to change. We needed to find a system that made players feel good about playing at the ideal level for their progression.
Concept Art in War for the Atlas
One of the most intriguing thing for a great deal of fans is to see that the concept art that programmers begin with and also to compare it to how it finally ends up when started. The PoE site has another collection of pictures from the art team to flaunt things that can be found at Atlas Supporter Packs, Elder design and Unique items. You can check it all out here.
The Fire & Ice Mystery Box- http://www.pathofexile.com/forum/view-thread/2142843