First up is a comprehensive and intriguing perspective on the tera gold design philosophy behind the Undying. Developers believed that the Undying had become a "relatively unremarkable monster type" and wanted to do something more to help it stand out in the game. To this end, the team went through a series of preparation phases to create something unique for the race during the sport.
Our intention with the player's first encounter of Act Three was that the very first place would be very quiet, with no monsters to fight outdoors. Upon venturing into the shade, though, players could be charged by deadly City Stalkers and would have to retreat to the safety of the sun. Their experience with the rest of the Act would entail a game of caring very much that areas were shaded, while occasionally being forced to step out of the light to travel between buildings.
Due to their early encounters with the City Stalkers, they would fear every moment spent from sunlight, as it's 1 step away from being swarmed by the deadliest monsters in Path of Exile. We intended for City Stalkers to possess enormous life regeneration, preventing players from making reasonable progress past them.
Next upon the plan docket is a discussion of tera gold us the design and advancement of Gems. Most notably, the thought process behind the most recently-introduced stone is researched. As you might remember, nine new gems were inserted "including four wrought stone that concentrated on Necromancy", one of the signature characteristics in War for the Atlas. Senior Game Designer Rory discusses moving from a general discussion of skills that would be added and how stone could fit in that design matrix.
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