I was only getting 10-11m per hour in haunted mansion with rampage + headhunter when it was beyond nemes poe currency trade, though I could up this by having a better computer to up the framerate a bit and be able to react faster. Not to mention doing the belt swap on low FPS is super hard because sometimes it registers the click in the wrong place.
That said, it can still probably clear maps fast because it doesn't really use EE for that, but killing elder portals or bosses will hurt and it already hurts with the vaal discipline changes.
But what is Path of Exile exactly, and how does it handle on Xbox One thus far? Here's our closed beta preview as we head towards the game's launch somewhere before the end of 2018.
At its most basic level, Path of Exile is a Diablo competitor, and an action RPG with an isometric viewpoint, piles of loot, a class-based structure, and heavy (heavy) horror themes.
Path of Exile emerged as an indie project back when Diablo III initially launched. Blizzard was facing a fair amount of criticism from long-time fans of Diablo II, who claimed the third installment was a little too fluffy and cuddly looking. Not only that, but Blizzard had baked a real money auction house into the game, allowing Diablo gamers to pay with real world currency to buy in-game poe trade currency. The system not only proved controversial but also unworkable, as Blizzard was reluctant to place too much of an emphasis on it, lest it impact gameplay too much. Eventually, the system was scrapped entirely and is now a distant memory.
Path of Exile's traps and puzzles actually kill you, rather than tickle you. At least at lower levels, combat seems to be more tactical than a full on loot fest (especially in a group), and as a connected game, you see other players running around, which makes the game world feel more alive.
Balancing accessibility with rewarding complexity is difficult to get right, but since Path of Exile is an established title, there are piles and piles of information out there on how to build up your characters, and how to overcome some of the game's nuances and features. As a relative newcomer to the game, I'm currently working through this build from Vulpix0r, which allows you to turn the "Shadow" class into a curse-flinging drain tank. But wait, isn't the Shadow more of a "rogue" type character? Well, it's complicated.