Previous Post

PoE2 feature preview: new basetype tiering system

Next Post
PoE2 feature preview: new basetype tiering system
DESCRIPTION

I want to provide you guys with an update on my PoE2 filter + filterblade work.

This may sounds surprising but tiering normal, magic and rare bases was often one of the trickiest parts of making a good filter in PoE1.

In PoE1: I've reworked the system countless times and there was always something to be unhappy about. There's just so many dimensions and playergroups to consider.

Fortunately: after several days of research, prototyping and multiple iterations, I've come up with a novel approach for PoE2 that improves on pretty much all aspects of the system!

The big innovation

Let's spill the beans.

The filter will come with 2 different set of tiering - a meta/economy based one and a neutral one

Economy: "more bows and ev gear, because these are more popular"

Neutral: "maces get the same chances as bows"

FilterBlade will be able to mix and match those 2 tierlists!

On FilterBlade you'll be able to select your build preferences (might take 1-2 month to get this feature enabled):

Your class, your weapons, your armour types, some preferences

All tierlists (leveling, endgame, crafting) will be auto-adjusted based on your choices.

FilterBlade can mix and match the 2 tierlists:

Example: show the best quarterstaves and ES and ES/EV armours for your monk, but for the OTHER bases, you only want to see the economically viable ones

You can decide to see 2-3 weapon types at once

You can tier the WHOLE list using meta-adjusted tiering

You can also decide to hide anything irrelevant to your class/build

Afterwards you can still head to customize and adjust everything else.

Technical Details

I won't write any drawn out explanations, instead I'll just focus on describing the highlights:

A single large tierlist ( a 'basetype matrix' ) is shared across Rare / Magic / Normal bases

4 tiers:

Tier 1: Best bases, usually highest level bases (typically best 'expert' bases)

Tier 2+3: Sub-ideal intermediate bases (usually less ideal expert bases)

Tier 4/Untiered: Early endgame bases, only relevant during the first map tiers

The 4 tiers are reused across around 20 rules, to enable a dynamic setup that scales with arealevel, itemlevel and strictness

By default (think: github) the filter will provide a NON-meta view on bases

A whole bunch of decorator rules to add extra highlight to favored bases

Ability to select interesting armor types.

What is the overall status of development?

I expect the new filter itself to be available in 1 week or less. It'll feature the new tiering already! Here are the remaining tasks:

(DONE) Programming adjustments to support 2 games

(DONE) Programming adjustments to support PoE2 features

(DONE) Data requirements and basetype data for PoE2

(DONE) Base Filter Structure

(DONE) Rare/Crafting base tiering

(DONE) Tiering of all currencylike items

(DONE) Leveling section

(WIP) Unique tiering

(WIP) Base Style

(OPEN) Strictness gradient

(OPEN) Testing

(OPEN) Publishing

When is it coming?

I expect filterblade to take around 2-2.5 weeks.

I expect the quick-customize feature mentioned above to take ~1-1.5 month to be online.

Thanks for reading

~NeverSink

NeverSink PATREON 6 favs
VIEWS1
FILES1 file
POSTEDDec 30, 2024
ARCHIVEDJun 10, 2026