First up is a comprehensive and intriguing poe chaos orb perspective on the design philosophy behind the Undying. Developers felt that the Undying was a "relatively unremarkable monster kind" and wished to do something more to help it stand out from the match. To that end, the team went through a collection of planning phases to make something special to the race during the sport.
Our aim with the participant's first encounter of Act Three has been that the very first place would be quite quiet, with no monsters to battle outdoors. Upon entering the shade, though, players could be charged by mortal City Stalkers and might have to escape to the safety of the sunlight. Their experience with the remainder of the Act will involve a match of caring very much which regions were shaded, while sometimes being made to step out of their light to travel between buildings.
Because of their early encounters with the City Stalkers, they'd fear every minute spent out of sunlight, as it's one step away from being swarmed by the deadliest monsters in Path of Exile. We intended for City Stalkers to have immense life regeneration, preventing players from making reasonable progress beyond them.
Next upon the design docket is a discussion of the poe currency buy design and development of Gems. Most importantly, the thought process behind the most recently-introduced stone is explored. As you may remember, nine new jewels were inserted "including four wrought stone that focused on Necromancy", one of the trademark characteristics in War for the Atlas. Senior Game Designer Rory discusses moving from an overall discussion of abilities that would be added and how stone could fit in that design structure.
The Wall