Path Of Exile Features A Balanced Business Model

Since 2013, whether through a rather rich gameplay or a business model regularly praised for its balance, Path of Exile has federated a large community of players on PC. Operated successfully since 2013 on PC, Path of Exile is announced on console. The Grinding Gear Games studio hack & slash was launched last year on Xbox One, playable on specific servers.

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Path of Exile is distributed in Free to Play and claims an ethical economic model (according to the developer, who holds a traditional speech, the content of the shop is purely cosmetic and should not impact the gameplay). Click here for more PoE orbs Sales.

Presented as a competitive role-playing game, Path of Exile places the player in the shoes of an exiled adventurer on the hostile and corrupt continent of Wraeclast. With other exiles, it will develop skills and discover many magical artifacts to try to survive in a universe (graphically realistic) mixing dark fantasy and post-apocalyptic fantasy world. The game boasts visceral fighting, “full of blood and gore”.

Path of Exile immerses the player in a persistent universe articulated around multiple missions in instantiated zones, generated randomly. If the open world (serving as social areas, for trade, for finding other adventurers, etc.) can accommodate a large number of players, the instances are designed for groups of four to eight adventurers in search of challenges. Path of Exile claims a gameplay both PvE (facing hordes of monsters), PvP or GvG.

The latest expansion of Path of Exile, War For The Atlas evolves the high level content of the hack & slash, including renewing the Atlas of the Worlds approach: from now on, the Atlas (which unlocked random maps to explore) makes the subject of a war between the Elder and the Shaper, and the player will have to choose his side.