This is a lootfilter for the game "Path of Exile". It hides low value items, uses a markup-scheme and sounds to highlight expensive gear and is based on economy data mining.
All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.
New Scarabs!
New Scarabs!
Developed by NeverSink
All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.
This version focuses on improving the tiering of allflames and polishing. It does not affect stable.
Tattoo tiering has been fixed and cleaned. I've also improved tiering for a lot of niche scenarios (looking at your Cloak of Tawm'r Isley pricefixers).
Developed by NeverSink
All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.
This version focuses on improving the tiering of allflames and polishing. It affects stable as well, but only the allflame tiering is changed!
Developed by NeverSink
All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.
Integrated new uniques, scarabs are now economy tiered. All the good stuff :)
Developed by NeverSink
All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.
Necropolis has been integrated into the filter! On top of all of the necessary changes this update improves upon the existing strictness progression, revamps fractured bases, adds several new rules.
There are a lot of rules in the filter that have lost most of their pratical relevance for normal gameplay over the years. In this update, I disabled a whole bunch of these rules. The filterblade ruthless filter mode will be adjusted to reanable those.
Developed by NeverSink
All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.
Valdo's Puzzle Box is now part of the T1 tier. Affects both stable and economy. This is the stable version for this league, unless something major will need changes. All of the tiering and thresholds adjustments have been highly succesful. I found the tiering this league to be very accurate and I hope you did too. I'll be keeping a close eye on the economy and will adjust the thresholds if needed.
Developed by NeverSink
All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.
Affliction is upon us! This filter introduces all of the affliction related items, removes all enchantement/metamorph related things, introduces sanctum unique and memory tiering. It also completely revamps all tierlists and thresholds. We've introduced dozens upon dozens of architecture improvements. Find out more in the changelog!
Developed by NeverSink
All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.
These filters reintroduce a whole bunch of kalandra-league and sentinel-league rules. There are also some minor structure changes and an incubator rework. All other larger changes (that are still WIP / testing) will be released during the December league.
Developed by NeverSink
All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.
Tattoos and omens are now tiered. Adjusted tier tiering algorithm and updated the tiering for unique and unique map tierlists. This update affects the stable filter as well as the unique/currency tiering was pretty messy before that.
Developed by NeverSink
All updates are also available through FilterBlade and on the PoE filter ladder. Major thanks to all patreon supporters to help us fund the continuous development. Patreon supporters also receive a Patreon-exclusive Filter-Auto-Updater.
Talamoana exile. This patch adds support for all that new and old trial of the ancestor items. Additionally it features large scale improvements to tiering, fractured items, influenced items, cluster jewels, jewels, gems, divination cards, uniques, currency and much more. It also features a bunch of architecture improvements and quite a few FilterBlade features.
We hope you'll enjoy the new league and the new filter!
NeverSink's notes: I'm aware that stacked currency tiering on filterblade is currently in a bad spot, we're looking for a good UI to improve that situation. We're looking for good UI/UX suggestions for that. If you have any, please approach us on our discord!
NeverSink's notes: In the future I'll likely rework the algorithm alltogether. That being said, I still count for influenced items to get reworked evenutally, with them barely seeing any use compared to fractured/eldritch bases, with some very few niche exceptions, such as some boots, helmets and gloves (usually elevated/awakened ultra-endgame bases). Maybe the atlas expansion will change them.
NeverSink's notes: Influenced basetype tiering has been frustrating to handle based on economy data alone. The main reasons are that there's a huge variety of basetype-itemlevel-influence-cost combinations. This results in weird items entering the economy. Additionally crafted item, chancing bases and people misspricing made the economy-data frustrating to handle.
This is a bit of a move of desperation and I already have a better system planned, but I'm done playing idiot-whack-a-mole and I hope so are you. I'm introducing a double blacklist in the economy tiering. The 'T1' blacklist forbids a base to ever enter T1 or T2 of the influenced tierlist. 'T2' items will receive a major cut to their 'confidence' value when tiering. The blacklist is mostly used on super low level bases.
I will closely monitor the situation
NeverSink's notes: Fractured items are some of the most important crafting bases in the game. Previously I've been using a 3-tier approach, where the first tier is filtering by specific bases, the second tier by class and the third tier everything else. This approach had a bunch of issues, such as making filterblade editing complicated and also merging armor-types. For instance when the second tier was highlighting ALL fractured gloves, it'd also highlight low level fractured ES gloves, which are significantly less useful than the low-evasion based gloves, which can roll suppression.
To improve the tiering, I'm adding a second basetype-based tier. This allows for a lot more precision and gives filterblade users more capabilities as well. I'm keeping the class-based tier around for exotic items, such as fractured heist bases, maps etc.
Below you'll find the logic employed when adjusting the tiers
NeverSink's notes: I'm treating atlas bases more and more like other base, as they've been losing their position to fractured/eldritch and synthesized bases. The changes to the strictness here are a preparation for a larger full scale rarity/endgame crafting base items rework.
NeverSink's notes: Over the years, I've been adding a lot of different special cases for jewels, as both jewel types have had their mod-pool expanded several times. The goal now is to give them a consistent and clear treatment: very strict removes pretty much all
Developed by NeverSink