Improvements to Item Drops

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0mmr wrote:
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Riverwind77 wrote:


Asking for a refund when you dont like the game anymore is not supporting, is childish trash behaviour.

Im suprised of how oblivious people can be.


Asking for a refund when the seller lied to u abt the product is mandatory.
Looks like ppl that were asking for a refund for new BF were oblivious, yea.


Wrong, the seller didnt lie at all about the product, when you buy a supporter pack you ONLY buy COSMETICS not PATCH NOTES and you're not encouraged to ask for anything else whatsoever.

If the skins/stashes you purchased are fine theres no fucking reason to ask for a refund.

Who the fuck you think you are? get your shit together
Last edited by Riverwind77#5126 on Aug 24, 2022, 7:43:05 AM
even with all that "buffs" its still gonna suck.

Amazing how ppl fuck things up, and think the problem is solved with "buffs"

Just fucking undo all the crap you did.

Simple.

Until then, me and tons of players are off.
Thank you, this is a good start. But please let us know how the current states "buffed" drop rate compares to the old one.

A lot of us, myself included, believe you are using this league to nerf the drops overall, and then improve them slightly, but still keep them at a lower rate than they were before. This is very concerning for a number of reasons.

Please specify how close this "buff" is to simply restoring it to how it used to be.
Do you think people are so dumb that can't do math? If you nerf drops by 80% and now buff that 20% by 25% it's 25%, so still a 75% nerf to drops.

Rarity is useless

Harvest is dead because you removed a ton of useful crafts and deleted a mega step in gear progression

33% more Uniques KEKW

At this point no one cares about the league mechanic

Delete Archnemesis

Lets hope you get a call from your investors to stop destroying up the game

Last edited by Olendoirus#1418 on Aug 24, 2022, 7:48:02 AM
thats very sarcastic chris as always PR BS
If you honestly think nobody sees your anchoring attempts - think again.
NO put the loot BACK to where it was...no compromise...and a % of ZERO is still ZERO
So instead of 10% drops we now have 12.5%? Wow so awesome. Just admit you are wrong and revert the changes already its not that hard.
yeet
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Riverwind77 wrote:
Everyone talking about "still a nerf" "90% nerf and 25% buff"

can someone link me where the 90% nerf took place? i dont remember it and i would like to do some math too.

Playtested the patch, unlike most people, and looks fine, a step in the right direction.


After the community realized 'something is off with loot' GGG provided a post called 'What we're working on'.

In there we find the following passage:

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The second reason is that we removed a massive historic bonus to item quantity and/or rarity that applied to some league-specific monsters. We replaced it with a moderate (2-3x) increase to item quantity, to offset the fact that they often have more life than regular monsters and some cannot drop maps.


This states that the former 'historic' buffs were removed and an overall 200-300% quantity instead given.

These 'historic' numbers are not fully known for all mobs, albeit the ranged at around 1000% for many mobs regarding this change. There some lower ones out there and some massively (several thousand %) higher values as well.

This leads to a decrease of 70%-80% of overall drops from league mobs. Hence Alva, Blight (in maps), Legion and so on.

After community testing we found out that alch&go maps have around 50-60% returns in terms of currency from before, not to speak of other things which drop less.

In 'juiced' maps this disparity obviously increases as PoE works on several levels of multipliers working in tandem. There up to 95% decrease in loot were found.

Those are:

Player quantity.
Map quantity.
Mob quantity.

Now if you exchange one of those numbers (in this case mobs) by a substantial amount then the way the amount of loot is given changes in vast amounts. The more you invest the less you return.

So not only are you already getting around half if what you formerly got in raw currency (after this patch) but if you invest into getting more you actually get less now as the price from simple supply for the items related to it is lower then the price of the effective outcome after.
GGG balance is like getting a pizza which is burnt on the sides, raw in the middle and misses the most of the toppings.
Then upon sending it back you get a raw side, burnt middle and enough toppings to drench everything in grease.
Everything fixed but still broken.
Just wanted to say I like the direction this is headed.

I don't play a tremendous amount and typically just for fun, but i do like the hardness of the archnemesis, they are a bit too hard but i am also weirdly geared atm. needs fine-tuning.

the lack of overall drops has been disappointing but i do like the archnemesis modifiers and combinations for loot drops coming back, they leaning towards feeling more impactful, almost to the point of actual compensation for the overall changes to loot.

i do like a hard game with opportunity towards a limitless ceiling however, and perhaps some folks whom know the game "better than developers" are able to hyper accelerate and dominate the market, not necessarily just high profile streamers.

this harsh and barren league start, full of deadly encounters sorta did help curb and even out the transition of currency accumulation overload in 0.1% of the players that then turn around to exploit their market position. which is a sensible thing to do. they are blameless and very efficient and very smart and should probably be hired.

i suppose this isn't really a problem so much as just the reality of market economics.

putting a cap on potential loot explosions isn't a great idea though, unless we're talking modern capitalism, which i do not play this for a simulation of it, which adds artificial limitations for sake of profit over people and progress.

i gander this is also an economic opportunity to slow down progression to keep actual player retention. i do not like believing this and i prefer that this is both a intentional test of the market towards literally harder leagues for future content and a learning curve of true integration of the archnemesis system, which is unfairly judged in my opinion.

Due to it being literally an expansive system that affects all mobs in the entire game and the logistical coding behind balancing that with sincere dedication and attention amongst the decade of creatures added to the game, i can't imagine it is a quick and easy thing to perfectly find cohesion.

its also clear archnemesis can be expanded upon in a multitude of ways in the future once it's fully integrated with all existing mobs.

anyways. sorry for the long rant, keep up the good work, don't let capitalisms ruin the game and re-open the ceiling for content please! even if we gotta get there slower and its hard as hell, atleast keep it in the game, skill capped for like 10% of the players out there!

cheers

p.s. also you took out the only seemingly black character, her ghost haunts my hideout near the under-explored tukohoma statue. not to get all woke but can you actually add some more characters of color please :(( and make tuohoma more epic in the story. they are never mentioned again even by the character that worships him after they are ruthlessly slaughtered

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