Ruthless with Gold Is Live!

Vendor item/gold progression is horrible. You find something usable from the Vendor and it cost more than 1000x the gold you find in 10 acts. Another problem is you can't even grind for gold to buy the item from the Vendor. Once you level up, the Vendor will provide a whole new set of items. Meaning the one good item that has a chance out of million to show is lost.

The Vendor should be similar to Ritual, where items can be saved and not be lost. But in this case - as you level up and doesn't cost anything to save it.

POE wants you to be excited about drops, but there is too much trash. Items need to be drop identified. You don't even get enough Scrolls in Ruthless to pick up magic items. So are you going to be excited about drops or ignore it because it'll just be in you stash until you can identify it? Players don't get excited over items, they only hope for currency drops so they can go buy an item in trade.

POE wants you to care about the Acts. Why care about the Acts when you can't afford anything good from the Vendor until Maps. Is there a reason to check the Vendor each time you level up? No, because you wouldn't be able to afford it. You can't even come back for it because it'll be gone as you play and level.

So again, lets get to Maps as fast as possible. You don't waste time picking up trash, you don't waste time checking Vendors for things you can't afford.

POE trade and currency is ruining the core game. Fix trade, make it easier because that's the player's item drop pool.
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Last edited by Anthrn1#6010 on Mar 11, 2023, 4:52:08 PM
It's funny how gold was supposed to make ruthless easier but turned out to have the opposite effect.

I made it to level 50 with a templar using holy flame totem all the way and it went quite well. Surprisingly, I only died once at 49. I dropped 2 support gems and an aura, so I guess I was rather lucky.

The lack of dash skills was interesting and made some boss fights quite a bit harder. I don't mind the slow pace either, it's a refreshing experience. The lack of auras is fine too but I would go farther and remove them completely instead just making them very rare.

Gold, however, was completely useless. There was nothing I could do with it. I was left with no loot and no crafting so all I had was white stuff with a couple rares with really bad mods.

I think the main problem is the lack of crafting. Item scarcity wouldn't so bad if we had the ability of making strategic use of whatever little loot we got. The first thing I would do to improve ruthless would be to bring back the crafting bench and add new options for all currencies.As it stands, you have no control on your gear and are 100% dependent on luck. You just cross fingers and pray that a decent item drops ready-made. That's just dumb.
"
MagosX wrote:
"
KiaKahaNZ wrote:
Sorry its just a waste of time.

If you don't want to waste time, then stay away from games completely...


Sure, having fun with games is a waste of time...

What nonsenses.
Pog, I'll probably stop at 50 XD
I am only in Act 4 and that is as far as I think I will go, but I found gold to be useless up to that point. I never found anything worth buying. It was interesting that my town visits were so fast because I didn't need to put hardly anything in my stash.
If this is supposed to be a simulation of what a Diablo-style economy in PoE would be like (only referring to the gold, of course), it does a poor job. I was never this gold-poor in Diablo or D2. As many others have pointed out, gold is useless as presented. In fact, it simply makes the challenge of Ruthless play more difficult, to the point of near-tedium. I had hoped that this would be more like the old Diablo, but whatever I expected failed to manifest.

Now, if the idea was to make us all grateful for PoE's orb-based economy... =^[.]^=
=^[.]^= basic (happy/amused) cheetahmoticon: Whiskers/eye/tear-streak/nose/tear-streak/eye/
whiskers =@[.]@= boggled / =>[.]<= annoyed or angry / ='[.]'= concerned / =0[.]o= confuzzled /
=-[.]-= sad or sleepy / =*[.]*= dazzled / =^[.]~= wink / =~[.]^= naughty wink / =9[.]9= rolleyes #FourYearLie
Yay first time use gold at 72 in my HO - buying some maps for 10k each, lol
Ok i tried Ruthless with gold. Is the worst experiece i ever had in this game.
I feel like to litteraly waste my time to get nothing back, pretty nice work if you just wanted to push you user to other games, is the perfect event/league to do so.

Do you call this funny GGG ?

Pfff.

Last edited by JoeGoldie#4090 on Mar 13, 2023, 8:43:53 AM
I can't understand why so many get so upset and say "ruthless" (with gold) is a bad gamemode.

It is a completely different experience to play PoE.
And honestly, it feels absolutely right. Like it's exactly the right way to play this game.

+ you really experience the environment through the slower progression
+ you enjoy the drops and you don't even need a filter (at least during the campaign)
+ it's great that not all support gems are immediately available and the character is not already completely overpowered from act 2 onwards
And it's fun to find support gems, exactly because they have a direct impact on player-power.
+ also the fact that there is no crafting is good, otherwise it would undermine the relevance of the item drops and lead to certain limitations being overcome too quickly
+ the classes have much more identity by having only a base set of matching abilities available to them at the beginning. And by the fact that the attributes also can't be arbitrarily changed and inflated by items. A templar feels like a templar and can't directly access dex-based gems and items, just like a ranger can't use str-based gems and items at will.
+ The boss fights are completely different. You get to know the mechanics and sometimes even see them for the first time.
+ you concentrate much more on the defenses and perceive strengths and weaknesses of the character much more
+ you use a lot more different abilities, even those you would not use otherwise
+ It's no longer about building a god-like character at the speed of light - it's just about playing the game and adapting to the current situation instead of choosing from a seemingly infinite number of items that make your character overpowered.

About the current event:
I think adding gold is a good idea.
This gives you a universal currency and together with the fact that the merchants also sell "better" items than usual you have the possibility to fix existing gaps in your character's build from time to time with targeted purchases. Thus, the merchants also have a certain relevance in the early game. At the same time, the gold does not drop in abundance, so that the feeling of scarcity is maintained. The other "currency" (which in my opinion has always been the wrong term for these orbs etc.) have their relevance in what they are supposed to do: improve or modify your equipment. In my opinion, it would make sense for gold to remain part of ruthless-mode in the future.

All in all, I think ruthless makes the game a much much better game.
But I can understand that over the years players have gotten used to and expect power-inflation. It is what it is, I just hope ruthless continues to be part of PoE and continues to improve.

On the subject of improvements. I have two suggestions:
1) Make the base gems, which you can get with the respective class in the course of the campaign, free for sale after you have unlocked them (and later free for sale at Lilly). There is no reason to withhold these gems. It just forces players to make extra mule characters and level them up to a certain point just to get a certain gem. Yes, it's part of the scarcity but at this point it's just unnecessarily wasted life time since you can get the Gems "free" either way, so to speak.
2) It's great that there are no (or almost no) mobility skills. As written above, it adds to the experience of the game. But I think you should still give every char a limited mobility skill. E.g. with very high cooldowns and reduced distance. Colldowns that are high enough that players can't run fast through the levels, but low enough that they are usable (and useful) in boss mechanics or can help overcome terrain gaps from time to time or just help to reposition the character in combat.

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