Map Changes in 2.0.4
Yay.
Best players reach level 100 too quickly + now twice as long for not-best players to reach level 100 = more fun for everyone? Yet another balance patch to solve a problem that only exists for the 1% and ends up affecting everyone but. |
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" you are explaining here exactly why it was changed. Players only had to compare their character level with the zone level? Thats actually not how it worked, if you were lvl75 then you should not have been in a lvl75 map, you should have been in a lvl68 map, if you were lvl82 you should not have been in a lvl82 map, you should have been in something like a lvl73 map. The fact that you think you should be comparing your player level to the zone level in maps highlights exactly why they are changing it, because that is a misunderstanding on your part that has been caused by maps having zone levels and the entire game up to maps teaching you that zone levels should correspond directly to character levels 1:1. They dont, they never have and in truth theres a lot of people out there who share the misunderstanding you have. A lvl82 map is designed to be run by a character somewhere in the 90s, probably the mid 90s. Last edited by Snorkle_uk on Sep 24, 2015, 5:59:29 AM
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Very nice update to maps, people still think we are playing world of noobcraft... the game isnt made so the average joe reach lvl 100, its made so the dedicated people with no live reach 100 and the rest around 90. for me u can make it even harder to get to 100
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" the change is only really effecting players who are chaining the highest tiers of maps that they are buying for multiple exalts each, so actually for once the change IS actually effecting the 1% and not the 99%. |
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But why is there no reward for first person reaching level 100 in a new league and maybe rewards for anyone who is gonna reach level 100.
Something to give incentive for more people to try,because isnt reaching max lvl sorta ultimate goal. IGN: InvestmentBankerMidget
Time Zone GMT+2 |
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Another thing that bumps into my head is why dont you just introduce a tooltip explaining that just coz you lvl 82 doesnt mean you are able to do lvl 82 map.How hard is that instead of changing everything?
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" Agree with this. I think using 'map tier' is not beneficial to the game, even worse I think it's a HORRIBLE decision, people just don't want to do math every time they find a map, even if it is basic math as is 1=lvl68 then 8=lvl75, I don't want to calculater every time what ilvl items will drop in a particular tier... It's like going from Frank to Euro in currency, will take way too long to adapt to. I think instead of removing confusion for new people it will create more confusion for existing players, which is still the majority right? Imagine a new player finding a tier 1 map at lvl 61, which is possible since The Awakening right? Also the alt-button will show itemlevel, that can now also confuse people because that has nothing to do with the level of the map. ... really GGG this will not solve anything at all, well the opposite, I don't understand your reasoning behind this. It's the pyramid structure that makes endgame too repetitive, renaming to tiers won't change anything. Last edited by leto2626 on Sep 24, 2015, 6:22:29 AM
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" ^This... OH THIS! |
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Hiding the map level is really beginner friendly. Or is it a ploy to fool players stuck with certain map level? People will complain that they are stuck with T7 maps and not level 75.
Do you even realize that the tier means nothing? Necropolis does less damage than Graveyard even when they have the same boss. People better rely on the wiki http://pathofexile.gamepedia.com/Map and avoid 4-5 bosses. If you don't want people to reach level 100 that fast add stuff that removes experience. And if you make exping even slower people will quit even faster. Better add spirits that suck experience of those players if they don't do the boss. Also stop using this PR speak. "Slightly!" "a bit" "a lot" people need to go to Garena sites where the data is posted and some players don't even know that. That's also how people find out about new uniques or receipes. The Patch notes say increased damage by 20% till level 15 and not "we increased the damage a bit till level 15" or add CT against players who are level 99 that way nobody will reach level 100. I already posted that in 2012. Remove the Pyramidesheme because maps become too repetive. Instead make it possible that maps like for example dunes go from min to max level. Also make white maps more casualfriendly but then players won't be able to raise in maplevels and instead create a common currency only for rolling maps and those mods make maps difficult and allow +2 +3 +4.... levels on maps, grant more drops and experience. So instead having low level maps differ in damage based on the maptype make them all easy by default and create mods like 300%-1000% more damage, 50% reflect. I remember that others also said that mods should synergize more than add up such a map with max resists and elemental damage being worth less than a map with 50% Regen and Blood Magic. Remember this is feedback from 2012! The only times mapping got more pleasant was when mapdrops weren't tied with iiq and you didn't have to roll maze/larger area anymore. | |
" +1 " agreed. thanks for pointing that out. great changes overall, GGG. One question though: Are there no skill balance changes coming before the start of the 1month? IGN PPPPanddddaPPPPanicccc
still waiting for that 'Chris Wilson-director's cut' version oh wait, I finally got it. Thanks team! |
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