Development Manifesto: Delirium Improvements
" "in mind when developing future content" HAHAHA GGG: "Path of Exile's engine is currently modern, lean and fast." - Chris Wilson, September 19th, 2019 "It looks like we broke something with 3.10.0. We don't know what it is yet." - Bex, March 16th, 2020 Last edited by girng on Mar 17, 2020, 1:08:14 AM
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glad you're dealing with the near-invisible instant death, that was kind of miserable. not sure why you guys keep thinking hiding the most dangerous stuff in the game is a great idea but you just keep doing it lol... you always fix it eventually though so kudos for that
i really hope you tone down the washed-out colors too, since explosions of colors are the whole reason i buy MTX. if you could leave the players and their skill effects as they are normally, while keeping the washed-out grey filter on the background, mobs etc, i think that'd look really nice |
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TY
It has to be fixed.. i was so irritated for some monsters that aren't killed even i hit them even though i have good internet connection. I just get killed so easily in the fog even though i have max resistance. Especially the balls that are following me and explode. I cannot see them and i just die when i stand a bout 1 seconds without doing anything. It is way too difficult for some soft users and it will reduce their interest in this league. I enjoyed previous 4 league, but i felt this league is somewhat little disappointing. Last edited by Dinol6874 on Mar 17, 2020, 1:10:01 AM
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" You should have never been "irritated" by those monsters. This should have been fixed before even releasing the league. Man, posts like this are just sad. This is not how aRPGs should be experienced. "Path of Exile's engine is currently modern, lean and fast." - Chris Wilson, September 19th, 2019 "It looks like we broke something with 3.10.0. We don't know what it is yet." - Bex, March 16th, 2020 Last edited by girng on Mar 17, 2020, 1:11:01 AM
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nice!
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So https://www.youtube.com/watch?v=r2UqLDGf-Ro
Its kinda dumb that steamers cry so much that they have to add a hotkey. they pay the game in hard core but dont want risk when they die. |
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1: For on-death effects... your reasoning behind why they exist is backwards. Those effects only impact non-zoom mirror-tier builds. They blow up the pack and explode the corpses, and run away. The problem is the early game/slower builds that already have more of a challenge being that they don't kill monsters as fast... so then you throw on-death stuff at them to top it off. This logic is totally backwards.
2: I have no problem stopping/backtracking to pick up Delirium loot. I don't want a vacuum. The problem is that right now if I take a split-second to stop, I die. I have to go fast because if I don't, I die. So I sure as heck can't stop to pick an item up, otherwise I REALLY die. I mean right now, I die just putting my mines down. It's insane. 3: Delirium monster damage might not be the problem? 30% max is negligible when compared to an alc'd map. The problem is some mobs have way too much defenses, and there are SO many spells/attacks/on-death skills raining down on you at all times. So you're taking longer to kill, and they're bombarding you with everything they got with the speed of a warmed up minigun. | |
" Hello Softcore player. We like to take risk, and we love adrenaline rush. We DON'T like uncontrollable bullshit. | |
It's fun so far, good to see some tuning though.
Visuals of the fog looks great in general, and I think it behaves ok with the delerium mobs themselves as far as showing areas to avoid/blasts... I had more issues with tiny creatures (facehuggers and those sort) being basically invisible beneath it. On death - theres just too many of them everywhere and its too unpredictable for how deadly they are. Tune that up, make it less spammy and more predictive and it will feel alot better. Paralysis touch - shorter duration sounds great, those feel pretty awful at times. I don't think there are good counters for it. General mob difficulty - for the most part not bad until you get to the "point of no return" on being able to kill things effectively. Randomly, those big fat guys will one shot me but they are usually pushovers so I don't know what the killshot even is yet. Rewards - the cluster jewels are what make this league interesting, super cool. The counter does seem weak, not nearly the lootsplosions of past systems although I think in general the quality of drops feels decent. I think the cluster jewels are appealing way more to people who like to theorycraft and build for themselves and not to build followers so prob a smaller target audience there. | |
" LOL. It`s true last night I put sound on LOW, guess what instant 60 fps :)) |