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Communication and the Sacred Orb

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forawan wrote:
I'll never get the idea of ​​you guys wanting to make it harder and harder for casual gamers to get satisfying items/moments in the game... "imagine" having to play like 200h+/league to have currency enough to BUY a satisfying item instead of being able to craft or get it... feels like we're stuck in a nerf field forever, RiP


this is so true. For some reason GGG keeps pushing crafting away from somewhat regular players. I played a lot this league, and I ended up with around 100 exalts, and with that amount of currency I can craft maybe one decent item, since now we can't even use Aisling to finish up a decent item without dumping exalts into the mix.
"
WhiteDragonRU wrote:
Vary values of defenses on items is bad idea, not as bad as immunities, but awful nonetheless.

All this outdated mechanics must stay is D2. Just like painfully small inventory.


At least GGG did not add item durability from D2 and a new currency called Enduring Orb, that repairs broken items . KEKW
"So what are the consequences of introducing variable base defences to Path of Exile?
For new players, the impact is low. As the per-item base defences averages a spread of around 15%, a good or bad item you find is going to deviate by plus or minus 7.5% from average, an amount that is entirely dwarfed by whatever mods it has.
For players who want to craft from base types, it creates a situation where base types matter a lot more. It's far more interesting if you have the opportunity to spot a good base type to craft with, rather than them all being exactly the same. Don't worry, you can filter for it.
For players who want to have and collect trophy uniques or other perfect items, it gives them another axis for the item to be perfected on. Having a unique with close-to-perfect mod values alongside close-to-perfect base defences is even more impressive.
Finally, it does help slightly with 3.16's goal of improving character defences. This feature was moved from 3.17 to 3.16 because it made more sense alongside other defensive buffs."

I'm sorry to say Chris, but you're entirely wrong. The consequences of introducing variable base defences to PoE is that you negate any improved drops and only add another "feel bad" item to the game. Adding this is by far the worst thing you could do, to a system that's already frustrating to work with.
It is not about having 7.5% more (per item, this adds up!), it's about how it feels to a player to get an item, that's never going to be good, no matter how much currency that's going to be sunk into it. And adding an orb to fix that, that's 3 times rarer than exalted orbs, well good luck casual players with 10 hours or less in the week to play, GGG really respect you chosing PoE and they highly appreciate you chosing to spend all your time to play in their game.

Zizaran talked about chase items. This is not it! There's missing the mark and then there's this, the mark is about 100 miles away from where you even aimed.
"
As you know, Path of Exile: Scourge introduces variable base defences on armour pieces.

NO we didn't knew. Guess what, your communication is worst ever. And you have to post this news just because of it BUT because you don't understand what happened :

- you don't post many information on open web sites such as yours but on some private KKK rounds. You think we have all days chasing you posting misleading info everywhere ? Great !

- In game misleading descriptions in PoE is as legendary in computer games as its "graphical vomit". Stop with stupid and useless affixes tier names and provide a complete rework of ALL item affixes description AND display. Who (among base players, those your game wouldn't even exist - because streamers exist just because of them) would have ever knew about the "variable base defense" if you didn't had to post the above news, seriously ? Just wasting hours/days/months of gaming to face a wall and then discover that on some few lines on the thousand of pages of a wiki ?

Kind Regards.
Last edited by Atlantis_arch#4105 on Oct 12, 2021, 4:03:24 AM
this 0-20% base gonna be a nightmare to find on trade site.Seriously i enjoyed crafting but when i start crafting i spent more time dealing with afk/fake item post and ppl than playing the game itself since there is no freaking auction house.at some point i just spam through 20 ppl for 1 freaking item in whisper to get 1 to answer.Also the aura change doesnt do any shit to the group play aurabots and destroy most builds which uses more than 3 auras. hey ppl dont need 1 billion dps to 1 shot maven 500 millions is still enough lol.
that 15% sure is gonna save me from one shots constantly,
this change is honestly useless.
"
QQPQ wrote:
I appreciate context... but you didn't tell us *why* you wanted to do this in the first place?
(...)


"
Atlantis_arch wrote:
NO we didn't knew. Guess what, your communication is worst ever. And you have to post this news just because of it BUT because you don't understand what happened



The context was given in the Balance posts before. I assume you haven't seen them?

"Problem:
With the desire to increase Armour, Evasion and Energy Shield power across the board, we felt that the base values on items were too low. In addition, we feel that our item system needs more base type heterogeneity.

Solution:
Base Types are now generated with a random 0-10% higher base defence, as an inbuilt currently-non-modifiable property. This means that all base types can be better than they currently are, and armour base types are not homogeneous any more. Energy Shield values on base types instead vary from 0-20%. "

As for this change and the orb, it's fine. People seem to be feeling salty that their good items won't always be perfect. Meanwhile adding chase is good for the game since you have more to do, with the Sacred Orb potentially helping you out if you want extra juice on an already great item but with low new extra stats layer.

PoE is good because it is complex and grindy, and having more systematic features like this going on is in-line with the rest of the game design.
Last edited by TheEighthPanda#4917 on Oct 12, 2021, 4:10:42 AM
People loved the deterministic crafting in Harvest.
So what does GGG do? - Nerf that to the ground removed it nearly completely and is now adding additional RNG roll for luck mechanics that promote addictions and gambling.
Thanks GGG very cool.

I am more convinced they now destroy normal PoE to a point that nobody wants to play it anymore so when PoE2 comes out everybody jumps on that and they can show their shareholders what a big success the new game is.

I really think they are antagonizing their main playerbase more and more with each league since 3.14.

But i really like the new approach of transparency of them, thanks for that!
This seems fun, I like the random defenses change and this means that a base with great influence+ilvl is never going to be completely dead due to random defenses. It's rarity also means that every item isn't automatically perfect the way that divine orbs automatically make all implicits perfect.

Kinda sad about the quality crafts going away still, I liked having less painful 6 links using those.
Cool, it isn't even possible to directly quote these posts - why? Anyway, manual quote...

"
But it is far more interesting if there is some very-difficult way of modifying values like this. You can reroll your explicit mods with Divine Orbs. You can reroll your implicit mods with Blessed Orbs. You can change conqueror influence with Conquerors' Orbs. You can even reroll sockets on corrupted items with Vaal Orbs or the new Tainted Orbs. In pretty much every case, there's an end-game expensive way to tweak almost-perfect items, hoping to get them more perfect. The key thing is for that mechanism to be really rare.


You think it is more interesting? I'd say it is mostly more catering to the elite. You cannot balance things by rarity in an economy-driven game. At some point (specifically: When you removed the Eternal Orb), I thought you had learned that. You have not.

You introduce a system that is trivial to exploit for the top 1% (they will just buy the Sacred Orbs at whatever price they may have, maybe 0.5-1 Exalt or so?), while the rest just doesn't get to optimize (and finding that perfect base roll becomes meaningless on expensive items). Yet another small step that gives the top end that little bit extra power compared to the rest. Exactly the wrong direction to go in (I know you disagree).

More bloat tailored for the elites. Congratulations. It perfectly fits your development style, and perfectly summarizes the reasons why I don't play this game any more.

It'd be hilarious if it wasn't so sad.
Remove Horticrafting station storage limit.
Last edited by Char1983#2680 on Oct 12, 2021, 4:14:25 AM

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