Content Update 3.19.0 -- Path of Exile: Lake of Kalandra

Very nice, thank you
Since they changed Trickster so much, should they change Scion's Trickster as well?
Trade league players tears taste amazing.
Even though I'm not particularly salty about it, I can hardly imagine how the economy is going to be built around the divines.

Every single mechanic allowing to target farm divines (or divine purpose) being nerfed and the demand being upgraded so heavily...

Wouldn't be surprised to see divines worth half a mirror.
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Trade league players tears taste amazing.

at least we have our life behind pc monitors and not being SSF HC player, so idk what is worse economy being dead or no lifer :/
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darkenergy0 wrote:

Yee pretty much like that. dont know what to think honestly...but GGG knows how to keep new players out of this game. :D lol. If they only read these patch note they get lost, dazed and confused.. hehe the Div/Ex swap dont think is a very good move. i know GGG what to make us slam exalt, but is not the right way for this game. I hope they know what they doing. but is a free game and this is theyr phylosophy. :)


Honestly, that's a "never win" sort of battle. If you want to keep the fans atleast somewhat "fresh" on the way the game works, changes are necessary. If you want to allow 2 hours a day 4 days a week and 5 hours during weekend players to learn the game, you're going to have to simplify the game to the point it loses most of its appeal for large time investment players. It's the same thing when it comes to equipment, a relatively small proportion of playerbase can keep up with meta to identify rares and know what's valuable and what's trash. That's why overlay tools and plugins are being made. There's no real middle ground you could leave POE at in order to appease both casual and the more serious playerbase. I've introduced friends to POE and they usually quit after a couple leagues because they can't make currency without reading a lot and consulting multiple external tools. I read stuff about POE frequently, look up guides, try to keep track of interactions and new item details but that's all on top of already existing 4500 hours of gameplay. It took me almost 4 hours to teach a friend just the way Incursion works, learning that alone was a much more time consuming endeavor. This new change to exalt-divine economy is heavy handed, mostly because they removed the vendor recipe. As such, there are now many, many more sources of exalted orbs which have suddenly lost a great deal of value and only one specialised divination card, Sephirot which drops from the arguably horrible Palace tileset.
Meantime there are 6? 7? divination cards that yield exalts on top of the exalted shards already seen in heist and harbinger.
I am reading this thread about changes and I have my opinion on why this are going in that direction.

The answer is : TIME !!!


Not some time there, but game time.

Check it out. There is always hype after the start of a league and the number of players goes into hundreds of thousands for the first 2 weeks, max 3 sometimes 4.
People with really strong builds embrace Achievements & Challenges and give up waiting for the next league and new mechanics. They achieved what they wanted and it makes no sense to play.
After about 4 weeks, the number of players starts to drop by an avalanche and after 1.5 or 2 months only streamers, hardcore players or people who are just starting out play.

What are nerfs for?
In order to extend the time to build an optimal character capable of clearing the entire content of the game in a given league.
Weaker build = more time to play = less outflow of players one month from the start of the league = better statistics.

With strong builds, the game cleans up too quickly, so nerfs are an artificial slowdown of the game progress for me.
Usually, after 3-4 weeks of the new league, I am fed up with playing, as most players probably have the same.
Nice

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