What Happened with Items
My only comment is the distribution of item drops across the mobs.
As a casual player, I don't have much data, but my feeling is that we are condensing the item drop on high-power mobs (AN, bosses). Before we get into t16 juiced maps, there won't be much to be expected. Once we get in t16 juiced maps, the loot will just be explored. There seems to be a steep jump between these two. Could GGG clarify that if this is taken into consideration during design? |
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The audacity to have the balls and say "every other player is unaffected on average". Take a couple seconds and think about this statement here if you truly care.
How blatantly wrong that statement right there is and yet you keep ramming us up our ass Archnemesis, for some unknown reason, you are hell-bent with this specific mob type-mob reward. Unreal, seriously it looks like we are yelling for help to an unexperienced game company. This was literally the best thing that could happen to any other mmo out there in the market, besides Lost Ark. Why? the question is simple and thousands have been asking the same for so long, Why you just don't want to listen? |
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Feels like the pandemic finally made it’s way to Wraeclast
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I think the "better loot from tougher monsters" concept is good but in reality, we get 99.99% trash from the toughest enemies in the game, this is why players were juicing maps rather than running pinnacle bosses, because the ROI was far better.
If you are going to take the position of "we nerfed beyond which was 90% of endgame content" you need to replace it with something else. Right now that something else doesn't exist. You took a major source of endgame content out of the game in the same patch you massively nerfed endgame crafting. What do you expect the players at endgame to do now that you have in your words "gigantic nerf" the main source of endgame content for players? ![]() |
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@BaldingGenius
-> Appreciate you support your QA team and want them more involved during development. -> Personally I didn't mind the changes and I think current loot drops are in a really good spot for casual players and those that don't mega juice their maps. -> The sooner in life you can relativate things, the better! Heart of Purity
Awarded 'Silverblade' to Talent Competition Winner 2020. https://www.youtube.com/watch?v=NDFO4E5OKSE POE 2 is designed primarily for console. |
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" You are fucking wrong. You are either misinformed, someone on your team is lying or your internal analytics are fucked up. All you have to do, is undo all the changes you made for this league and everyone will go back to thinking you're a good developer. Because right now this shit you're putting out in blogs could honestly have been pulled from any of EA's fucking community update posts: You're blaming the community's perception of whats happening/your communication. Neither of these things are the problem. The problem is the changes you've made. Just fucking undo them man. |
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I'm enjoying the game. The changes post-launch were noticeable.
I like most of the archnemesis mods however I still feel they are overtuned damage/health-wise. I know that harvest needed a re-vamp, however it sucks that some of the craft options were neutered. Gear is very hard to take from off the ground and make it into something valuable. |
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" Chillout it's just a game. |
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" you might get banned for this comment. good luck Last edited by Nichelle_GGG#0000 on Aug 26, 2022, 3:34:55 PM
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Let us for a moment, imagine Joe Average.
Joe's a reasonable mid 20's dude who games less than he'd like and more than his girlfriend or mother would want him to. He has a job and social responsibilities though so he limits his screen time to 3 hours a day with half of that spent in game. Joe particularly enjoys ARPG genre where the game Puppies of Erebor has caught his undivided attention. But something has happened. Puppies of Erebor developers have drastically changed the gameplay and reward loop. Joe happens to be pretty smart and has a tool that has allowed him to track his in game profits during gameplay accurately and time relevant. He decides to compare the graphs from previous league of Puppies of Erebor to the current one. What he sees is that in previous league, where a single instance would be cleared every three minutes (Joe's entirely average in his clearspeed), and every second instance features some sort of previous league mechanic, his profits oscillate between 3 and 8 puppy orbs by instance with about one in ten of these instances rewarding him with 40 puppy orbs. This means that every 100 instances Joe has 870 orbs to work with upgrading his build or making a new build. He compares this graph to the current league where again, he sees an oscillating graph. Except this one has a low point of 1 and high point of 3 puppy orbs (again, one in every two instances offers an older league mechanic only this time greatly nerfed) while every 50 instances he gets 350 puppy orbs from a super rare RNG gated event. This means that Joe technically earns 894 puppy orbs per 100 instances cleared in this league. He's actually getting MORE orbs this league. And yet, Joe quits Puppies of Erebor. Not because he got more loot but because to clear 100 instances takes him almost 5 days of gaming which means that he grinds for 4 days getting next to nothing for his effort in the hope that on the fifth day he might get that RNG gated event. Which isn't guaranteed. Nor is it guaranteed that he'll be able to clear the event. Now, to step back from our imagination, what the hell did you think was going to happen when you gated the vast majority of drops behind completely RNG events of finding an Arch Nemesis monster with the mods you yourself announced to be RARE and lucky find? Who thought that was a good idea? Last edited by VernerHolt#3529 on Aug 26, 2022, 1:45:05 PM
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