What Happened with Items

Well, we appreciate the apology but nothing is and will be fixed.

The quote of groups farming multiple mirrors a day… that’s just wrong. They’re datamining your game with 3rd party HUDs telling them where a specific monster is. Talk about violating ToS. Secondly, most of the big groups and pushers have quit. The economy is crap and you’ve already lost more than half of your player base in less than a week.

Lastly, I quote you Chris Wilson… “if we kill the item drops, we kill the game… in days.” Your own words in a pst podcast. You said yourself this game is about looting and killing monsters and being rewarded for it. You’ve created an atlas tree dedicated for us to juice maps for the highest of rewards. You’ve rendered it useless and killed endgame mapping.. Congratulations, you’ve killed your game with your own words.
Thank you for not bending the knee to the mass of underage players that want full mirror gear 3 days into the league.

The league lasts 90 days, honestly no one should be able to even get to red maps before 3~4 weeks.
you should return Harvest 2.0 (1.0 even better) for Standard
Today i stopped reading reddit and just played the game, and it was fun, reading so many people saying "game is shit", "theres no drops", "this is unplayable" it really made me think like that too without even logging in, even if i think some stuff could be buffed, im having fun.
While I get what you're trying to do, it still is nowhere close to how it was in 3.18,

the reason there are so many complaints at the moment is because you've gone and nerfed multiple systems that people relied on to progress, and while I get that slowing down progress sometimes is necessary, you've done it in the most un-fun way possible

-Harvest, some of these filler crafts you removed, where not filler at all, and the change for meta mods and the removal of reforge keep pref/suf has stunted item progression for a lot of people.
but most note-ably, Reforge much more likely needs to come back, the ability to alch maps ( especially with how little relevant currency we are still getting )
and now being required Oshabi for rare crafts is an absolute kick in the face ( she is still far to rare, Maybe It is time to make her spawn rate Set if you complete X amounts of harvests? )

-Arch-Nemesis, You've mentioned in the post that you still see MF parties get multiple mirrors/divines a day, this might be true from the anecdotal evidence that has been flying around on reddit, is this really the way you want to push the game? that once in a blue moon rare that drops an obscene amount of currency, just for people to go back to getting 200+ whetstones for who knows how many maps?
If there isn't a way for us to determine what AN mods spawn in a map, People will never be happy with AN being a core way of farming currency. They're incredibly volatile, they still lack multiple balance changes at the rate you're currently going ( and I'm not just talking defensive nerfs, there are AN mobs in yellow maps that make pinnacle bosses blush with the amount of damage they're dishing out without needing a voiceline or telegraph, which Imo is also a massive problem )
Maybe you should allow Scarabs to increase the odds at which certain AN mods spawn ? or give us options to block some of them all together, or instead of slowly nerfing them, just start from the bare minimum and stop buffing them when people start complaining again?

-Meta mods, the removal of the 6 link divine recipe should've been enough to increase the demand on divine orbs in conjunction with the removal of divining from harvest, just swap it back to exalts or contact Divination card creators if they want their cards to be swapped to divine orbs, Slamming an exalt is never going to be a thing if people can't guarantee an outcome without bricking their item, or the odd jewel that could be great if it got a 4th relevant affix


you've made great steps recently with atlas passives, allowing us to pick and block what content we want to play, but if people can't progress their gear in a steady but deterministic way without costing an arm and a leg( except for the very high end ), no one is going to do it, Slamming an exalt is not the dopamine drip we want, It's seeing items slowly come together, without risking all the previous steps you took.
"
JayJayxd77 wrote:
Well, we appreciate the apology but nothing is and will be fixed.

The quote of groups farming multiple mirrors a day… that’s just wrong. They’re datamining your game with 3rd party HUDs telling them where a specific monster is. Talk about violating ToS. Secondly, most of the big groups and pushers have quit. The economy is crap and you’ve already lost more than half of your player base in less than a week.

Lastly, I quote you Chris Wilson… “if we kill the item drops, we kill the game… in days.” Your own words in a pst podcast. You said yourself this game is about looting and killing monsters and being rewarded for it. You’ve created an atlas tree dedicated for us to juice maps for the highest of rewards. You’ve rendered it useless and killed endgame mapping.. Congratulations, you’ve killed your game with your own words.


I'm assuming you're just pretending, one can't be this delusional.
https://i.imgur.com/e8irRCr.png
Noty GGG!

Go back 3.18 patch for loot!
Chris, spread rewards more evenly among the rare monsters. You've mentioned that in some cases they can fetch 50 divines however what is the odds to find such monster while many other rares having an extreme difficulty and does not provide a valuable drop. Turn off rare mobs casino.
Last edited by 1primeman#5560 on Aug 26, 2022, 1:03:27 AM
This is so lame, thankyouNEXT. way to ruin your playerbase!
This post is very confusing. Every explanation for the changes were my reasoning as to why the changes are bad.

"
Philosophy Two: Players should fight fewer Rare Monsters at once, but they should be more challenging and rewarding

In fights with a lot of Rare monsters on screen, you can't follow what modifiers they have, what skills they're using, and sometimes not even what type of monster they are. There's too much to pay attention to, with too much noise and screen pollution. You cannot use appropriate combat tactics, and instead have to just stutter step or be so powerful that it's inconsequential.

Archnemesis is extremely similar to Diablo 3 where I'm fighting Arcane beams and jailer for piles of treasure goblin items. I don't care what I'm fighting or how.

Fewer, more difficult rare monsters help you pay attention to what is happening, assess it, and act accordingly. It gives you an opportunity to employ counterplay and for your playskill to actually matter (rather than relying on pure character power). It is also a lot cleaner and far better for performance.


Rewards should be set appropriately for the increased difficulty of these rare monsters.


We are fighting fewer, but more rewarding monster. However, There's too much to pay attention to, there is more noise, more screen pollution. When I fight an Archnemesis monster I know I'm in a difficult fight, but I have less information on how to tackle the fight. I still don't know what monster I'm fighting, what tactics to use, what the mods mean or any information for real gameplay. The best tactic is to stutterstep with an overpowered build to avoid it's screen cluttering balls of doom. The monster doesn't matter, it's just a health sponge with random effects with no thought. It would be better to have more tactical monsters with emergent gameplay and scaling modifiers to effect the stats of interesting monsters (old Devourers, Drop Bears, or Fire Dogs)

"
Philosophy Three: There shouldn't be a large gap between the difficulty and rewards of league content and base game content

Monsters added in leagues are more difficult to kill and drop better items than regular ones encountered in the base game. When those leagues become core, these properties carry across, creating two tiers of content, with one far more rewarding than the other.

We feel it's good for league content to be harder than the base game, and therefore more rewarding. But the difference should be approximately twice as rewarding. If the gap were any larger, then it would be less efficient to kill regular monsters and a player should spend all of their time focusing on repeating a small subset of content.

With those philosophies established, let's have a look at some changes we made in 3.19, and then examine what went wrong and what we're doing to address it in the future.


Where full juicing group play was out of hand, removing high rewards to league mechanics and juicing goes against this philosophy. Juicing, in solo play, makes gameplay more difficult and more rewarding. The changes made caused the game to be more rewarding by playing easier content and hoping for the right combinations of AN mods, or using chest league loot templates to avoid the changes all together.

"
In addition, Lake of Kalandra is an out-of-area league. Its rewards entirely come from the Lake itself, rather than from your maps. This is in stark contrast to Sentinel, our last league, which not only dropped rewards in your maps, but was honestly tuned higher than average in terms of league rewards. Players went from receiving masses of league rewards as they clear maps to receiving absolutely nothing from the league until they travel to the Lake. This is unfortunate timing and exacerbated the perception of drop reduction.


Out-of-area league mechanics should be massively more rewarding than a league like Sentinel. Lake of Kalandra doesn't have Oils, Alt quality gems, catalysts etc to incentivize running the Lake. So why run an out-of-area league and skip the opportunity of running maps, with atlas bonuses and map rolling quantity. This statement is backwards from how leagues should be designed. Out-of-Area leagues should be massively rewarding to entice players from taking a break from maps, to allow more variety of gameplay and longevity to playtime.

Overall these explanations are what the community is saying as to why these changes are bad. If GGG truly believes these changes, then massive changes to the current state of Path of Exile is required. Out-of-Area leagues should be more rewarding, Archnemesis should be removed for a better alternative, and juicing should have better reward scaling to keep up with the difficulty.
Last edited by monkeylord4#0083 on Aug 26, 2022, 1:14:42 AM

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