What Happened with Items

This is not it chief.
I took the week off from work jur to play the game. The launch weekend was awful. I stopped playing in day 3. So i have done something nice i took my family and went on a trip by seaside. I write this from my hotel room before i go swim in the sea. Reading this
it seems i have taken the right decision.
Cheers to my fellow Poe players i will open a cold beer for you.
Revert the loot changes. Remove the stupid archnemsis.
Nice.
Archnemesis is not in a fun state and I don't believe it will ever be due to the nature of how the many mods interact with each other. Even in its final state in 3.18 I tolerated it but only because of the great loot we were getting from Sentinel and the great state of crafting. If you were looking to make something hard and do something interesting you should have looked at your pool of map bosses. The more you clear in maps the more powerful the boss gets and the better the rewards on kill. Before facing the boss you could give the player the option to take the rewards they have earned now or gamble them at the boss encounter....ultimatumish style. Thanks for the communication be rigid where you need to be but be flexible when you have to be.
Last edited by timlrs35#2831 on Aug 26, 2022, 1:20:10 AM
yes this 100%
I really like the honesty in this post and I very much appreciate the effort that had been done to make and implement changes. However as a single player I wish I would also want some good drops a bit more often without relying to play with a party.

Keep up the good work and awesome game development.
The drop-rate issue stems from the "lottery" feeling when you kill the AN mobs. They are ridiculously strong, yet more often than not, the loot is underwhelming. This setup causes players to feel forced to build more defensive layers and, in turn, compromise their offensive capabilities, leading to the feeling that "AN is too strong, unrewarding, and kills us every time."

The Delirium mechanic imposes the same challenge, but with the main difference that they are OPTIONAL. So why not simply cap the AN monsters with three modifiers in the map, so they are not overturned, but give the option of having more modifiers for uber mapping content? Similar to the last league in the atlas passive tree.
This is a depressing post. The game is not in an okay state.
Genuinely, how do you admit/accept to such fundamental errors in your processes, but then still double down to keep pushing forward without (admitted) sufficient testing or communication? How is it not the right decision to revert until these errors can be rectified? This should have been in discussion for months, not days, before introducing. Quite mind boggling.

I still have much respect for the game and the team, thats why this is so hard to understand...
Man, the game just don't feel fun anymore. That is the thing you should be most worried about. :(

chris.

you say people are running maps in teams and getting mirrors per day.

what about us solo players? throughout my 10 years i m lucky enough to get a shard and some shard cards.

i dont like playing with others but back when master rotas were a thing i did notice drops were much better in a group.

i m glad you are owning up to the fuckup but it also made me realise that single players can eat dust.

being a strong solo player in an online game is a powerfantasy that is explored in many anime.

i get that you need to make teaming up rewarding especially fully juiced but what about solo players?

i really trying hard to cling on to this game.
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