What Happened with Items

I think that post does nothing. The communication process is once again to blame. We heard that so many times before and it is getting old. I love the game but if these changes show us how PoE2 is gonna be I dont think its gonna be fun or good. It is a game and it supposed to be fun and not work and that should be the primary vision. I really hope you guys didnt kill PoE for good this time.
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Iggy5150 wrote:
Eveything souds good on paper, but results are completely the opposite.

"I have seen parties in this league get multiple mirrors per day" By running maps? I would recommend your staff to take a closer look on how these people are making such amounts of currency by drops, in case third party illegal tools are being used. All the feedback I get from experienced players running max juice maps is that the more they invest, the less they get, either playing full party or solo. I have the same experience as an MF player.

"...or find over 50 Divine Orbs from a single monster." We are aware of that, but is that a good state of loot balance? To rely exclusively on finding a single monster with solaris-touched + a few other AN mods, after you've hit a couple of eldrich altars with chance to duplicate currency? Where is consistency?

The truth is that mapping feels horrible now, most streamers look like their dogs just died, and we don't see you addressing players' main concerns.

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Also regarding Harvest, why did you remove reforge keeps, reforge much more likely, jewel implicits, and socket colors. What is the point of all this?

Many crafts still required many harvest tries + several other non-deterministic steps, such as elevating mods, awakener orb two bases, blocking mods + ex slamming, using aisling and blocking again, etc. Harvest was in a very good balance in terms of power, but along with solving the itemization problem you created a bigger one, which is that very few people are crafing stuff now. Many great players ended up swithing from SSF or HC SSF to trade league this patch because of that change alone.



He saw parties having many mirrors and he didn`t see casual players without 10 ex in whole league. Nice for them...
As a casual players which spent much money here, while they don`t fix this game for casuals, I`ll never play again.
This post simply shows the huge detachment between CW/GGG and the community.

It says less about what CW writes about and more about what he doesn't:
Harvest crafting? Archnemesis as a game mechanic?

It seems that GGGs opinion is fixed in these respects. Sadly.


Is 10c preparing 'us' for POE mobile?
Chris thank you so much for having this line of communication with your player base and really trying to make things right. It really means a lot. I was a WOW player for a long time and this is such a stark contrast, your community REALLY takes you for granted. This was a very hard week for you guys and I understand that. Especially with all the constant hateful things said online that are so shockingly immature. Gaming has turned into such a toxic place it's really sad to see.

There may be more to change in this expansion or next because the game still doesn't feel quite right.

P.S. I really wish you didn't mention the 50 divine orb drop thing, and I know you will regret saying it, because it really should not be how the game is designed as you know I'm sure.

noone likes Archnemesis we dont want it
and HOW do i craft now? where is harvest balance?
Before you make [challenge or rewarding], make the foundation first, you fools.
Magic Packs get [Echoist,Splinterer] or something and cause bursts, you have to record it to know what happened.
Rare Monster throwing out [Executioner,Drought Bringer] in the middle of a Pack without any AOE indication is just stressful.
There are still effects in the Arch Nemesis mod that can destroy certain builds, and it's wrong to leave them out and make .
End Game Boss is enough for a challenge or something to begin with.
I think it's really stupid to force players to beta test and force unwanted [challenges and rewards] on them. We don't want to pay to beta test! We want to enjoy the game.
Thank you for the explanation. I really appreciate it. While your post doesn't explain all the question from community and some of the issues like crafting and such hasn't been solved, it really helps me understand the changes so far.

Doesn't mean I like or agree with the changes but at least I know where you're going with this. Now I don't have to keep guessing and questioning how the game will feel like in the future.

Personally I feel like after all these patches I still like and would play the game even though it's more frustating because collecting enough currencies for upgrade and crafting my upgrades myself is a lot harder. Market is also a limitation because buying upgrades is more expensive now.

One thing though, I'm not sure how long I would and can play this league if people are quitting in droves. While I personally will keep on playing for now, I'm sure the low player retention will eventually affect me one way or another. This is something GGG must consider going forward. You can't make EVERYBODY happy but you sure also can't make A LOT of players unhappy if you want the game to continue. Considering the current situation this will be very very hard to do. I also have no idea or suggestion how to do this unfortunately...
Items are not the only issue, AN doesn´t work and need to ve removed.

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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.

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.


After read this point on your post, it make me laugh. Do you really think Archnemesis mods bring combat more interesting and allow the player to use counterplay and combat tactics? Do you think with Archnemesis players pay attention the monster they're fighting or only the Archnemesis mods? Do you think the Archnemesis mods do not full the screen with pollution and noise?

I get your points, but I can´t see how Archnemesis solve them. I think the combat now is more unfair and boring with the same negative points as before.
The whole thing read like players get good rewards = bad game design and must remove all the %drops so players can keep grinding. Whole thing stink and you are out of line with what players wanted to play to have fun versus what GGG is thinking of fun.

Your balance teams should get fired, this is beyond fucked up and not a single "balancing" feels right.
So you're satisfied with the current loot drops, you kidding me?
No mention about Harvest and why you ruined it?
No mention about your minion changes?

Loot is still shit. Running semi juiced maps, every day and so far not a single Divine and/or exalted! I dont even use a strict loot filter, cus otherwise there would be no loot on the ground showing at all!

And why would you EVER think that Tainted currency is a good reward from a boss???

But oh well, i just get SO excited when i see a drop of 240 armour scraps :O!

It's like if we want to have fun, we have to pay 14.99$ for 1 hour of fun and decent loot drops.

Chris, just say it like it is. You dont play your own game. You fucked up once with this scuffed release, you fucked up trying to fix loot, and now this.

GL having a playerbase for PoE 2 if this is the way you're taking the game.

Peace out!

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