What Happened with Items

Well, on paper it's just a little nerf to item drop but when Empy's party drop around 250chaos of stuff for 220chaos of invest with 6partu members...there is a probleme
Also, where is reforge keep prefix/suffix?
Where is endgame crafting
How do we do triple elevate boots now can one of you guys tell us ?
"From the 3.19 expansion onwards, we are trying to make sure that reward systems scale with player item quantity and rarity bonuses."
this basically means if u can't stack iiq/iir that ur build basically sucks and never get any loot besides finding that 1:10000 mob that drops like what a few divines?

this basically kills minions since u made it so that it needs a lot of specific gear like the new minion rings. so no iir/iiq on that alone. no 6th gem for more dmg which we need cause now we need a iir gem.

you know how fucked up your vision is?

if this is your vision then you must make the balance around people stacking a ton of it. which means the monsters have to be nerfed in power because the way it is now is not possible for most builds to simple do this.

or is your vision that we all run the same 1 build and not enjoy the game and not enjoy poe complexity at all? the fuck man.

i don't mind NA mobs like at all or harvest changes tbh but poe without loot is just pure cancer.

guess it was a fun 9 and a half years... like always every good thing had to come to an end :(
"Now all that's left is for you getting on your knees."
if you know thank me:) i'm dying to find out x'D
I stopped reading at "But Path of Exile is a game about opting-in to more difficulty" To which I say what the fuck are random mods like drought bringer or mana siphon or anything like that. How do I opt out of that shit? Fucking liars.
Thank you for explanation and for admiting mistakes that were made. This is very mature, not every game studio can do this. Keep up the good work, GGG!
Jesus Christ... I can't believe they really posted this cringe.
And even lying that they playing this game too, lol. Yeah, we can see your "gameplay" every league teaser. White T1 maps, good job, exile. Good job.
Blizzard is proud of you.
Chris, even though you say the quant/rarity system is in a good spot right now, the game still doesn't reward you, with or without juicing, nearly as much as previous leagues. Certain items seem to only drop from rares and since their amount has been decreased it feels even worse. I also want more clarification on this new conversion system you mentioned in passing. Maybe that has something to do with why people aren't getting any loot. Map drops can drop from any mob in my experience, but items that are pertinent to progression in mapping aren't dropping. I myself specced my atlas tree purely to progress maps and it felt really nice, but orbs of unmaking were so uncommon. Going back to the conversion system, I know you said the quant was insane on some rare mobs and I definitely see it when I drop around 20 rares. But the problem I'm speculating is that this conversion system is making it so only certain groups of items drop from each archnem monster. Which archnem makes even worse, you have to wait for certain modifiers to show up, which in the pool of modifiers, could possibly not show up in a map. Which could be understandable, but in past leagues bubblegum currency and other items could most literally drop from any monster, and rare and other monsters would just increase upon those chances. This new system is the culprit that I think is killing drops. I think bubblegum currency should be able to drop from all mobs at a more common rate. The drought bringer drops are a meme drop, no one needs 8 flasks dropping from one mob that they may keep 2 from that single drop, but then run over the rest. The pile of rares reward should only be in early maps. All the X-touched mobs rarities/damage/health etc. are fine, but the rewards just aren't there still. Kitava drops uniques, but its still the same as the previous iteration of the game, most uniques aren't valuable. Solaris is actually fine and shouldn't be touched, because its guarenteed currency, and valuable currency at that. The overall drops from all rares, magics, whites need to be looked at because most of the time they're dropping nothing. Or if they finally do drop something its not something to get excited about its something necessary to progress the game like alchemy orbs or maps or ESPECIALLY VAAL ORBS. The higher end rares are getting to a good spot, but the majority of the archnem combinations aren't rewarding at all. And with the reduction in rare mobs spawning just make that issue even worse. Something within the thing I've mentioned needs to be adjusted. Not all of them, but something has to change for this new system to even begin to work the way its intended to.
So you've chosen to live or die on the AN hill...

You still don't seem to get it though. AN monsters is at the very core of the problem here and you quadrupling down won't change that.

First of all they are not fun, either I kill them in a couple of seconds and never really notice what mods they had, or the mob is so buffed that it's a snooze to kill and you stand around for ever trying to beat down it's health/avoid lightning boys at which point I don't care what mods it has, or I get one-shot by it and then the mods it had make little to no difference.

Now combine that with for example a map boss like Kitava where you spawn in rares in the intermission. Either I'm dying to the rares or I'm more focused on trying to kill them than the map boss it self.

This is the same for basically any content in game now. You once said that you should be able to just come home from work and sit down and play some PoE without having to focus pay too much attention...that PoE is dead and doesn't exist anywhere in game due to the AN change. Love doing breaches, not any more due to the inevitable AN rare pileup that screws you over. Love doing delirium, not anymore due to AN rares that screws you over while spawning that delirium boss. The list just keeps going.

The main issue here with the AN mods is the same mistake Blizzard did for D3 where you as the developer isn't taking in to account what monster is getting the mod nor what mods go with what mods. So you can get a monster type that you have to stay away from while at the same time get an AN mod that requires you to stay close. Or a stack of AN mods that means you can't be in melee of it while at the same time be on a monster type that is faster than you could possibly move away from it.

The whole concept of AN rares doesn't fit how we've played the game nor how I assume the vast majority wants to play the game. The current AN rares, the difficult and rewarding once, would be more fitting as bosses in maps rather than rares. With control over what mods can spawn on what bosses.

I've now played this game for almost a decade and this is the first change I dislike to a point where it's really hard to live it down and accept it as it's just making the game unfun in every content type you engage with.

And this isn't even mentioning the crafting changes that literally killed crafting.

ps. If I read it right the new meta will be to spam giga juiced low tier maps unless your new reward system scales with map tier. And, no, rare item i-lvl won't change that.
In game contact @MajorAsshole

Challenge T-Shirt: 4/6 | Full Challenge Totems: 24/34
"
Please keep the feedback coming. We are reading, discussing, and continuing to make changes.


Is that a lie?
I suggested dozens of creative changes to small things and fundamental things. I've seen others come up with incredibly smart things.
Have you read this? I don't think.

I'm somewhat glad that my proposed league concepts and the Synthesis rework found their way into Memories, Kalandra Lake, Delirium, Expedition, and Maven. (in descending order of similarity)

But why are you so stubborn? I tell you for the thousandth time - that players are divided into 2 camps: casual (for which PoE is a slasher with endless mobs and loot explosions) and hardcore (for which PoE is a difficult game that provides new difficulties and challenges every league)

Just. Split. The. Game.

It's not difficult, I'm sure your programmers will manage to create a parallel league with constant modifiers, like private leagues, but with different mods.
This won't make league development any more difficult as all bonuses will be applied globally (no need to create another game).
This is the most elegant solution to the problem. You don't have to be torn between making the game friendly and challenging.

People are not interested in fighting one rare monster that is 200% faster stronger and fatter than the boss of this map. Trite because this "battle tactic" does not work in reality.
You can't encounter a Rare monster with a Prismatic mod and spawn your build with a new element every 4 seconds. No. You wait 16 seconds for the cycle to end and you can deal damage again.
You can't meet a Rare monster with Soul Eater + Hasted and not kill the normal mobs next to it so that it doesn't "puff up".
It's a huge problem that Rare monsters can have massive damage or nasty mechanics that don't let you fight them for long. Either kill in 2 hits or run away.

But you don't listen to the players, you listen to the top streamers who beat endgame in 2 days and say "it's easy for them".

The fact that 70% of builds are unplayable beyond acts, 28% will not be able to kill uber bosses, and only 2% have broken mechanics that allow them to overclock 50+kk dps is not important. We change Rare Mobs.
The fact that 50% of Keystones and 30% of Notables are ineffective and not used is not important. We change the loot.
The fact that Unique weapons have 2-5 times less dps than the 5s eledps version of the rare item doesn't matter. We removed Harvest.

Even the simplest QoL fixes that can be done in a day, and immediately roll out the patch. It doesn't matter. We make the game harder.

The section of the forum with Feedback and Suggestions is just a "lingering box" (A mailbox where letters with wishes are stored. They can be read and implemented today, or maybe in 50 years). By submitting your ideas there, you don't know, read your message, what they think about your ideas, and how long you have to wait. Just be surprised that a patch comes out again that goes against the desire of the players to have fun.

I do not support the tendency to insult developers for their mistakes. But mistakes should not only be acknowledged, but also corrected, rather than saying "it's my fault, I'm sorry, but the current situation suits me."
my hideouts - https://www.pathofexile.com/forum/view-thread/3228515
Hey nice mea-culpa and explanation.
Starting to enjoy this league now that the mechanic pays off.

I've really enjoy the past few leagues as GGG have been evolving from the original game.

I wish the Archnemesis units interaction with default buffs was easier to detect at times. i.e. Hard to check what Archnemesis mods are in effect with a hasted mod applied.

Looking forward to future leagues.
The new economy has been cause for much emoji popcorn consumption ;)

Great post, lots of good stuff.

Unfortunately the band wagon is rolling way to hard for most people to read through this. Even if they do they will be to affected by the general "im-so-mad" content creator to comprehend what they are actually reading. So its easier to just repeat the same old "dont lie to us, you are ruining our game" schtick. Sad, really...

Love the game, like some of the overarching ideas, but the implementation clearly needs some iterations, hopefully it gets smoother over time.

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