What Happened with Items
Oh, and for the future, when you come up with innovations, focus on hardcore, not softcore. You killed hardcore. You have to be an absolutely insane nolifer to run hardcore when a random yellow mob can oneshot you on any build.
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''Our plan is not to gut the rewards out from Path of Exile.''
Yea right. What you meant to say is your plan is: 1) to not just gut the rewards out from PoE but also gut the rewards from crafting, 2) but also the feeling that additional league mechanics (which add difficulty) also add more rewards, 3) AND gut the rewards for all but the top 0.000001% who farm multiple mirrors a day, 4) AND gut exclusive uniques from league mechanics as a reward, 5) AND gut player power through nerfing gems. 6) AND buffing monsters consecutively, 7) AND gut communication, 8) AND gut the feeling of playing with base items and skills by making fancier mtx every few days while leaving a lot of items and skills looking like they got released in 2009, 9) AND provide no real clarity concerning the direction you want to take in the section that is explicitely named so, leaving an opening for many more nerf leagues in the future discouraging players from playing and returning, 10) AND no real sympathy for the long time player base who liked the power levels and drop rates from the past since it allowed them to not feel bad for only playing a few hours a day after work. This list can go on for a bit, but i think you've either gotten the gist of it and simply dont care cause you rather have your vision than player happiness or you honestly dont get the issues players are experiencing for whatever reason. Seeing as you're smart people who made an intelligent game that can still be applauded for many things even if a lot of players' joy decreases with these changes, i'm guessing it's rather the first. Game doesn't feel like it is for people like me anymore. Pity. |
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How about u restart the league and buff drops by 90% to see how the game feels again.
Cause in current state not going to play a league like std. ( no offence but current league mechanic still not rewarding to my like) |
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This latest post only covers some of the nerfs introduced in 3.19 and ignores crafting, minion life, unavoidable AN difficulty spikes, withdrawal of widescreen support, etc. It's a pity none of GGG's philosophies are to ensure players can actually have FUN playing the game or to be able to achieve goals such as crafting end-game gear, etc. I do appreciate the explanations given by GGG but it seems they are incapable of resolving the issues they keep creating for themselves (as seen in previous leagues as well). So thanks for the good years GGG but I'm bowing out at this point. I genuinely hope at some stage that you can return POE to its former glory, but I'm not holding my breath to be honest. Peace out Exiles.
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Like a candle in the wind ♫
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Path of Whetstone
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I'm a lurker, and I'm just here to give feedback:
Three issues with current game-state, after patches, ranked in order of importance: 1. Archnemesis 2. Crafting 3. Kalandra League Mechanic I will only discuss the Archnemesis change, as Crafting is technically not as pressing and the League mechanic is at worst just mediocre and forgotten about eventually. The following things are concerning with Archnemesis: I. (Special) Modifiers are not iconic/fun
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There is no way around it: Path of Exile needs very generic monster Modifiers that do exactly what they say they do. However, Archnemesis League is a success in so far as it showcased how fun fighting crazy strong rares can be. Basically, it was what Metamorph was hoping it could be. The current system is close to getting it right: The more common modifiers are more generic, so that most of the time you hit 2 generic Mods like 'Gargantuan' + 'Steel-Infused'. However, since all Mods are lumped together, they feel more like "a Mod" instead of "that Mod". The Solution is make a clear distinction between generic Mods and non-generic Mods, likely with non-generic Mods having Loot Conversion. II. Modifiers have too many effects and can double dip, and can also "disable" certain builds. This is the most pressing issue.
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Chaosweaver has resistance to Chaos AND Resistance to Wither. Most Chaos builds play Occultist, which very likely utilizes Wither as a damage-scaling tool, and may even spec into the passive tree for increased effect of Wither. This nerfs the damage twice, and multiplicatively, in a single modifier while also adding chaos damage to the monsters attacks and spells. The Power gain against Characters is substantially diverse, which leads to a mismatch between effort and reward - this is acceptable - but it occurs too regularly to be ignored, especially since Chaosweaver, for example, can roll on Magic Monsters aswell. The scarcity of Mods is exacerbating this effect, of course. A Likely Solution here is to split modifiers. Chaosweaver for example could be really good: Adds Chaos Damage and Resistance to the Mob. If you want resistance to Wither to be able to roll aswell, add a different Mod for it; Call it Withered, let it be immune to Wither, and give it a Chaos DoT Aura with low damage that is capable of inflicting Wither, scaling max stack application with cast speed. This would also greatly help with clarity; Chaosweaver is Chaos Hit, Withered is Chaos DoT when near. No need to learn a list of effects for each Mod :P Another example is Droughtbringer, as it disables Flask-based builds almost entirely. While not as common as Chaosweaver, it is still occasionally seen. The Design seems good in principle, interesting effect, nice challenge for many builds, to have to fight without flasks. But there exists an edge case where it disables an entire build on its own. This obviously, is a problem: Droughtbringer is not opt-in, but mandatory, since Archnemesis encompasses the entire game. There is no straightforward solution to this problem. This is not a double dip, but a simple modifier. While I believe many players have seen this as a very predictable issue, maybe the design team has not. Maps that have reflect Mods can be rerolled or vendor reciped. Rare Monsters, however, are involved in every aspect of the game except boss-fights. The only workable solution I can find with my capacities is to make a lot of Archnemesis Modifiers opt-in, as in players "pick their poison." This would also allow bringing back of effects like "Immune to Freeze, Chill and Brittle". Slap Righteous Fire on a Mob, Give it Freeze Immune, and done. There is another issue though, and that's player incentive. As it stands currently, Simply having such a mod in existence would help because of the scarce Modpool, but it would not really make it an important choice but rather a "Oh my build can't fight this mod" type of decision, which leads us to: III. Loot Conversion is imbalanced
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Because it is the worst culprit in my opinion, let's use Droughtbringer again as an example. The Conversion makes thematic sense (this is good), and the Mod is iconic enough for the reward change to be memorable (this is also very good) however, the reward changes into something dramatic that is likely utterly worthless, namely normal rarity no quality flasks, sometimes a unique flask worth 1c that no one on SC Trade will buy, ever. Thankfully, the fix is to tune up the Conversion Mods, as either will likely work well. This is also a great opportunity to make Archnemesis mods interesting and, most importantly, worthwhile doing. Add exclusive and/or good/rare modifiers to the Flasks that drop, such as enchantments, unnaturally high quality or maybe even spacial base types. Also, don't forget that "Conversion" means turning something into something else. The Conversion should at least reimburse the opportunity cost of not dropping generic loot. That being said, the Sky is the limit, but it needs to be less generic; For reference, see 1.I. GL, Don't mess up like this again any time soon, focus on fixing. |
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An analogy: Apple iPod users reported that the "random shuffle" function is not working properly because it didn't feel "random". As it turned out it WAS working as intended. Random means that songs could be played 2 or 3 times in a row. Apple then changed the "random" function to be less random (more a even distribution than a random one) and people were ok with it.
It doesn't matter what your numbers or spreadsheets say GGG, all that matters is how the league/drops feels and they feel horrible (aside from the non existing crafting as playing lottery with chaos orbs is not considered crafting). Last edited by Fallbringer#4485 on Aug 26, 2022, 4:47:21 AM
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" For solo casual players, these rares only appear every like 200 maps? The rest of the rares drop nothing of value. Getting 5000 Blacksmith Whetstones and Armmourers Scraps every map isn't the answer. There aren't enough of these rares that drop good loot, to balance it out. I said this days ago. If league specific mobs don't drop as much "breach legion etc", then make these good Archnemesis monsters more common in higher tier maps. Before 3.19 I would get around 10-25 breach splinters per breach. Now it's about 2-10? Looks like the game will be more like gambling on maps, hoping there is a good Archnemesis rare on the map that has good drops? Beyond was actually good fun before you ruined it. All you had to do was update the art and maybe throw in the corruption currency. Fighting 1 unique in a full juiced Beyond map is boring and doesn't seem worth it. Just revert everything, at this point its the best idea? #Headhunter is ruined!? #Beyond is rubbish now!? #More Archnemesis "good loot" Rares in higher tier maps!? #More loot from normal/league mobs "breach splinters" #Good loot from 1 rare mob every 200 maps!? #Minions!? |
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" Rookie Numbers! :) - What a joke! ༼ つ ◕_◕ ༽つ NERF ༼ つ ◕_◕ ༽つ NERF ༼ つ ◕_◕ ༽つ NERF ༼ つ ◕_◕ ༽つ
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