What Happened with Items

Wait...Are you seriously telling us they made some changes and tell you and you were distracted or busy and didn't understand that changes were bad.do you think thats the only reason why you lost more than %50 players within 6 days?

Omg are you seriously expecting us to believe that?All that fiasco happened because you didn't understand it?

What about lying about harvest?
What about killing delirium/ritual/delve?
What about removing crafting options?
What about banning people just because they talk bad about you in other platforms?
What about a single rare drops x10 divine orb just because it is touched and others drop nothing?

Also misunderstanding?

I think you guys only do some math(which is bad math) instead of really testing it when you guys change something.I think poe devs never really test their league because they have us as a testers.You just input something and if it bring chaos to your world just saying sorry is ok for you.

I remember same thing in synthesis which was also fiasco.What happened since then?Saying "sorry" fixed for you right...
Last edited by feuerwelle#3372 on Aug 26, 2022, 5:17:48 AM
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Players have been saying we reduced drops by 90% but in reality, that type of difference could only be true in the most extreme situations involving Beyond, Delirium and Incursion stacked with party quantity, rarity, sextants and scarabs and a dedicated MF culler (peak efficiency of every juice mechanism that exists). Every other player is unaffected on average. For example when playing Breach, the reduction in currency items found is around 7% (when comparing 3.19.0d to 3.18.1f). In 100% Delirium maps, the difference hits 17%. In Incursion and regular non-league content, you'll find 25% more.


Me, selling literally anything that costs a chaos orb or more, to scrounge up enough currency for my build. "I'm totally unaffected, loot has never felt better".

Its kinda weird to read this paragraph, just below this one:

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There was not sufficient time to playtest the change properly for feeling. It is unacceptable that I allowed a change like that to make it into the patch without a big chunk of time allocated to making sure the game still feels great afterwards.


So... was this playtested or was this not playtested? Am I affected or am I not affected? Am I just having a streak of bad luck (40 hours played, gotta be a long streak)?

Keep in mind, I dropped 2 raw ex which is extremely generous of the game... Had ex been a useful currency (I sold both for a total of staggering 20 chaos). So I actually cannot gauge whether I'm affected or not affected... in the old economy. In the new economy though? Hahaha. If that is not affected... I can't imagine how it is for those who are affected.
“We are the race of flesh, We are the race of lovers.”
Guys you don't understand one important thing, they give you more time to spend it with your friends and family, enjoy real life.

P.S. Maybe you just shut down the servers?
Last edited by Iggi_ua#7435 on Aug 26, 2022, 5:18:44 AM
After league start when i sleep i hear scream of PoE....something like "Nooo....some one help me!!! All is gone....no loot...no people...im alone...only archnemesis enemys...only pain...NOOOOO!..."
Harvest ruined, crafting ruined, party play ruined, currency and loot overall ruined, so are your reasons and motivations to even beat the campaign. "Back to the Stone Age" meming 100% accurate

We had something good and we were having tons fun. U just have taken all of it from us. No thanks
Last edited by Darti7#4449 on Aug 26, 2022, 5:21:03 AM
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But Path of Exile is a game about opting-in to more difficulty in exchange for more rewards.


Except that we CAN'T opt-in to Arch Nemesis... That's still forced on us. I don't know why you felt it necessary to gut the core of the game. You know, the core of what every player was used to, and came back every few months for.

The old rares were far from perfect, and the stacking auras 'n such were pretty bad. But compared to AN mods, they feel much more in line with expectations of an ARPG.

I don't want to kill fewer monsters at a time. In fact, I'd like to kill even more if I could. That's the most satisfying part of these games for me. It's why I still play D2, and why I still play D3 every season. Loot drops are near second place after that.

You know what game I stopped playing? PoE. Right after I made it to maps last league, and realized that AN wasn't fun to play against on a regular basis. It sucked all the joy out of the game for me, and many others. If you don't believe me, go ahead and read the posts. There's a handful of people who support AN, and then there's the rest.

Not to mention, you designed the game so that getting upgrades off the ground is near impossible. Which made crafting mandatory past a certain point in order to progress. Now you've gutted crafting, as well as drops. It's like a double whammy of a progression difficulty spike.

I will never understand why you would take a formula that worked so well, and cultivated such a big following... and then flush it down the toilet. Screw your "vision". If this is what you want for PoE moving forward, I want nothing to do with it.
I like the direction the game is trying to go. But jesus test your stuff!
Unfortunately, I don't think archnemesis will ever fill good in its current state. You should maybe try to bring it more in the direction of uniqe mobs. With a unique look and clearly visible attack animation. Simple mobs and modifiers that can be clearly assigned by their appearance and from which you can deduce what to expect. In addition, there should be limitation to attack cast and movespeed mobs that chase you with hyperspeed and 1000 attackspeed just feels stupid and buggy.
I was thinking about getting 18 challenges before I quit but than I looked some of them up and was like "man I don't wanna play this anymore" so I guess imma quit at 16. Although it does feel weird to drop the league before 1st week ands after playing this game for the last 10 years. GGHF, I'm checking out.
First, you have my respect for taking yourself full responsibility without blaming anything on your team.

I have to say the goal you set to your team are all very relevant and not easy to achieve.

Personnally, which might be an unpopular opinion, I liked a lot the changes with Archnemesis Mod, having the feeling of actually fighting a monster is great however most red-beast and essence monsters are totally overpowered.
Maybe you should consider limiting the maximum number of archnemesis modifiers on them to one as they already have their own specific powerful modifiers.

One really good change was the drops of full stacks of blacksmith's and armorsmith's currencies from Necromancer monsters during the acts, enabling Weapon-based build to progress smoothlier.

However the culling of "trash drops" made it very hard to get the bases you wanted without spamming the same campaign map over and over again.
During the act we don't need much, usually a base of the right defense layer and four linked is all we need. Me and my friend really struggled to get them during the acts, we even played without filter and were still struggling to find them.

Once arrived into maps, I have to say some mechanics feels ... empty. Especially beyond. Not only are the droprates of tainted currencies excessively low but they got so nerfed they aren't even a nice drop anymore.
Strongboxes are in a very bad shape too. Rolling currencies on them feels like a waste and they drop almost nothing if you don't.

The Lake of Kalandra is a nice league mechanic, however it is too bad it doesn't bring any of its own monsters, no encounter is unique to it every monster encountered there already exists in the game (though not with the same modifiers) and that creates a lack of identity. I don't feel like I'm engaging with a new content when I enter the lake.
Big Yikes, fix your game.

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