What Happened with Items
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.
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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. |
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Big Yikes, fix your game.
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Take your time to fix things. Show us your vision.
I wonder what it would be :) |
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Yeah that this was based on an error was fairly obvious.
It just does not feel like you get 7% less currency in breaches and having loot only drop from rares feels horrific. When looking at total currency you need to completely exclude the conversion mods, because currency is the basis of progressing your character and if you get unlucky you‘re now down almost all of youe money. The loot of mapping doesnt feel good because the entirety of the loot comes from a mob you encounter every other hour. Instead of incremental growth this feels like getting nothing for 2 hours. It does not matter that you drop 5 divine+ at a time in these explosions. There‘s too much variance involved. The item system is also left in shambles by the absence of access to divines ( love discarding a better rare, because the average cost of divining attributes is sky high). The access to interesting harvest crafts allowed for fairly deterministic items with high investments of time and currency and the new harvest does not allow for this to occur. It feels like you guys doubling down on your assessment that access to good crafting makes a player quit sooner because they reach their goals. Even if that were the case me and my friend group at least had alot more fun with harvest when we had to hang in a discord to access it. You made a great attempt at fixing or changing these systems. You just missed on every single one. And that is still the case. Juicing feels like dirt. Crafting feels like dirt. Lake of kalandra feels like dirt with low depth. |
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Thoroughly false, hypocritical text.
You declare that you are not to blame for what happened. You say you didn't know. You forgot to mention nerfs. You forgot to say about strengthening mobs. You forgot to say that you will take the ALL drop. You forgot that cut ALL craft. You have been silent and ignoring problems for a whole week. Now you are saying that we see the game wrong. Delete arh. Return x5 drop. Bring back craft. Change the balance of mobs. BUT now you deserve only shame GGG! |
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meh
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" There's still here, you packed 4 rare into one and nothing changes. 50 divine orb from 1 mob is bad too if we talk about 50 rare item and list of it cant fit into screen forming an unreadable loot-cross. |
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Unbelievably depressing post. Definitely a case of Chris liking to write and hear himself talk. Taking the blame for everything - again - is just another smokescreen, even if admirable of a director.
Worst of all this post only addresses (and then tells us we're wrong) one big problem with the patch. What about the 32:9 lie? Tainted currency (which was also mentioned here as a positive)? Harvest craft removal? AN still being in the game and running it into the ground? All of that not making it into the patch notes was just an oversight too, huh. (2-3-2019) Buff underused skills (3.23?!)+ selfcast, stop nerfing defense, build in threshold jewels (3.23?!), implement D3-style looting, add death log + MTX preview, actually rework flasks, stop balancing around the .01%, unnerf Harvest, ADD NEW WAYS TO LEVEL, finally implement Loot 2.0
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I'm just tired of it
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