An Overview of Upcoming Changes
" The easy method is to be like Guild Wars 2, when these AN monsters drop currencies they drop a box containing such, so they are not affected by rarity of items found. The hard method is to revert to old item dropping mechanism, that only IIQ affects currency drops and get rid of the fancy "AN monster drops 'upgraded' by item rarity" thing. Two-handed - Mop
Dual Wield - Slippers One-handed & Shield (close combat) - Brush & Basin One-handed & Shield (ranged) - Hair Dryer & Mirror Main-hand & Off-hand (evil witch) - Sponge & Soap |
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No reverting it is actually the easy fix and exactly what they should have done when they saw the reaction to this league.
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Great, you admit the issues are there.
Everything you mentioned is an issue and shouldnt need discussion, but fixing. These still seem like you downplaying the issues. The game feels exceptionally unrewarding to play. When you have your atlas and are clicking every shrine you can sustain basic currencies, but everything but legion, heist, blight and expedition feel extremely bad. Especially Alva. Also without semideterministic crafting with ‚save points‘ and divines for rares the item system feels like dirt. |
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Remove Heralding minions, or at least nerf them.
"There he goes. One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die. " ~ Hunter S Thompson ~
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magic swapping the rare arch nemesis monsters feels really bad. I hope GGG figures something out.
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I don't know if I am the only one with this opinion, but I hate the sound of the storm striders exploding. Wondering what others think about this. Liking what you guys are working on tho!
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My issue with the lake was the layout itself feels like it was designed to infuriate players. the random rocks or elevation makes it so that it will always hinder you when you try to kite against angry mobs. Add the lackluster reward from that and it really is demotivating running it. There's a reason why people who were not fond of opening doors do heist rather than the current league mechanic. Hope the reward gets buff or the layout itself becomes less punishing, whatever it is that's easier to implement.
Padoru Intensifies
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This is the first time in 3.19 I've fet good, I'm not convinced yet but I am genuinely hopeful.
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Now we're talking.
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A feedback on archnemesis. I was read an article or comment about Diablo 3 that I never forget. Maybe with not exact wording but its main idea was "Demon lords in rainbow land". I thought its about Whimsyshire but it was telling that all game is too colorful. Rare and magic monsters and their skills are to flashy for a Diablo game. What a player see is to important for a game. I feel like for the sake of visual clarity archnemesis mods are damaging PoE's soul. For example Lightning Mirages from the Storm Strider. A running lightning man does not telegraph me anything. And there is a mod that makes monster incredibly shiny and blue that even makes Solaris jealous. They look so cheap and looks like came from a mobile game. When I see a Lightning Mirage or magma ball I do not think "I should run" I think "OH,this thing looks so cringe.". Nearly every single one of them is contradict with art design of PoE. World of PoE was written with blood and sand by cosmic horrors. I was literaly scared when I entered to The Cavern Of Anger. Even there is not so many people care about story and looks I think archnemesis mods breaks athmosphere of game. I do not know in many comments this will reach to GGG but I hope archnemesis gone every day. It needs a complete rework both mechanicaly and visualy. I just want my favorite game be better and I know GGG can make it better. I wish luck to solve problems.
Last edited by Undicesimo#7087 on Aug 31, 2022, 1:54:54 AM
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