Following up on Recent Feedback

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CourtsDawn wrote:
Personally, Overall Like the ideas. Though I do think some tuning is necessary in the end.

It does not seem to be a common sentiment, but I do enjoy rares having the item conversions. Sure its pure random and I cant control which ones spawn, so no direct farming. but when I see certain monster mods, I do like knowing what it is and what will come of it. I also personally like the spiky drops, because to me with the amount I hide on loot filter, most of the time I don't need to stop until after beating certain arch nem mods. So I can move through maps focus on killing things, and after a harsh rare, when I need that relief of relaxation after spending 20 to 40 seconds on or so fighting and dodging. But what I dont appreciate is when I get to that needing relief state when fighting particularly hard combo that takes more then 1 minute; but forgetting it has an on death effect and I just die after reveling in my victory. That really frustrates me.

But those piles of loot at certain intervals are so much nicer then random 1 off items on random mobs. And the fact that they are themed, like all 6 socket, all unique, all fractured (especially love this in ssf). This may be the closest we will ever get to loot vaccum type mechanics in the main game that come with alva/blight and some others where stuff just pops up after killing everything. Personally I would be freaking a ok with all loot just droping from the boss at the end but that may be too concentrated. (but no one sees it this way and i find it freaking baffling, loot vaccums were wanted for so long but I know as a philosophy this game wants us to actually pick items up, so to me with the most interesting loot consolidated to rares we have the closest thing we'll get and now people want that awesome quality of life to go away. I am soooo confused.

AS a SSF character I do love the whetstones and extra flasks but as league progresses they seem to be important to me. BUt I really dont want them to go away fully, since it really did help smooth out the rough mapping start.

as for the lake, compared to mapping it is about the same. So not over tuned or under tuned in my mind. But the only reason I want to even mess with it is for chance of rings. ANd since they are so random what would it hurt to have the mists show up multiple times. I do understand for the ethereal mist it might still need to be rare, but normal mist should show up every few tiles.

Harvesting crafting is fine as it is imo, but the options it provided were so nice. BUt was probably bad they were all so localized in 1 crafting system. I would think bring them back in some form, but spreads' out thematically across crafting options like fossils, bench, new currency item, or whatever.

Eldritch currency is amazing stuff; but it does not fill all the gaps. Other slots need something similar to what we can do on the amour. But also even though influenced Items can be potent, they should also get some love in terms of how they can be crafted with.

ALL in ALL great league really am enjoying myself; there were some flaws, especially with difficulty of some mod combos. But I think you are headed in right direction. Just seems the common sentiment from most people is they just don't like change. Plus I just found it odd how this league and last league addressed to major things people were complaining about or asking for; but now that they have them they don't like it. And that is less irrelevant loot droping with more interesting loot (this league stepped in that direction); and to make harder content and reduce enemy screen clutter (also stepped in this direction). I guess its true what they say:

"You think you want it but you really don't"

And honestly I think after people get used to the current changes, because they were massive they would start to dislike going back to the old way.

bold changes are needed to not let game go stale, I enjoying figuring out all the implications of the changes made.




This post was well written, I will give you that. But paragraph after paragraph is like I'm reading Stockholm syndrome.

You say that we have been asking for a loot vacuum for a long time, which is true. You say GGG has time after time shut down this idea, which is also true. The solution to not having a loot vacuum is not to give no loot for 30 minutes and then finally after 30 minutes you find something worth clicking on. To you this is the "closest thing we will ever get to a loot vacuum" when in reality its more like a loot black hole.

You mention a couple times about being a SSF player, which is fine if you choose to play that way. But the game is not and should not ever be balanced around SSF or HC. Those are self-imposed challenges to make the game harder on yourself. The same applies to any difficulty-based game, devs do not balance the game around the hard setting. They balance around "easy" and the other modes just have damage and health multipliers on top of that base.

Points regarding lake and eldritch currency I would agree with.

Harvest I would like to see us get ALOT of the more powerful crafts back, however completely remove any ability to trade the crafts, including on third party. Add a mod to items that states "item cannot be traded for 90 days" which starts its timer and or refreshes it when an item is harvest crafted. This would prevent any item from being crafted with harvest and sold within the same league(They could still be mirrored and the mirrored copy would not have the trade restriction). If the items go to standard and the crafter wishes to trade them after that then so be it that economy is already saturated with gg items. If a league happens to be extended for an extra 15 days or whatever the case may be some timers may start expiring and this would add some excitement to league end and a reason to come back and play a different build for those who had stopped.

To call this an "all in all" great league when a massive percentage of the player base has stopped playing is wild to me. I guess as an SSF player you don't really care about that. However new content and top quality servers come with player populations that are bringing in revenue.

Last edited by ChopsToChapo#6720 on Sep 4, 2022, 12:48:04 AM
Looks like some promising changes
i'm out! In my eyes, you have simply ruined the game. You don't want to listen to the community and do your thing. Ok then do not be surprised that the players run away. Archnemesis has failed and you just don't want to understand that. I regret that I put so much money into the game because I believed in you guys. This will not happen to me again. If the community dies, the game dies....


bye
Thx GGG for all these Changes.
I had stoped to play only poe and discover a few very good Games. I don´t play these games the hole day...so i have more time for real life.
poe goes from "very good" to "very bad"... not only in steam review.
GGG, you kill your game...great.
But you will not be the first or the only company that crash because of a few "dissisions"
I play since 1992 Videogames and had seen a lot great games dying because a few dissisions where not really clever.
Anyway...
bye bye
Last edited by Natian#4336 on Sep 4, 2022, 3:42:20 AM
What a mess

Does anyone still remember the issue with enabling multithreading causing freezes?

Its been present for many months and the only 'fix' is to disable in in options

My pc is quite old and doing that make taxing events like delirium/blight drop to unplayable frame rates

Can we do something about the refresh rate when you change an items price It stays on the books for hours after then finally updates
Before anything, I appreciate the hard work you put into the game.

Archnemesis
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In Delve [...]

nice, nothing to say

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Community feedback reports that Archnemesis Modifiers that convert rewards to quality currency and flasks feel bad.

The issue is that there's not much to do with those, while it was fun the first time (and still surprised me yesterday when my screen turned yellow from the avalanche of quality currency). So unless you introduce a way to make an effective use of those very low tier currency, there's not much to do with that... You could add tainted quality currency, they're the least valuable one.
Perhaps those mobs could drop non-corrupted with 26%-30% quality?

"
Also mentioned in our last post was that monsters that can't drop items shouldn't have large numbers of Archnemesis mods and will be capped at two mods. This change has happened internally and will be deployed in an upcoming patch.

Nice

Kalandra League
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Players have mentioned that when Beyond appears in the Lake of Kalandra, its difficulty to reward ratio doesn't feel right. We're investigating this.

Well over 10+ Beyond occurence in map (no atlas buff), I currently sit at 3 quality currency, 1 jeweller and 2 fusing. So that's about 1 low tier currency every 2 events. Unless speccing beyond increase the drop rate by about 1000%, this mech feels like a wasted slot. I make more currency from white strong box at this point.

"
Currently we feel that general drops from the lake are okay but that past league content that appears in the lake may not be rewarding enough. We are keen for specific feedback around which past league encounters in the lake don't feel quite right in terms of rewards. Please include as much detail as possible around your experiences.

Yes there's something wrong with Beyond in general. I'm not expecting a shower of loot every time but I did a few lv10+ tiles with Beyond and didn't drop a single currency. Considering how beefy they are, it feels bad.

Harbinger isn't worth it. The whole point of Harbinger was to drop exalted shards and exalted orbs. Now that Exalted shards are worth half a chaos, Harbinger feels much less rewarding. I prefer a regular tile over an harbinger atm, and the difficulty and time spent aren't the same! A few seconds in a regular tile, 30+ in Harbinger. This has probably been requested A LOT but... I don't see anything but introducing Divine Shards to help Harbingers in general.

Harvest crafting
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We're making it so that you can see how much Lifeforce of each type you have available at the Horticrafting Station.

Thanks god.. I mean, thanks Chris

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We are also aware that there is a lot of disappointment around certain Harvest Crafts being removed. Previously, Harvest Crafting was balanced by how difficult it was to get the crafts that you want. Now that crafts are tradeable, Harvest's power was reduced to be more in line with other crafting methods. We understand that there is a call for us to bring those crafts back but it isn't really possible while allowing Harvest to remain tradeable.

While this isn't exactly what you want to hear, I can say that this issue was pushed very hard during discussions to see if any compromise could be made. Harvest's crafting potential without being gated by rarity is just too high.

I'm fine with it, I feel like some craft, especially the very basic "reroll" are still too expensive but that's me.
The drop feels better but it's still awkward to see such variation. Going from 400 life form on one crop to 27 on the next...

Eldritch Currency
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We are making it so that Eldritch Exalted Orbs, Eldritch Chaos Orbs and Eldritch Orbs of Annulment will drop in lower area levels. We are also buffing their drop rate.

\o/

As a side note regarding the swap of Ex and Divine, I personally like it so far. I actually did use a bunch of Exalted to finish crafting some cluster jewels and what-not. I wish it wouldn't be so... "random" in a sens.
The odds of getting a useful mods aren't great, and that's not considering the tier itself.
Perhaps if they could only roll from "max tier to max tier-4".

I've taken a better look at unique drop. I've been greatly surprised to see I could sell 1-2c rubish to well over 50c whenever they'd be perfectly rolled.

--------- Other feedback ----------
What I hope for the future
- a buttload of new divination cards for Divine Orbs.
Or maybe just revert the change of EX/Div but swap the exalted orb and divine function (and re-adapt the craft). So that you don't need to add tons of new cards while keeping your phylosophie of Craft > Exalted (+1mod) > Divine (reroll)
- Divine Shard... (if the above is not done obviously)
- Removal / Rework of Torment. (god this one is dull). Sentinels were fun!
- Rework of Synthesis. Synthesis really feels out of place. 99% of Synthesis loot I'll ever encounter drop from... "not synthesis" maps. Synthesis maps are needlessly rare (except Cortex I suppose, because there is that one single valuable potion). Fractured Items are in a great position imo, but Synthesis item really feels out of place. Like beside a very few set of mods that happened to be roll on a high tier item... it's just garbage.
Have you tried introducing Synthesis portals like Vaal Side area? (I'm sure you did)
- Jun mods buffed... again. She's been buffed, yet I never see anyone with a veiled item. Her mods only seem to be useful on the crafting bench.

Regarding Archnemesis
I actually like the new system, but as people said, the loot are too spread appart and the idea of swapping your gear isn't fun.
Perhaps adding low-tier rewards to already existing common mods, ESPECIALLY the currency one. Some mods such as Heralding Minions, Magma Ball of Death, Hasted, Lightning Buddy are much more annoying to deal with than the average mob without better rewards (unless I didn't notice...).
If those would drop a few chaos it would go a long way.

Like I barely drop more than 1-2 chaos per map and half come from random white mobs.

thks for ready if it isn't lost in the bajillions replies.
I play standard this league and the changes to remove only tabs are very very bad i cant sell my stuff now got 50+ stash tabs not listed and i payed for them i wanted to buy more tabs just to sort of my stuff in standard but the changes change my mind :D not giving me a reason to play standard...
When divine shards? harbinger is fully useless and to much powerfull with archnemesis rares without loot.
To much defences nefr, like mana efficy for def auras.MOM bulds dead. 90% res def with meldind flesh dead.
Force to spend points into spellsupress - hard now take 100% chance w/o spend many divines T1 spellsupress cance on gear or lose passive points.
Now because of your philosophy loot, Aegis Aurora cost 16-19 DIVINES, regular player will spend around month without progression due to cost!
Buffs arctic/flesh n stone/arrow dancer/wind dancer too weak and cringe the first two reserve mana. Which you also deleted mana efficy in mastery.
Grace week w/o diverget determination, 70%+ build uses determinaton + molten shell. This variety of choice you sought?
Even harvest gamble more common reforges was delited. Thats force to spend much more time to grind lifeforce(or currency to buy) for regular cluster jewels/jewels/curces ring. And ofc 2divine craft keep suff/pref for 1 attempt reforge w/o more common clown gambling with hight cost
Im still wondering how a company can ignore all the player comments. No one like this patch and how it’s going in special the AN design . Why a company can’t say we are wrong here and remove this shit again .

Ggg isn’t listen zu any comment like all other company as well.

Everything a gamer like on a game will be nerfed and removed and still nonsense is in the game .

I like to be immortal, I like to speed rush through things , I like to progress in my own way, but now click on an essence mob your instant dead, why ? I zu I have no time to react to any monster skill when you slow down me.

Toxic balls, magma balls following over the whole maps , no chance to seems them in a full map no visuals , other mobs are so speedy the run 3x faster as me install killing without a chance to ract.

That is completely bs , with this 10 xp lose all the time .


You don’t like that player needed to click , but now I have to open hundred of items on the ground to see if something is good , I like to filter the fuck looting only for good stats. All this crap on the screen

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