Following up on Recent Feedback

AN statement:

poison teabags,lightning mirages,magma barrier
get rid of these 3 or re work them and the game could be good again.

lake of kalandra statement:

it sucks, the layouts are trash, the loot is trash.
the mechanic could be good.

i can run a t1 white blight map and get more loot.

#makePOEgreatAGAIN
Last edited by badoobmx#6256 on Sep 4, 2022, 10:42:43 PM
"These currency items are intended to fulfil similar functions to some of the removed Harvest crafts"

They dont work on belts, weapons, shields, rings or amulets, so this alternative isnt really an option.

For example, was trying to craft a decent belt, then you removed many of harvest crafting recipes and left me with no other reasonable choices to do it.


Edit:
Also, why not make some removed harvest recipes just more expensive? You still need to invest time to accumulate required currency to do it.
"The only thing necessary for the triumph of evil is for good men to do nothing" - Edmund Burke
Last edited by Toshis8#1464 on Sep 5, 2022, 3:45:45 AM
Thanks for working on that. Here my Feedback:

1. Loot: Better, but should be increase more

2. Harvest: Need better crafting mods. Lifeforce amount is ok, rare drop of special lifeforce much to low.
In my opinion, a good alternativ would be to buff Harvest and make it not tradable (Im a softcore player)

3. Archnemesis: Difficultly ok, dropps for the common 1-3 mobs should be buffed.

4. Lake of Kalandra: Layout could be better. Drops are still to low to the difficultly and the time.

5. Divine Orb: This is for me a big pain point. You said, you wanted to make divine even to exalt, but now you only have a change. Divines now 170c and Exalts 10c in trade. All the divination cards for exalts are worthless und you can get Divines mostly from drops only. If you get an exalted drop it feels bad.
Why you dont split the relevant crafts. Half divine, half exalt?

Thanks, best regards
Brief personal feedbacks from the previous days:

Loots, Archnemesis, and Essences are in pretty good shape.
I haven't tried Harvest yet.

The only downside is:
Briefly speaking, I find Lake of Kalandra pretty boring and unmotivating.
By that I mean: I will not go into Lake of Kalandra no matter what the rewards are.
This mechanism lacks the degrees of freedom for players to manipulate, and is therefore intellectually trivial.

Still, great work, thanks, and take care.
Can you please bring back the Gravicius Veiled Mod "Gain % of Maximum Life as Extra Energy Shield"?

I have worked on my Caustic Arrow build for the last nine months (since scourge league) and I finally got it to not be so rippy. I have played hardcore since open beta and I don't think I've ever asked for anything but this hurts.

The reason it hurts is the other major source of energy shield, Glorious Vanity Timeless Jewel conquered by Doryani, now costs 4 divines on HC Kalandra. You made that super rare with the Divine/Exalt change. I just feel like this league is a total slog for my Caustic Arrow Raider or my Caustic Arrow Champion.

I didn't know that this veiled mod had been removed and I now have to farm chaos to buy Orbs of Unmaking so I can unspec out of Betrayal league. I feel like I've been tricked. These changes have straight up made this game feel terrible at every turn the things I was expecting to do were changed. I read the headings of the patch notes for 3.19 but in order to find the change to Gravicius' mod I needed to read the fine print.

It just feels shitty, GGG, why have you made such sweeping changes all at once? I don't have time to read a 10,000 word changelog.

TLDR: Bring Back the Gravicius Veiled Mod that gives extra energy shield.
Sooooo GGG is satisfied with the state of the game and is busy selling MTX until season ends?
Wonder how much pressure ten cent is putting on ggg to keep this "vision" going this doesn't feel like the Chris we know.

Chris please make a div card to let us know if you need help.

Divination card named:

Kalandra in Chains 1/10

Reward: 10 Exotic Coinage



Archnemesis mods feedback:
Toxic (maybe incorect with name, the one that spawns flying chaos pistules on death) - chaos pistules should have either dot component or explosion component only + flying speed reduced, like other flying pistules in Archnemesis mods (and to be more in-line with old volatile dead mod). Otherwise its too rippy & too sudden, (best example is blight maps, where those are spawned by towers killing monsters and wait for you to come closer to rush at light-speed rate to take you to the graveyard) considering that players must invest in defences and in chaos res (chaos res was always optional before AN).

Rejuvenating + Mirror-image mods on expedition runic mobs - this is something I have no control over and it feels bad. On expedition remnants I chose block/healing/dmg reductions to an extent where my build can handle it but then come archnemesis mods to screw it all over. Whats wrong with this mod combination specifically is that during mirror phase monster stops taking damage (even from dots) and is able to heal without interruptions, add here some block/dmg mitigation/healing from remnants and you can pretty much get monster which can facetank uber-uber content. Is it by design?

"Beyond" monster feedback:
When they spawn you can instantly tell that they are tankier and hit harder than mobs you just killed and drop no loot (this is feedback not fact-checking).

Lake of Calandra feedback:
There is no point in going difficulty beyond 7-10, bcs after RIP is guaranteed but shiny rewards are not. Remember Ultimatum leagues where on later stages it was almost guaranteed to see reward worth of at least 5-10chaos orbs. But in lake at difficulty 7-10 mobs get tankier and it takes too much time to complete encounter so its better to do other content which will give more rewards for spending same amount of time. This is optional ofc like any other content in PoE but I doubt you are creating league mechanic for players to skip it and do other previous league content.
Must admit that lake during leveling on league-start scenario felt amazing by giving few chaos orbs and other currency you do not encounter frequently in Acts.

Essence rewards from higher difficulty in all content. No matter how hard content you are doing you get Screaming-tier essences (without additional investment). I think this should be addressed. For example, blight map t1 drops screaming-tier essences at maximum from blight pistule, blight-ravaged map still drops screaming-tier essences at maximum from blight pistule, lake does better job by dropping Shrieking-tier I believe (?) but thats clearly not enough for effort it takes to kill lake difficulty 10+ monster with multiple essences.

Harvest feedback:
No much to tell here but it feels like amount of life-force dropped in t16 is somewhat similar to amount I received in t5, I just see lifeforce dropped more frequently in t16 but not to an extent where I would see clear difference between those two tiers. Difficulty-wise difference is OBVIOUS.

We need reforge keep pref/reforge keep suff crafts no matter what for ALL slot items, in any form (tradable/untradeable). These are essential for creating powerful endgame items.
Last edited by worstnabever#6967 on Sep 5, 2022, 7:34:44 AM
Without aggression.

Fucking do something to the empowering elements, why do i have to wait and kite that shit for eternity when mob appears to have IMMUNITY to my damage type? Especially when it comes from 4x+ stacked essence mobs, are you for real??? This shit oneshots me and i have to wait until the IMMUNITY TO DAMAGE switches? Do you even play your game sometimes?

This is just broken!
Last edited by Ra_tatatatat#3457 on Sep 5, 2022, 12:13:45 PM
Also, Scourge/Beyond mobs.
The life/defenses on these are ridiculous for what they drop and what danger they are.
They are fast, extremely tanky even as white mobs in t14 and above, and deal a lot of damage. For all that, they drop nothing of value. This isn't a question of buffing tainted currencies or their drop rate, it's a matter of white Scourge mobs having apparent ehp on par to single AN mod rare monster.
The bosses, especially Ghorr have ehp on par to Shaper guardians/Elderslayers. And once you kill it, you get 2 tainted armorer scraps. Beyond rework has been catastrophic.

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