Following up on Recent Feedback
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The reasoning for the harvest changes is laughable...
The loss of crafting (trolling more likely fake craft, no keep prefix/suffix, and metacrafting being blocked by lack of divines) has killed my motivation for making new builds. I'll stick with my starter a bit longer until I have a Kalandra ring for my ssf collection, or get too bored of the aimless repetition, and I'll be done for the league. No supporter packs or kirak pass for me this time. |
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Dear Dev´s, Dear Chris,
I would like to take this opportunity to give you my personal experience with the current state of the game. Before doing so let me introduce myself: I am a seasoned player, experienced in crafting and all endgame content. I´ve killed all uber bosses in the past and did all the juice there is in the game. I acquire a mageblood and headhunter every league and have some experience in making builds. My issues with the game will be sorted in categories, starting with Overall damage in the game and adjustment of builds: The overall damage output of Monsters in the game feels really off. I am not talking about challenge vs. reward, I´m talking about just damage in general. In my honest opinion there should be no scenario, even with 3 damage mods on the map, where one (1 - singular) white skeleton monster should half life you with immortal call up, max suppression, 50% chaos res and 20k Armour. That should not be a thing. I am aware that 20k Armour is not a lot, but it should be enough to survive such an auto attack. I personally have been close to dying many times where i panicked and searched for the responsible archnem monster with 5 mods just to find out it was literally a white skeleton monster doing auto attacks on me. The issue at hand is not only their damage output, it is also a problem of build creating. The Dev´s need to understand that the amount of people capable of creating builds that can withstand such circumstances are very, very little. The game became so hard that players need extensive build knowledge, both offensive and defensive, to actually create something, that´s not going permanently die in maps. I have made builds in the past and i would consider myself a not efficient but experienced creator of builds. With this league though I am lost. I am really lost and don´t know what to do other than just straight up copying another creators build (ruetoo´s ignite vortex e.g.). I feel like the ability to create builds has been taken from me and I am yet to find a solution for it. Keep in mind dear Dev´s, and I will say this without having any numbers or intel on player behavior, I personally do not have time to spend hours before league start to theory craft a build for an upcoming league. Also for newer player, that haven´t touched build creation at all I can just imagine how it feels to be stuck with a build a certain content creator made just to find out something is not working out. My take on it would be not to nerf the archnem modifiers, but the base damage of the monsters by XX%. I will not stand here and say any specific numbers, since, again, i got no intel whatsoever regarding any monster specific numbers. Bottom line is -> the game is way to hard for majority of the player. We have been ripped of so much power, our builds have been nerfed so badly across the board, monster difficulty has been increased by so much that people just lost interest in playing it feels like. Leveling: Another huge aspect of frustration comes from leveling. I totally understand your standpoint of slowing the game down and making it more challenging, but let me assure you of something. If player die 5 times to frostweaver flicker monster in the submerged passage that freezes on hit, they will not enjoy the game for long. That of course is just one out of many examples, I am sure there is better ones but its the one that personally annoys me. I do not understand the need to make players, especially new players, experience in the early game so bad. Also the gap in difficulty from the campaign to maps is still insanely extraordinary. I personally can adapt to changes, and I am sure that a lot of experienced player also can adapt, BUT we should not be the standard. just because me and my friends can finish the campaign in under five hours no matter the circumstances it does not mean that player like us should be the standard, let alone streamer. A great solution for this issue in my opinion would be giving players that have spent more than 6 hours to get to the campaign with an over level 65 character the option of fully respecting the skill tree. Game balancing: The above stated issues come from difficult seems to come from the philosophy of balancing the game around the 1%. Yes, some of us will make mirrors regardless and yes, some of us will make immortal builds again and builds that zoom through maps and destroy uber content alike. But we are a very small percentage of the player base. We will do that no matter what. I personally don´t think that we should be any sort of standard when it comes to balancing. Just because Grimro can generate enough currency to buy a multiple mirror tornado shot after about a week of playing 15h a day it does not mean we should balance everything around him. Just because Ghazzy can still generate a mirror with sitting in his hideout crafting minion stuff we shouldn´t obliterate crafting. These people will play the game no matter what because it is their job to do so. Casuals on the other hand are getting ripped apart by these changes that don´t even affect above stated streamer and higher end player. I wish for you, dear Dev´s, to consider the large amount of player base as the absolute main source of balancing decisions. These are the people that keep the game alive. These are the people we need to excite with cool builds appealing game play. Kalandra League: For Kalandra league I lost all hopes. The players that left will not return and the league as it is has failed. There are plenty of reasons for that but first and foremost i make the league start weekend responsible for that. We the players got screwed with over tuned archnem monsters in two back to back leagues. The amount of difficulty you added to the league start weekends in both Kalandra and Sentinal league was out of this world. Kalandras reward system also failed in a historical way. It must have been the most unrewarding mechanic i have ever seen when it comes to league mechanics as a stand alone. The loot situation: I think that sentinals should be a core mechanic starting in maps. I think the drops as they are should be the norm with sentinals increasing them substantially. The difficulty of these mobs should be around the same as the unnerfed archnem monsters. That way you at least take away a lot of power from archnem and split it between the two. That´s one of the biggest issues in balancing archnem as i see it. I can imagine it being hard to balance since you have no other way of adjusting but archnem. With sentinal on the other hand you would have a tool to adjust balancing on two seperate and individual damage multiplier. Therefore you could take away a lot of power from archnem and put it on sentinal instead. so people can farm the early game without and the endgame with sentinal if they wish to do so. Another huge benefit of this system is that players can actually choose to make their content harder and more rewarding instead of having it forced upon them with base line stupidly over tuned archnem mods. Dear Dev´s, dear Chris I appeal to you, please take this constructive criticism to heart and at least try to read it with an open mind. I love this game and i really do not want it to disappear in no mans land because of game balancing decisions that could have been avoid so easily. With regards Koskesh Last edited by koskesh539#5838 on Sep 2, 2022, 7:35:42 AM
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" suffixes/prefixes cannot be changed is not the same as the reforge keep prefix/suffix craft... Only way to fix the prefixes is with a 50/50 yolo annul. Before those harvest changes you could just reforge keep suffix until an open prefix is hit ... Last edited by loardpcm#1572 on Sep 2, 2022, 7:29:46 AM
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all we need is loot, please :-)
"The Hate continued exactly as before, except that the target had been changed." ~ Orwell, 1984
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It is disappointing beyond anyway to describe it. We still have to use TFT to sell Betrayal mechanics, essences, contracts, and the list goes on. I imagine you will destroy all that too.
Make a survey GGG; the last time this game was fun was in 3.13. Since then, you have only given us a mountain of garbage. I can't wait for more patches to improve this league. Unfortunately, I don't trust you anymore. |
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should have just increased max amount of saved craft from 10 to 100, and that would fix the problem of having to waste time in harvest, instead of making it tradeable, that way we could keep "rarity gate" and just quickly save all usefull craft and then just craft at HO every 10-20 maps instead of every map.
even better keep lifeforce approach but do it like with expedition, with only t4 seed being tradeable, and all other lifeforce untradeable which collects inside hortification station like relics in expedition locker, and maybe increase lifeforce drop amount a little. this way you will reduce amount of clicking as lifeforce would just auto transfer to station like relics do and keep rarity crafts as u would have to gather all lifeforce yourself and only buy t4 seed for those "rare" crafts. Personally i would love old harvest with ability to save up to 100 crafts. |
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Harvest peaked many people interest in the game, making it possible for PoE to be the build sandbox that's so fun to play.
Gating good items behing absurd exalt RNG, pushed away many people, because it's not fun to either using half a mirror on something you know isn't optimpal, or be stuck in yellow maps with your idea. What's GGG decision? LeTs KeEp HaRvEsT tRaSh FFS, power is fun. I don't care to invest 200h (that's freaking 20 days playing 10h A DAY) if I can have a good build capable of destroying bosses, because then I can start making other fun projects. Had 600h in Ritual league. Nevermore. |
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Crafting is still dead. Harvest is dead. Loot is dead. Rare monsters are playing with player's ass. Thanks(no) GGG
I'm completely sure GGG doesn't listen community at all |
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If you want the best of both worlds for items crafting in harvest, powerful crafts and not tradeable, there's this word called "account-bound" items that exist in the mmo world gamespace that prevents trading.
Making the design such that those super powerful crafts will never be trade-able and using it on a powerful item costs the ability to trade it. If you want to limit accessibility to those crafts, you could also restore partial previous functionality where you can find a certain number of crafts from harvest, but they just get straight added to your bench. Bringing in more meaningful choices. Suddenly I can enter a harvest, find a powerful craft and not trade it to others all at the same time. Problem solved. No trading, powerful crafts restored, the more powerful crafts once again have limited access. Items could become "Account-bound" from the most powerful harvest crafts. State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3568084
State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3568078 State of Harbinger Mechanic: https://www.pathofexile.com/forum/view-thread/3568062 |
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