Following up on Recent Feedback

Stormstrider AN mod should not scale with attack/cast speed mods on the map. The machine-gunning is absurd.
How does it feel GGG to spend ~6 months working on a league and be a complete mess?
Now people quit in masses, fire everywhere, and league is just 2 weeks old.

I will never forgive you for killing exalts.

Maybe wake up before it's too late??
Okay, I very rarely post, but after everything this league I want to give my feedback in hopefully a constructive way. Sorry, this is going to be a little longer and maybe no one will read but.... :

Where I'm coming from as a player:

- Nearly 3k hours in POE, playing since open beta (though don't have the hours for that because I merged the account with steam later ofc).
- 180h+ in this league so far. Started as minion, ragequit when my AG instantly got nuked in a fairly safe (so I thought) map, playing LS Champ now.
- Have previously played extensively in HC, but have been predominantly SC and/or SSFSC for several years now so I don't pretend to speak on behalf of HC experiences.
- Mostly having fun this league tbh, but part of my ability to have fun is trusting GGG, and I definitely understand why a lot of players don't trust companies anymore so I don't blame them (but some of the toxicity is disgusting). And there are still flaws. The game is not unplayable, but it needs a few things fixed still.

Addressing The Original Post:

ArchNemesis(AN) in Delve - Good, necessary change. Not much to say.

Current AN 'loot explosion' state:
Spoiler
- I fully agree with wanting more consistency on average over occasional bulk (and 99% garbage) loot. It makes inv management more annoying at a minimum, and starts to ruin overall enjoyment over time, imo.

- Went from 'too much of a good thing' in Sentinel to 'too much of things that don't matter at all'. The blacksmith's and armourer's were the first hint something was 'wrong'. There is NO need for this much of this currency to drop in bulk, at least not after the campaign. Please let them drop something else at higher levels, or more variety in drops - maybe sometimes they drop smaller stacks of chromes, fusings, or scourings?

- Flasks I don't mind as much, fairly easy to filter out without feeling like I'm going to miss something valuable, and I like to keep some in for crafting or alts, however again it's just *so much*. Can we talk about the base *jewels* though? I've found thousands of jewels and most are worth nothing these days - in part, I think, because of HOW MUCH drop. People want mostly unique jewels or cluster jewels - both of which can be neatly filtered for the most part. Base rare jewel spam is just more extremely -unexciting- loot.

- Wasn't mentioned in the post, but the fractured loot bombs are actually one of the main things killing my enjoyment this league. Let them drop identified if they are going to flood my screen? I feel compelled to pick them all up and ID them because I have sold several for a few div each... but 99% of them are actually just pure garbage. I feel like it's a waste of my time, after the first couple of times I stopped feeling excited. It feels like a mandatory chore. It's not fun. I do not like having to make the decision between picking a few items up, spamming wis scrolls, dropping shit ones and repeating, or feeling like I *might* have just left a couple div on the ground. I audibly sigh when they drop.


Permanent Marks on players:

Spoiler
Can you not just add a range limit to them? Even if it's quite far. If high movement speed players 'abuse' this to drop marks off... so what? I feel like it's totally fine to 'outdistance' enemies. And if how it works for monsters also applies to the player skill well... if you get too far from a monster (talking several+ screens away), I think it's still fine for it to drop off.


Lake of Kalandra mechanic:
Spoiler
Beyond are definitely way too tanky in lakes, and the Breaches get *absurd* as well. I am playing an Omni LS character that melts T16 juiced up maps, and it still takes me a good chunk of time to kill these *white* rarity monsters in higher (8+) difficulty lake tiles. I imagine if I struggle with this, it's damn near impossible for a lot of builds.

You say that the drops in the Lake are 'fine' - I highly disagree. Some chests seem to be weighted a bit more favourably than others though. If I get a card chest, I'm getting 4-7 stacked decks, which I personally *do* enjoy. It's one of those 'most of these are probably junk, BUT I could get lucky' mechanics, yes, but they stack neatly in my inventory and don't force me to stop and slow down until *I* choose to. Most of the chests drop actual garbage. 1-2 chaos. Wow. Now, sure, I think it's about on-par with the average map on a 1:1 basis... but lakes take a lot longer to set up, the monsters ramp up in difficulty a lot more quickly, etc etc. I've also never seen one of the special Kalandra reflection things yet either, and the normal one is 99.9% useless.

I don't mind the reflection items being mostly garbage because if I get something cool it will be nice and they aren't flooding my inventory - but I do wish there was some way to be slightly more deterministic. Could we get several random bases to choose from? One or two mods (from a randomly generated list each time) to pick that will be guaranteed? It'd just feel nice to have an ounce of control over something that takes so long to even see each time.


Harvest:

Spoiler
So uh... Why not just make a rare drop that -can't- be traded that's used for some of those crafts that you took away? It could require normal lifeforce, plus the untradeable item, so you still need to farm a bit but you can also buy extra lifeforce from players. I feel like everything is being weirdly over complicated about Harvest and crafts.


---------------

Okay, and if anyone is still reading I'd like to just give my all around general feelings of the league so far.

Spoiler
I believe that GGG cares about this game deeply and has seen a trend that they find concerning enough that warranted this massive change, or a *future* change that would not work if they don't do this first.

Honestly I feel like the leagues were kind of released out of order though.

How it should have gone:
ArchNemesis - introduce us to AN mobs. Cool loot explosions, but bursty and not consistent, and took a lot of work to get.

Lake of Kalandra - introduce us to core AN mobs with scaling difficulty (in lake tiles, campaign, maps, etc). Changed drop rates, doesn't feel as bad because it wasnt super consistent last league either.

Sentinel - now that we understand monster difficulty and AN have been balanced (hopefully by this point), we have the option to juice them up at our own risk, and get pretty consistent loot explosions - however, while these consistent loot explosions would have been better than the *average* league, they would not have been as insanely good as they were and spoiling the player base, because of the previous Kalandra drop changes.


But alas, we can't go back in time. Anyway..

Crafting is something I've always *admired* in the game, even though I never really did the crazy endgame crafting. I've been afraid to mess it up and just buy from other players. It has never bothered me if there are insanely powerful (and insanely rare) crafted items out there. Instead it made me proud of the game I play and I would tell my friends "See? THIS is the kind of crazy stuff that's possible in this game, the ceiling is near infinite." Taking that away, even though it doesn't *directly* impact me... makes me really sad. It's also the furthest I've ever pushed a character gear-wise, and now I'm struggling to find the gear I need to buy AND ON TOP OF IT, I can't even craft it if I want to without extreme headache and ridiculous expenses. AND ON TOP OF THAT, even if I WANT to go through it still, it's hard to buy materials from players when the vast majority only sell 1 or 2 deafening essences at a time, and 80% don't reply, for example. (I know TFT is a thing, I don't use it though. Nothing against them at all, it's just too many extra things for me).

Please don't be so afraid of crafting. Even if the top 1% of players are 'overgeared', it doesn't drastically impact the lower end players. Most of those top players play on very strict to uber strict filters, so they aren't adding a lot more items to the market that would even impact that low end players. What it allows them to do is to farm more gear that is relevant to *upper-mid* level players, like myself.

What you're doing actually has a ripple effect, in a negative way. It's fine to make things more difficult to access, but I don't think they needed to be *removed*.


And a TL;DR of everything:

- Loot, on average, should be a lot more consistent. Loot dropping from AN being ID'd already (for jewels, fractured, etc) would be nice to help with filters if you refuse to change the drops given the sheer quantity they drop, but fixing drops is ofc the better solution.

- End game crafting is one of the coolest things about POE to me, the limits that you can push. Please, make it harder to access if you need, but do not take it away. Like I said, maybe add a non-tradable item for extremely rare/powerful crafts. It doesn't have to be super low drop rate, because you can still have high lifeforce costs alongside it, encouraging player trading/sharing of wealth. I actually side with most of the league changes made in terms of long-term goals, but Harvest is the one thing that I feel like you kind of just straight up misled us, and that makes me sad.

- Side note: I don't feel like AN mobs, especially the pantheon-touched, are 'cool' to encounter. If the goal is to slow us down and notice the rares more on a combat level, they should also -feel- cool or scary. Yeah, they have those 'apparitions' of the gods, but it can still be hard to see which mob is causing it. We have blue auras for magic mobs, yellow for rare mobs - could you make some sort of cool, stand-out effect for pantheon-touched? I want to visually see a monster and get excited before I can even read the modifiers or see the black shadow of a pantheon boss in the general vicinity. I think there's something to be said about the mental impact of cool monsters, and not only the loot drops. While loot is of course the primary focus, excitement of seeing a monster visually different from the normal can help as well. "Oh, this monster is special!" Lacking that, AND lacking interesting loot is... a boring experience, to say the least.

Anyway, thanks for reading my rant. I hope the insight is useful to someone looking for feedback. If not, well. I got it out of my system after being silent this league so far lol.
Last edited by DariusDefiant#0808 on Sep 2, 2022, 1:03:32 PM
Nice one
Left the game after port map bos just resp many AN mobs with many modifiesr, and insta death.
How to fix game, easy remove AN, give back loot and make harvest great again.
So Harvest is still dead and big crafters/big streamers will stay away from the game, nothing to do/chase/farm for in endgame, so yeah just stick to Diablo honestly.

" bUT iTs ToO STronG " lmao
Remove Archnemesis!
Remove Archnemesis!

HAHAHAHAHAHAH....

You are ok with people buying a MF Culler on a 3rd party website but the moment you make harvest tradeable ingame its to strong even though players where selling Harvest for leagues now on 3rd party sites hahahahahahahah.


The VISION!
I love the Harvest quality of life changes no matter how nerfed it had to be. Please don't revert it.
dude...

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