Announcing Ruthless
Ima just create a std character on this mode and play from time to time and experience 2014 POE all over again.
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Logout macros are the entire reason I don't care about hardcore trade leagues, so yeah they should definitely look into preventing them from being used via disconnect delays or something.
I hope they tune down monster damage scaling or retune/remove AN mobs in ruthless. I don't think they'll be manageable at all in any realistic capacity. Stray 1 shots from them if they happen to have pretty much any lightning skill is going to be really frustrating. Last edited by TheChosenWoon#6247 on Nov 1, 2022, 10:12:13 PM
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Now that FINALLY Chriss has his hard mode that he so desparately wanted will you STOP NERFING EVERYTHING?
Players loving extreme grinds can play that. The rest of us don't want a game that feels like a job! From League Starter to Shaper – Cheap, Tanky, Fast and Fun Physical ST – Very Detailed Guide
https://www.pathofexile.com/forum/view-thread/2077519 Gannicus, God of the Arena – Deathless Uber Elder for Everyone https://www.pathofexile.com/forum/view-thread/2627521 |
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Love non-HC challenges that can slow down the game while adding some flavor, like gucci hobo, no-stash, etc. But man, from that list of changes, Ruthless looks like the equivalent of swimming through wet cement. Maybe that's fun tho, never tried it.
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It sounds ruthless, but no move skills makes it too slow to be attractive
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In the old days before vendors sold Gems, players like myself would gather Gems for one build by making temporary characters to re-complete Quests with Gem rewards. It was a time consuming, but still much faster than praying for random Gem drops. We could get every necessary Gem aside from Reduced Mana (aka Inspiration Support) and Added Chaos Damage.
Ruthless mode reverts to that pointless trudge. Players are just going to re-complete Siosa's quest and use the Stash to collect the Gems for one character. On the one hand, Ruthless wants to make random Gem drops feel great. On the other, players don't want to waste time grinding against RNG when a 100% reproducible alternative exists. I suggest a compromise: Let vendors sell Active Skill Gems, but have Support Gems be drop-only. Regarding the removal of movement skills, I suppose one argument is that it makes the circular Ice Wall mod on Rares more dangerous, but even that could be surpassed with a weapon swap dedicated to Consecrated Path. But that chance encounter is not worth taking away players' ability to traverse the area faster. The compromise I have in mind might be a technical challenge: Leave the movement skills in, but make them unable to cross gaps (except in Pillars of Arun?). Also make it so that all movement skills are blocked by enemies and Ice Walls. That way, players can still use movement skills to overcome the time-consuming chore of getting from point A to point B. The removal of movement skills also brings up the question of what would happen to some things like Bronn's Lithe and Star of Wraeclast. I presume the latter's vendor recipe would be disabled. |
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This looks tight
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" With the movement skills gone, most people will play builds that have access to as much movement speed as possible, elusive, tailwind and they'll most likely run haste as well. Slow builds will simply be too inefficient and won't be able to farm anything, not only because they're slow but because movement speed will be one of the biggest defensive layers in such an environment. I expect to see a lot of deadeyes constantly farming low tier content for currency and gems, similar to how people farmed glacier in legion league. Personally I'm planning to make a deadeye/assassin scion (or just play somethig like cobra lash deadeye with nightblade, if it's not completely gutted) and use withering step as the main movement skill to just speed farm white maps. Withering step's downside won't matter in a scenario where movement skills don't exist. Last edited by auspexa#1404 on Nov 2, 2022, 12:47:00 AM
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" Except that line, everythings so good, this is true HC. But no movement skill mean must facetank mob or kill-it-before-it-kill-me, thats hard with current state of melee char, hope GGG note this for rework melee skill or just keep movement skill for melee char like Leap slam and remove other movement skill, ranger dont need movement skill while they can fight in far ranged. j/k. Rework melee skill then this will be perfect brutal fight i need to play. |
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In my opinion.
This just shows more resources being pooled towards the tiny player base that would play this content. Game already has punishing content. The uber bosses are proof of that. It would be better if they made changes that would allow more skills and more builds to be viable for the end game. Items associated with only the strongest builds remain valuable. If more builds became viable then more items would be of value. More of their efforts keep moving to smaller and smaller groups playing this game. Another mode that a majority of the game's player base will either not play. Or be punished for playing. The game is turning more into a spectator's game rather then a player's game. The streamers will show off the stuff and people will find entertainment in their suffering, people like drama. But as far as growing a game where more people play the game. It appears that is not on the minds of the developers. So much energy is moving towards a game that takes a large time investment just to get comfortable around. It's also a bit odd that defenses are of significant importance yet many mechanincs in the game are designed specifically to nullify defences. Is the game not to be played over time get advantages or is it just a lottery the entire way. Like a casino the house always wins the longer you play. There is a reason people stay away from the casino. They don't like the odds of losing, especially when the games they play are rigged to do just that. There are those who can take more abuse then others. But most won't tolerate that degree of abuse and thus won't stick around very long. If the streamers didn't make a living they too would probably move on from the game. The rewards do not match up with the risks. Lake of Kalundra did achieve some results. It got GGG feed back on what people though about a very rarely rewarding game play. I guess the feed back was positive as this rutherless league appears to be leaning more aggressively in that direction. These are just my opinions. My hope it the game becomes more fun. I tried playing it again after 6 months, it was fun for a bit, but I'm beginning to think tank characters have no place in POE end game bossing. It just feels bad that you have all these high end bosses, but they aren't fun to fight. You are fighting mechanics not bosses most of the time. I really would like to not have to do a glass build just to skip their mechanics like I have seen players do in the youtube videos. I would like to engage not skip that stuff. But at this point it's so awefully punishing. I remember in poe where there were many viable builds capable of doing the content in POE. Now it appears you can really only do a handful of builds. And that is if you can get the currency to put them together in the first place. |
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