T17 once again are ruining this league can GGG just discard t17 concept?

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Lyutsifer665 wrote:
t17's are terrible for many reasons but map mods are the biggest one for me. if i pick easy mods i can do them deathless but if i dont pay close attention and there is one or two bad mods in there then the map is bricked. map mods shouldn't be this harsh. in t16's map mods have almost zero effect. i can blindly run almost any map mod.
It's almost like this is what T16 (and red maps) were like years ago. It's intended design even - you are supposed to read map mods, wager the risk of running (for your build) bad/difficult ones instead of what you're doing now, blindly running alc & go.

You can do that nowadays because years of powercreep carry your mediocre characters. T17 is just what we needed for some time now - a build and most importantly skill check.

Players just got too comfortable and T17s are a welcomed wake up call. PoE 2 is going to be a similar wake up call for many and I'm so looking forward to it, hoho.
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Pashid wrote:
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Lyutsifer665 wrote:
t17's are terrible for many reasons but map mods are the biggest one for me. if i pick easy mods i can do them deathless but if i dont pay close attention and there is one or two bad mods in there then the map is bricked. map mods shouldn't be this harsh. in t16's map mods have almost zero effect. i can blindly run almost any map mod.


Is every sort of player skill check "terrible"?
T17 maps exist to encourage you to build a good character and not just run around on day 3 shoelace budget only to alc&go everything in the game. In the case of t17 id&go.


you missed my point as usual. if you roll them easy then you can run them on almost any budget. thats how so many people were running them on day 3 of the league. a lot of people have trouble with t17 because they dont want to waste 50 chaos on each map just to keep rolling them,but if they do waste the chaos the maps are not that hard. this is just bad design. but i get it, its needed for the chaos sink
Last edited by Lyutsifer665 on Oct 16, 2024, 4:47:42 PM
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Ulsarek wrote:
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Lyutsifer665 wrote:
t17's are terrible for many reasons but map mods are the biggest one for me. if i pick easy mods i can do them deathless but if i dont pay close attention and there is one or two bad mods in there then the map is bricked. map mods shouldn't be this harsh. in t16's map mods have almost zero effect. i can blindly run almost any map mod.
It's almost like this is what T16 (and red maps) were like years ago. It's intended design even - you are supposed to read map mods, wager the risk of running (for your build) bad/difficult ones instead of what you're doing now, blindly running alc & go.

You can do that nowadays because years of powercreep carry your mediocre characters. T17 is just what we needed for some time now - a build and most importantly skill check.

Players just got too comfortable and T17s are a welcomed wake up call. PoE 2 is going to be a similar wake up call for many and I'm so looking forward to it, hoho.


There is no skill bro
You sound like a copy paste king.
If you copy and paste others builds then ya it more like virtual shopping right.
By skill did you men
1) finding someone elses PoB
2) Making a shopping list and playing SoftCore
3) Buying all of your gear.
4) Posting on the forums about how kick ass you are.
5) Doing a group carry to level and kill ubers.

Crafting maps used to be about creating awesome
Now it about avoiding shit.

Id rather spend my time making a winner than avoiding a loser.
T17 are garbage, the whole philosophy is wrong.
I don't even bother they marked the end of my league.
Hot trash
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Lyutsifer665 wrote:


you missed my point as usual. if you roll them easy then you can run them on almost any budget. thats how so many people were running them on day 3 of the league.

Almost like it's working just the same as years before. Having a stronger character means you're able to run more maps without issues, weaker characters have to pay more attention to map mods. It's working like this since the introduction of maps.
But I get it it's not fully instant gratification mode and a bit basic knowledge gated, so it's bad!
Flames and madness. I'm so glad I didn't miss the fun.
Last edited by Pashid on Oct 16, 2024, 5:16:40 PM
I find theres 2 problems with T17:

1-They are too rewarding. People love to say how its BS that T16 is obsolete and how you can make currency from them, but i think these people either miss or ignore the point: T17 is just WAY more rewarding than even a 8-mod T16 with same atlas passives, to the point it does feel punishing to play T16 nowadays
I dont think anyone will disagree that T17 should be more rewarding, but the difference shoudnt be THAT much

2-The difficulty is all over the place
Ever since AN went core, i find irritating that the game became largely about playing against affixes rather than against monsters. Remember how original core AN used to have mods that completely overtook the monster and you were basically fighting the affix combo rather than wathever monster was carrying it? T17 is this in spades: the maps themselves are not that harder than the average alched T16, but the affixes affecting it can make it anywhere between "hardly more challenging than an alched T16" and "tougher than uber eater"

Rolling a map now is "challenge"? "difficulty"? "skill check"? If anything i would say at most its a knowledge test about what you take or avoid, realistically, its just plain pointless attrition
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Jitter912 wrote:
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Ulsarek wrote:
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Lyutsifer665 wrote:
t17's are terrible for many reasons but map mods are the biggest one for me. if i pick easy mods i can do them deathless but if i dont pay close attention and there is one or two bad mods in there then the map is bricked. map mods shouldn't be this harsh. in t16's map mods have almost zero effect. i can blindly run almost any map mod.
It's almost like this is what T16 (and red maps) were like years ago. It's intended design even - you are supposed to read map mods, wager the risk of running (for your build) bad/difficult ones instead of what you're doing now, blindly running alc & go.

You can do that nowadays because years of powercreep carry your mediocre characters. T17 is just what we needed for some time now - a build and most importantly skill check.

Players just got too comfortable and T17s are a welcomed wake up call. PoE 2 is going to be a similar wake up call for many and I'm so looking forward to it, hoho.


There is no skill bro
You sound like a copy paste king.
If you copy and paste others builds then ya it more like virtual shopping right.
By skill did you men
1) finding someone elses PoB
2) Making a shopping list and playing SoftCore
3) Buying all of your gear.
4) Posting on the forums about how kick ass you are.
5) Doing a group carry to level and kill ubers.

Crafting maps used to be about creating awesome
Now it about avoiding shit.

Id rather spend my time making a winner than avoiding a loser.
T17 are garbage, the whole philosophy is wrong.
I don't even bother they marked the end of my league.
Hot trash
Nah bruv, I play ssf exclusively - trade is boring and easy mode. So is copying others builds, that's not even an argument when PoB is a thing. It doesn't take a Harvard graduate to shuffle items, interactions and numbers in a spreadsheet to reach a certain amount of stats to comfortably destroy this games content.

Besides, crafting maps was always about avoiding unfavorable outcomes. If you find there's too much "shit" mods on your maps maybe your build is just trash.
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Pashid wrote:
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Lyutsifer665 wrote:


you missed my point as usual. if you roll them easy then you can run them on almost any budget. thats how so many people were running them on day 3 of the league.

Almost like it's working just the same as years before. Having a stronger character means you're able to run more maps without issues, weaker characters have to pay more attention to map mods. It's working like this since the introduction of maps.
But I get it it's not fully instant gratification mode and a bit basic knowledge gated, so it's bad!

Ehh... T17 often dont work that way

You see, stuff that interact with the player in a generic way and can be countered with a stronger char are largely just the old affixes scaled to purple level
T17 affixes mostly deny mechanics or introduce mechanics on monsters. That sort of stuff often cant be countered by just gearing up a bit more, T17 exclusive affixes very often plain lock out critical pieces of your build, thats why they tend to be so build-breaking

Sure, there are mechanics-denying affixes on regular maps like no regen and no leech, but those are rarer than regular affixes and are few among the total pool and so it only takes one or two rounds of scour-alch to fix the map(and if its only one or two mechanics that you need to avoid like reflect and leech, for example, its even doable to run unid maps). Mechanics bricking affixes on T17 are the rule, not the exception, its why you need to roll them a LOT more to get a doable map
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Lyutsifer665 wrote:
you missed my point as usual. if you roll them easy then you can run them on almost any budget. thats how so many people were running them on day 3 of the league. a lot of people have trouble with t17 because they dont want to waste 50 chaos on each map just to keep rolling them,but if they do waste the chaos the maps are not that hard. this is just bad design. but i get it, its needed for the chaos sink


I'm spending like 250C per t17 rolling it...
I'm struggling to come up with new goals to keep me playing this game.
Jesus. Spending 50 or 250 c per t17 map .... thats a problem


Not with the map though.
Mash the clean
So, to give my 2 cents about T17 maps aswell.

First, I don't have a problem running T17s. I made two solid characters this league and both can run T17s pretty smoothly. One of them can run them 100% delirious even, so character power is not the problem.

What I experienced during the league however is, that I'm actually not having fun running those maps. I'm not yet sure why that is, but I can run T16s all day and have a blast, even max juiced ones were I die here and there. When running T17s, I only feel "satisfaction" when I look into my dump tab after a few maps.

So basically the "fun" part of T17s is the loot that drops, but running the maps themselves doesn't feel satisfactory to me. Most of the time it's kinda annoying dealing with alot of affixes, like many people said.
Sure u can reroll certain affixes, but if u exclude too many, u're burning through ur chaos like crazy.
An example is volatile cores. The affix isn't hard or very skill intensive, but it's really annoying if it's on every second map u run. It slows down the map and sometimes when there's too much happening on the screen u might miss one and get one-shot.
I bought jewels with Unstoppable for my Berserker just to get around some of the annoying stuff like Eater balls (whatever they're called), Petrification Statues and general Delirium slows, but there are many more annoying affixes that I tried once, but would never play again ever. Sirus degen puddles, Exarch Runes or not dealing damage for 3 out of 10 seconds to name a few. That stuff is just vile and makes the map incredibly frustrating to play.
In the end tho, u're forced to play at least some of the annoying stuff, because like I said u can't exclude them all. That makes the maps ultimately so different, from easy and fun if u roll a map without annoyances to "I'll never play a t17 map again in my life" if u get the opposite.

I'm sure some of those are build dependend, but I just don't think it's worth it to ever run them. T16s have build restricting affixes aswell, but not in this manner. They don't make the maps unfun in the same way.

Well, in the end I'll still run them, because getting alot of stuff is ultimately "fun", but I'd like to see some changes to the affixes in the future to make them less annoying overall.

TL/DR: I like the loot from T17s, but the affixes need some tuning to make the maps more fun imo.
Last edited by Sadaukar on Oct 16, 2024, 5:58:30 PM

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