Best Feeling Ever

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Nomancs wrote:
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esostaks wrote:
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Nomancs wrote:

But it is objectively not harder at all.


How is it not? You could argue that my build is bad/lacks dps, whatever and I don't doubt for a second that for other builds it might be a breeze, but in the context of my build - if my build can do the rest of the map easily why should there be something that is much stronger than the overall map, yet unrewarding and ultimately not worth interacting with?

It nothing special, just as other extra league content on maps, especially bosses like delirium or harvest ones, or essence mobs - feels absolutely normal.

I feel rewarded when I kill it, I mean, XXX verisium for few seconds of doing what I like (killing mobs)? I'll take it!

Again - what would it have to drop to be "rewarding" for few seconds of fight? Verisium is more than fair.

the game would be so much better if there would be meaningful loot and not 100% of currency grind to craft/buy an item...

any other arpg can handle loot properly, only poe has trash loot 99.99% of the time
"There are Penalties in the Game, no one's complaining about them"
Chris Wilson Exilecon 2019
Are maps and gems also considered currency and not part of the 99.99% trash drops?
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Last edited by SpaniardPuss on Sep 7, 2024, 7:55:06 PM
you need 3 minutes to kill that unique monster? is your build 10k dps?
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any other arpg can handle loot properly, only poe has trash loot 99.99% of the time


Uhh sorry I disagree, all current major actively developed arpg have 99.9% garbage loot. They also all have clunky progression where the 40 hours in 3 weeks of the dedicated casual will never equal the 40 hours in 1 week of the no-lifer. They all also focus on catering to the top 1% of their player base, which makes no sense.
Last edited by ExsiliumUltra on Sep 8, 2024, 4:41:03 PM
It's not that those companies necessarily cater to the best players, but rather the best players will always come out on top. What do you want to do against that? Implement progression breaks to punish top players for being better and investing more time?

That's one way to kill a game for sure.
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
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What do you want to do against that? Implement progression breaks to punish top players for being better and investing more time?


Nobody's game experience has to suffer for someone else. This is purely on the developers. When was the last time you saw anything interesting with some amount of progression improving reward developed for the mid to entry high level player, in any recent major ARPG? Currency Exchange in Settlers was the closest. And even that will not get you to a comparable place with the same amount of overall time and game skill as the no lifer. A casual playing 3 hours per day with a bit more on weekends will not reach the same point once they hit the same amount of time invested, regardless of whether they are the same skill as the no lifer.

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