to GGG. Why the hell would you put critical stuff at almost level 70?

You don't have to equip kaoms heart to play the game. They will never cater to this kind of point of view. Whats next, "why isnt mageblood an act 1 quest reward"
to be fair gating build enabler mods behind high tier uniques kind of sucks but kaoms heart is not a build enabler.

Kaoms heart does not have a unique mod that can't be found anywhere else, is just raw life.

self found league fan

http://www.pathofexile.com/forum/view-thread/324242/page/1

"
caboom wrote:
to be fair gating build enabler mods behind high tier uniques kind of sucks but kaoms heart is not a build enabler.


That's not being fair......this is true of nearly all loot-based games. Certain items, generally very rare, often have powerful mods that completely change the way skills work in such a way that requires a full re-vamp of the character.

The fact that these rare uniques in PoE that enable new builds are "gated" behind later stages encourages you to explore other things and then re-energize and re-think your build once you drop or get to these items. It is WONDERFUL that there are items that can completely change the way a character behaves later in the game, especially in a game that encourages you to respec at every turn. Why else are skills offered at different level requirements? Why else are you awarded respec points for quests all the way through to Act 10? This game is almost entirely structured on replayability and character/skill changing.

If there were no items of this sort "gated" behind rarity, scarcity, or high level requirements.....all items end up simply being nothing more than the next highest life roll, or the next .1% damage increase. This is boring. Conversely, if ALL unique items were build-enabling it would lead to a somewhat chaotic situation where folks can only use 1 unique at a time and have to restructure a build every single time they want to equip a different unique. So there has to be a healthy balance between build enablers and just generic "more than rares of the same level" powerful items.
Last edited by mefistozxz on Oct 4, 2024, 10:49:16 AM
"


The same reason you get to post things and other people get to read them and think about them.

You play the game.


I play the game but i dont complain. I dont try to force any changes and i dont try to remove anything.
"
de99ial wrote:
"


The same reason you get to post things and other people get to read them and think about them.

You play the game.


I play the game but i dont complain. I dont try to force any changes and i dont try to remove anything.


This logic does not work, You're simply choosing not to give feedback in this context.

That does not invalidate others feedback who choose to give it.

Stay safe Exile.
Innocence forgives you
70?

Think most the critical end game stuff is 84.

Kind of the point as well "end game"


Not supposed to be wearing that stuff early on for a good reason.
Mash the clean
[Removed by Support]
You are lvl 70 in like what? 3-5 hours? Even when you are new and you don't know shit let's say it takes 1-2 days to get to lvl70. 1 or 2 days out of a 4 month league before you are able to use some semi endgame items is a problem? [Removed by Support]
German saying: Schönheit und Funktionalität in Sekundenschnelle zu ruinieren, ist dem wahren Dilettanten keine Herausforderung!
torturo: "Though, I'm really concerned, knowing by practice the capabilities of the balance team."
top2000: "let me bend your rear for a moment exile"
Last edited by ShaunB_GGG on Oct 5, 2024, 6:02:20 AM
"
mefistozxz wrote:
"
caboom wrote:
to be fair gating build enabler mods behind high tier uniques kind of sucks but kaoms heart is not a build enabler.


That's not being fair......this is true of nearly all loot-based games. Certain items, generally very rare, often have powerful mods that completely change the way skills work in such a way that requires a full re-vamp of the character.

The fact that these rare uniques in PoE that enable new builds are "gated" behind later stages encourages you to explore other things and then re-energize and re-think your build once you drop or get to these items. It is WONDERFUL that there are items that can completely change the way a character behaves later in the game, especially in a game that encourages you to respec at every turn. Why else are skills offered at different level requirements? Why else are you awarded respec points for quests all the way through to Act 10? This game is almost entirely structured on replayability and character/skill changing.

If there were no items of this sort "gated" behind rarity, scarcity, or high level requirements.....all items end up simply being nothing more than the next highest life roll, or the next .1% damage increase. This is boring. Conversely, if ALL unique items were build-enabling it would lead to a somewhat chaotic situation where folks can only use 1 unique at a time and have to restructure a build every single time they want to equip a different unique. So there has to be a healthy balance between build enablers and just generic "more than rares of the same level" powerful items.




yeah, i have sympathies both ways but generally fall on the side of agreeing with this for the most m8.

lvl68, i know vets who go full sweaty will get there in 3 hours blah blah, sure, but for normal players who have a bit of experience this is maybe 6-15 hours of play time. its a game where its not abnormal to play a character for 30, 50, 100+ hours. There will be things in the game that have been added to provide meaningful progression beyond 15 hours play on the character.



its the same old basic conversation we have on the forums where theres an element who dont really vibe with it, but not everything in the game is for everyone. theres stuff added for stages in progression that some people have never got to, and maybe will never get to. that doesnt mean its a game "designed for streamers" or however some people will brand upset attacks on the design.

even stuff like a mirror that we are not expected to find is there as a design for all of us. a game like this dies when it runs out of potential, its not just about the things you find and the things you do, its a hunt, the hunt stops when you get what you are hunting. the hunt must remain perpetual, the progression systems must always have another step ahead you could strive for.

its not even that its wrong to have a progression step at lvl68, the design is to have potential progression steps you could still aim for at lvl98 with 300 divines of gear on.






all the kind of shite arpgs, even the ones that are fun like D3 and D4, you get to a point where you have everything, the designers eventually cave in to the demands of the completionist crowd who will never be happy until they 'finish' the game. you get to a point in those games where u have all the items and can do the best build. theres no meaningful stone left unturned and the moment u get there the game is kind of dead, all the magic is gone. poe succeeded where those games failed by sticking to its guns and keeping things in the game that we all want but we dont get.
There's a lot of offensive content, so I didn't finish it.

Kaom Heart has absolutely nothing to do with this, we can go from level 41 to level 57.
and level 57 is where the next step for the build is taken.
All builds probably have such periods and this phenomenon can be called “the pit of boredom”.
I don't know how to solve this problem - but when I get into the pit of boredom I want to quit the game because it's not as interesting as it was in 2018.

Thank you for your attention and goodbye.
[Removed by Support]

Last edited by Vash_GGG on Oct 16, 2024, 4:35:57 PM
"

This logic does not work, You're simply choosing not to give feedback in this context.

That does not invalidate others feedback who choose to give it.

Stay safe Exile.


Apperantly in my vocabulary word "feedback" has a different meaning than in Yours.

Also many ppl seem to mistake their own opinions with feedback.

Stay safe exile.

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