So... this is how PoE1 players like their loot?
I am just a bit confused about it, because I feel like most loot, even rare, has already lost its magic for me...
I remember back when we played Diablo 2, and getting a blue in every Item slot was an achivement... We often reached the final boss of Act 1 still wearing some white items, and seeing a rare was always a reason to celebrate... Now looking at my Monk who is about to reach the end of Act 1, I am almost in full rare gear, just missing gloves, an amulet and rings... I dont think we were full rare even at Baal, the Final Boss of Diablo 2... And uniques? I belive in my first playthrough I didnt even know they existed, in PoE2 I already disenchanted 2 of them on my Monk and my Mercenary at the Graveyards is wielding a unique Crossbow... So... this is doing it for you? rares dropping rom what feels like every other mini-boss? (not even talking about quest mobs, just the random named mobs with minions)... That feels right for you? How loot should be? Last bumped on Dec 13, 2024, 10:57:27 AM
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" Your confusion may be coming from the fact that you are perhaps of older generation of gamers than what currently constitutes main body of them. Games have (d)evolved if we compare them to the golden era of 2000s, players aren't expected to drive pleasure from overcoming real challenges, the focus is on short-term dopamine shots and the player should be protected from "pain points". Hence why you will see people expecting, or rather, feeling ENTITLED for at least one rare drop from a rare monster. Many players fail to see that value, speaking in high abstract, is primarly derived from scarcity. They also fail to understand that given the chance, players will optimize the fun out of game much to own dismay - vide recent patch nerfing blatantly overpowered builds and following uproar. They will speak nonesense about player agency instead of just adapting. However I think that GGG didn't think this through that much, they should have given those players, or all players, a free respec. |
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" I agree with you on both points, honestly since early access is supposed to be used to experiment and find stuff that does not work, I dont understand why respecs cost anything at all at this state. I think that wasnt thought through by the devs... But yeah, from alot of threads here, I get the feeling the PoE1 players just dislike everything that makes tham actually interact with the game... Like mobs are just supposed to drop dead and leave rare loot as soon as they appear on screen, and everything else is a Dark Soul Level challenge... |
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I probably ID'd about 200 rare items today, not counting dumping 2 million gold into rings at the gamble vendor.
I found 4 items that were worth more than gumball currency, the best item was an unfinished chest I sold to someone that was obviously going to gamble on hitting a nice exalt with the 2 mod slots left. Rare != good A blue item with life + res roll is going to be much better than a rare with a bunch of shit mods. |
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" yeah, that was another thing I noticed, most rare and unique Items were... really underwhelming... |
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" no shit lol, if you are getting 200 rares/h you will end up with 200 trash. this is how it always worked edit: what i think tehy shuld do is split rares into two groups. you will end up with magic/rare/mythic(w/e) make th elast tier uber rare and give 2 mods for each tier. giving rares 3-6 mods and no ilvl threshold for #mods you end up with IDing of thausands of items or just straight binning them Last edited by AintCare#6513 on Dec 13, 2024, 5:37:33 AM
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It's been a trend for a few years now that a toxic vocal minority of PoE players set the tone of how the entire player base feels by incessantly spamming any forum regarding the game with claims of GGG having terrible designs and 'not respecting the players time'.
It's clear through reading these posts that the people complaining never really liked the game in the first place and are just looking for a free source of dopamine. GGG's biggest strength is their willingness to interact with and listen to player's and take action on their feedback. That becomes a drawback thought at the point were you have gained broad appeal and everyone suddenly has learned to expect to be catered to. I remember back in the day the people playing the original beta enjoyed being overly challenged. Everyone was happy because those without the patience for a more methodical game were filtered out. Nowadays comment sections and forums are dominated by the most vindictive and angry rage posts, followed by weeks of low effort meme posts that assume their initial outrage was proven justified by how ubiquitous the outrage was on the subreddit. It makes looking for conversation an insufferable slog of scrolling past the same played out unfunny joke until you eventually stop wanting to even interact. I'm honestly really disappointed in GGG for caving so soon to the mob in terms of the increase of loot. It is far too early to say whether or not loot is in a good place, as players optimize their play style over time as they adapt to their surroundings. They need more conviction and I thought the game was fine with loot the way it was. I'm not a no lifer who rushed to maps by day 2 though. Maybe it gets worse, or maybe the people trying to end the game as fast as possible aren't the people we should listen to for making decisions. |
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" I was both lent down and surprised how massive that loot buff was. i expected them to buff orbs at most... after all that talk about crafting and removal of scour orbs, and scarcity etc etc, it took them few days to just dump bunch of chaos in the world... bizzare |
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Game is balanced around having capped res, including chaos res. Otherwise we would have this shitty ruthless loot, farming low tier maps forever praying for a res drop upgrade, constantly dying to a random spell we didn't have capped res for in 1 shot, losing our map, losing the node modifiers like boss etc. and constantly getting reset to 0 xp.
Its shit, its why ruthless was fucking dead in PoE1. People like the feeling of getting stronger while also having something challenging to do, poe2 has that more than poe1 ever will already. Hitting a brick wall that can only be solved by gear (bad resists etc.) is just terrible design if its completely RNG and the RNG is godawful like it was before the loot buff and before we had stuff on the market. Last edited by BossOfThisGym#2062 on Dec 13, 2024, 5:49:10 AM
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" lol this was not the case in ruthless in poe1 at all.... the only 'brick' wall was map sustain. this felt really bad because you could progress to higher difficulty but it was rng gated so you had to spec all atlas into maps. btw those bricks were more like noodles, but like very sticky unpleasant noodles you don't want to touch... |
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