What If Temporalis was untradable?
I made this post on reddit, but was deleted for god knows why, even before we could keep the discussion going.
I was watching some temporalis builds and got me thinking: with that item, you basically beated the game, in a sense that you can make a build that solves almost all obstacles that we have to face along the way. And that's fair considering that you need to not only do a hitless run on sekhemas, but also with scarce attempts, since the item needed to drop is also rare. So it's fair to play on easy mode from that point forward, since u did the hardest challenge. So having it as an untradable, would change the economy to don't revolve around one particular item, and also would create kinda of a ultimate goal to achieve. That could expand to other items aswell, like having an ultimate challenge to each pinnacle that would drop an unique that changes an aspect of the game. In my opinion that could improve a lot the experience to move away from path of trade. Some arguments that were made before the deletion, that I want to adress: - "It's a core mechanic, they wouldn't change that": I mean, I thought that the whole point of creating a new game was to create a new experience, different from POE1. So if we're sticking with mechanics just for the sake of "it was always like this" what would be the point of creating a new game? -"The problem was only the dupe": That's my point, the trading it's feeling like the main purpose of the game, so much that this item being exploited breaks every aspect of it. Last bumped on Jan 16, 2025, 12:53:43 AM
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Adding a new form of trade restriction for an item that was duped in early access seems pointless and against the trading philosophy of the game.
They'll fix the dupe exploit, eventually a new content update will reset economy and the problem will be gone. Being able to do a hitless run in sekhemas would also lose all appeal/value after your own character got one. Where as now, it's a method of farming players can create specialized builds for. |
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To be fair you could apply this argument to trade as a whole. Things people are excited to get in SSF league would be laughed at in trade, and not even worth 10ex atm. If I sent my 96 warrior over to trade just using the raw divs I dropped (15 or so) I'd have about 5-8k more armor, significantly more damage, at least another 1k life, and some other goodies.
If you think the game is too easy because of trading there's a league for that. |
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" "Against the trading philosophy of the game" I feel like that is a weak argument. Having things just for the sake of "it's always been like this" is a limited point of view when creating a new game. Also I don't think that would lose appeal, since would still provide a way to cruise through other contents + would still be a goal to "beat" the game. |
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" I think there's a big difference here. The majority of items on trade, even the most exceptional ones, wouldn't change the way the game is played like temporalis does. Is more of an exception to the rule. I don't have any trouble with trading, I even enjoy this part of the game. But I feel like temporalis and a couple of other items, are an exception and it would improve the game to be treated as such. |
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In the other hand, for someone it might be fun to farm these items for selling.
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having nothing soul bound is a cornerstone of the games philosophy.
honestly ggg are a lot less stuck to their ideas than people give them credit for, if an argument can be made they will change their mind on most issues. but having items be bind on account or whatever? when they made poe they said they had 5 core pillars they believed were essential to making a good arpg, and they are still designing their games to these 5 core pillars. everything being tradable is one of those pillars. its not up to me to say what players can suggest and what ggg will do, but just a heads up that this would go against one of the most fundamental core beliefs they have about what is essential for a good arpg. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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I guess "chase items" is main reason why most people continue to play game and limiting ways to obtain this items would rise frustration - espacially when chase items are mostly gated. For example without ability to buy them leveling to 100 wouldnt be so engaging.
2 cents: I would use Temporalis only for Blink. I would love to have feeling of PoE 1 or D2 in this game, but PoE 2 is more like Grim Dawn and it works just fine. Temporalis is game changer like DramFragment or Melting Maelstorm.. and that is ok imo and abilities how to obtain it as well. Last edited by Rexeos#3429 on Jan 15, 2025, 11:55:21 PM
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As long as most "build-defining" items, that actually allow a specific archetype in the first place, are hard to get or bound to specific content a player may not enjoy, they should be tradeable. And I don't even mean Temporalis, that one is just a power flex.
It always annoyed me in, f.Ex., Grim Dawn, that build-defining items were only available after you're basically done with the game, and though I dislike their focus on trade, GGGs approach atleast offers us those items earlier if we find someone to fork it over. I'd love for the game to be balanced around only needing trade in the endgame, but, it is what it is. The new chance orb might be a step in the right direction there. Pity so many actually interesting uniques are hidden behind as of now poorly balanced challenges. Zaanus:
Global chat: Mechanics for A work one way, B for another, C for a third but also with A, B uses C but not A, and D uses A&B but not C ___ Isn't a "no" better than an ignore? |
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I'd be surprised if Temporalis even exists on release, it's basically what enigma was in diablo 2
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