Things i hope are on the radar for .5

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karsey#2995 wrote:

Playing the game with the expectation of finding or crafting perfect gear is just setting yourself up to feel frustrated and resentful, which I can sense in these posts.

I'm curious why you guys seem to carry a sense of feeling personally slighted about the fact that crafting very specific perfect gear is so unlikely? You don't need perfect gear to do any of the content and it's not difficult to craft very good gear.

From my perspective you are choosing to give yourself an nearly impossible goal and then feeling unsatisfied and resentful when you do not meet it.

Or is this just about anything that resembles a "gambling" mechanic being in the game at all?


you are judging how we want to play and what game mechanics should we use? be careful with that

there is game stuff and we want to use all of it with PREDICTABLE way and "reward for effort" design, not with gambling.

not sure why people trying to tell us gambling is ok , no it is not.


I didn't judge anything. I asked for clarification of your gameplay expectations regarding the acquisition of perfect gear, since they don't seem to make sense to me - they are unaligned with the scenario the game actually presents.

And I know we are using the term "gambling" here, but it's not entirely the right word to represent the concept of how an intermittent positive reinforcement aspect emerges from engaging in high-variance mechanics.

The high-variance mechanics are exactly why you like to play the game, and also exactly why you like to hate the game. Yes, as much as you are here complaining, you are doing so because you still desire to play the game which you are complaining about.

So that's why I highlighted that you guys seem to be choosing to play this game in a way which lets the high-variance aspect inflict maximum pain on you - at least to the point where you are here on the forum complaining about it and ironically blaming the entire "gambling" aspect for existing lol. I am mostly just curiously asking, why are you doing this to yourself?

It's as if someone has given you a 20-sided die to roll, and a game that requires a minimum cumulative outcome total of 140 after 10 rolls in order to win. Next thing you know, the guy you quoted in your comment is upset and discouraged at the statistical impossibility of ever getting a cumulative 200, and then you are following up with "Down with dice rolling! Just give us the 140! Gambling is bad!".

If your argument was "The cumulative total should be 120 instead of 140" there's a discussion, but "no gambling" is banning dice in the dice game lol. That's not even a game anymore.
Who am I to say anything, I don't respect my time either.
Last edited by karsey#2995 on Mar 18, 2026, 3:52:20 PM
You guys are forgetting one quite important point about the temple: the roman road tech, the russian tech, the american sandwich tech and whatever else are most definitely NOT intentional design but an oversight

When temple go core next league and they change that, we are back to building random shit that just fits and mostly optimizing here and there

The first thing that has to be done if that's the case is to remove paths from obtainable cards. Give only rooms, let more rooms connect and upgrade, and then maybe reduce temple size if necessary for balance

Also, yes, the amount of time I invested to build my entire temple was more time than I invested in almost anything in this game aside from crafting. That amount of time put into something should obviously reward just as much, and not exclusively temple but every other mechanic should be able to escalate like this
Last edited by iHiems#0168 on Mar 18, 2026, 3:56:08 PM
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karsey#2995 wrote:

And I know we are using the term "gambling" here, but it's not entirely the right word to represent the concept of how an intermittent positive reinforcement aspect emerges from engaging in high-variance mechanics.


disagree. you can call it as you want. casino roulette has also high variance with black, red, zero and numbers, sectors etc, same as stats on items that could be changed with chaosing. there is no PREDICTABLE way to use a thing and hit exact stat you want and make same with other stats you want to place on item.

as mentioned in other posts about gambling in poe - desecration with omen of echo is same as 3slot machine. man, it is THE SAME THING. there is a list and you can just get 1 of 3. you can do nothing to get what you want. pure luck (not pure ofc, depends on rng, but in casino also not so much luck as it all been calculated statistically and rules were made exactly to suit casino)

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karsey#2995 wrote:

The high-variance mechanics are exactly why you like to play the game, and also exactly why you like to hate the game. Yes, as much as you are here complaining, you are doing so because you still desire to play the game which you are complaining about.


yes i like the game for providing variance... FOR CHARACTER builds. and i dont like crafting system and other aspects that "force" me to spend too much time in change to get ... nothing from that i want to get (with things game have, but not allow you to get without casino)
i have previously described in this forum section how i like to press 1 button for 2 hrs just to get t1 %inc phys stat on weapon... and another try for 10hrs (with breaks ofc)
i wish devs to play this content all their lives. sadly they dont play the game they are developing . other way it were way better game.

lets finish this discussion. there are always some people who like casino and want to tell others it is ok as it already exist, no need to try to change it etc. wish you luck in your life with such position

ps. i have experience from old games when i crafted 100% predictable stuff , and only problem was to get materials. that is where i spend time - dungeons, raids , legendary quests, ore mining and other content... i had to react, think, predict something , communicate with people to get those materials. that is kind of game i want to see poe will change into. not clicking chaos orb for 2-10 hrs for a single desired stat on weapon and JUST HOPE (i dont want to tell add raids in poe, it is just example of good game design)
Last edited by ungamer321#7175 on Mar 18, 2026, 4:32:31 PM
Kinda funny how this post first changed to being about the temple and then shifted to the casino aspects of loot and crafting. I was saying loot drops are to low for a gambling style crafting system. Kinda like how the lack of support gems in .1 and .2 was the problem with 1 support gem per build style not the implementation of that system. It was just a system that didn't have the support in game to make it relevant. And instead of trying to add more to make it useful they just took it away. This game very much seems like if it's not on the devs radar or they don't see things as a problem then it doesn't matter how the players feel about it honestly. There is a lack of balance just in skill damage let alone skill combing and all the setup it takes to make the combos feel good. If more skills had the water your plants treatment, like skill 1 does this thing unless used with another skill then combined they give you an additional affect that's more of the skill combing system this game needs bc you don't have time with mobs for the additional setup and limited options for gaining charges ect.

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