We welcome First Impression posts! Please be nice to those posts.

"
pickila wrote:
I agree with previous posts
I did 5 maven altas invitations and only got 1 crescent out of it...
before it was at least 1 garanteed per invitation
why did you changed this? Im stuck with 2 voidstones since forever

plus we need to do so much fights to try a new invitation. It makes no sense


GGG wants you to play more, simple. Take a vacation from school/work, order food and PLAAAAAAY ...
"
Qarl wrote:
Hi,

We have a lot of first impression posts at the moment, and I can't individually address them, but thanks! How people interact and experience the game the first time is important to us. If the feedback is negative, special thanks for taking the time to post your thoughts! We much prefer getting feedback than not.

Existing players: we appreciate your thoughts too, but please don't flame the people providing negative opinions about their first impressions. It may well be because they don't understand something you do, but we need to know what those things are.



It is recommended that the Five Armies mode system be cancelled
This has resulted in destroying the game body, upgrading too fast, unable to enjoy the plot experience
Players use game mechanics to charge
However, Taiwan's GGC has gone into exile and the World Channel is gambling.
The official has lost control and cannot be sanctioned.
"
pickila wrote:
I agree with previous posts
I did 5 maven altas invitations and only got 1 crescent out of it...
before it was at least 1 garanteed per invitation
why did you changed this? Im stuck with 2 voidstones since forever

plus we need to do so much fights to try a new invitation. It makes no sense

"
Faerys wrote:
Problem
Maven Invitation: Atlas Brings Very Few Crescent Shards
Solution
Increase the number of drop-down fragments to a minimum of 2 pieces.


This is what needs to be done. Developers please pay attention.


you have to roll the invitations, and you get your respective rewards tho.
As someone returning after a long while. It's easily the worst iteration I've played. They still haven't fixed the melee range issues, damage sponges and slogging through random packs of scorpions that insta kill level 9 players isn't my idea of a good time.

Have fun everyone else, I remain convinced this developer hates it's players.
I tried posting a longer message to consider doing something to please return the game to a state that casual players like myself can enjoy - just returning to content difficulty levels as in one or two leagues back would be fine by me. But for some reason my new post failed to get posted, so I'll try again here.

My request is based on my experience of struggling with a 3 or 4 essence monster in a t6 (not a type-o - first level yellow map, only blue mods) with many of my strongest characters on standard league. Even my 94 necro melted along with most of her pets.

Really challenging content in t14, 15, and t16 maps, I have always expected, and when I want a little extra adrenaline rush from my game play, I've given those a try. Even have tried (usually unsuccessfully) to do some of the harder end game content and uber bosses, and haven't minded being unsuccessful because I knew it was supposed to be hard! I've never been an uber character playing uber content, and I'm OK with that.

Generally, I just want to squish monsters to blow off steam without having to constantly restart after dying a horribly fast death! Now it seems that even that is going to be a challenge. I've played for many years now, and have always enjoyed it. I've spent a few hundred dollars along the way, which is unheard of for me for a "free" game (I'm a cheapskate, so I don't usually believe in paying for free stuff). I know I'm not anywhere near your biggest contributor, but I have been a huge fan and advocate of the game along the years.

I know there are accounts out there with characters that do a gazillion damage, and are nearly indestructible, and you want to make the game challenging for them, too. But I beg you, please find a way to do it so that players like myself can still enjoy some of the game's content beyond the main storyline. For example, up to now, it's seemed to me that you've done a great job of doing this by using the map device to allow players to chose when they want to do really hard stuff, while leaving the more standard map content largely alone. But this time, the increase in difficulty seems too much, and if it doesn't change back to something closer to what I was experiencing just a week ago, I just can't see myself enjoying this game anymore like I have for so many years.

Please, please, please don't make me leave!
1. its to easy to die, 2. there is no crafting, you have plenty of currency but you just changing it for chaos orb so you can buy gear, i would love to craft something myslef like when they first time add harvest and we could duplicate items in managerie. 3. shop is pain. 4. i wuold love to have explainted in details what exaclty all stuff do like what is difference betwen global dmg and dmg etc. 5. give us pet which will autocolect scrools or other currency.
GGG and Chris are as fake as their office zoom background in their twitch stream for Sentinel.
First would like to say that the actual league is fine. now that that is out of the wat the way you added archenemies to the game has already have me drooping the league, as is the same result with a large group of my friends. I don't mind the game being more difficult, but that being said the way it is right now is simply not fun to play at the moment. When random rare monsters are harder to kill then the map bosses, that's just crazy, and even crazier is nooooooo rewards for the added difficulty. This should have been on the map bosses only ooooor been added like metamorph or like the rouge metamorphs. Sad to say the end game is the best it has ever been but the addion of a mechanic that is incredibly over tuned, witch all the mods were for mini-BOSSES, and them give that to every rare and magic mob in the game, don't really now if it is you guys are just that out of touch with the community or just don't care.
HI. GGG, That rare-magic mod's are insane. Melee builds 0\10, How i must play if i can't complete map's content ( Abyss and another variant's) ?? I'm afraid all magic-rare monster's , it's incorrect! Do something.

From Russia with love, make tea and think!
There needs to be a fundamental restructuring of how rare mobs work if the intention is to create ridiculously game-breaking rares.

This entire post will be referring to the mapping experience.

A large problem with the rework is how liberally rares are spawned in POE. The current modifiers on rare mobs significantly increase the difficulty of these encounters. This is of course part of their design, but currently, I find myself encountering mobs that have over a 600% increase in their effective hp against my build.

Let's break it down real quick. I'm playing Critical strike lightning trap. That means my skill currently does Lightning, Projectile, and Spell damage. I am also Shocking for a hefty amount because I also use shock effects. Going through the mod list, I find that 12/80 mods significantly impact my damage, and there are many others that affect my damage in minor ways (mobs being unable to be chilled etc.). This means in a best case scenario, 1/6 rares I encounter are tanker than any map boss I could possibly fight. This would be fine if it wasn't for the fact that I can potentially run into a dozen different rares in a map, many of them with 2+ mods. I would liken these rares as bullet sponges, there to simply slow down the player and absorb obscene amounts of damage while creating a "challenge" (read; frustration) for players.

So if I want to play the path of least resistance, I should instead roll up a build that doesn't use projectiles. I should roll a build that doesn't deal elemental damage (or just be forced to play inquisitor, I guess?), that doesn't fire projectiles, and that isn't critical strike. I was pretty actively punished for picking a build that Chris Wilson said "(I) would know exactly how it plays" due to a supposed lack of balance changes. This group of modifiers alone substantially changes my experience for the worse. My build was psuodo nerfed because I couldn't read into the future and predict how strong these archnemesis mobs would be and how many would specifically screw over lightning trap.

All of these things, conveniently, align pretty well with the two defining skills in the meta: Seismic Trap (the poison version, specifically) and Detonate Dead. These builds are still affected, but there are substantially less modifiers that affect chaos damage and physical damage by comparison.

If you want certain builds to still feel good to play in maps, one of two things need to happen:

1. You substantially reduce the rate of rare spawns. I mean, running into 1-2 rare a map at most. League mechanics (expedition, breach, legion, etc.) should also only spawn 1-2 rare per encounter. The ceiling of these rares is much, much higher than unique bosses. Having multiple on-screen at once does not solve clarity issues in the higher tiers of play. This change will never happen because the "vison" is too strong, but it would be a way to make me happy :^)

2. The second route we can go is that we substantially nerf the interactions between affixes, or prevent certain combinations from spawning. Perhaps for each additional affix a monster has, the power of each individual affix is nerfed in power slightly. This way, they can still be scary, but they don't just become walking bundles of HP that one shot you. Perhaps instead, you can limit the types of affixes that can spawn on a monster by its base type. Limiting mod pool combinations by monster base type could help dramatically with readability and expectations. For example; let's say a spider rare has a tendency to spawn with mods related to chaos damage and had no chance to spawn with elemental mods. This would make it much easier to say "oh, hey. A spider rare. Better avoid that, I have little chaos res / I deal chaos damage". I'm not going to sit here and give a list of examples because that's a game designers job, but a system like this would feel a lot clearer than what we have now.

Anyway, feedback over. Mods suck as it currently stands, but they could potentially be made better by thinking about them more and iterating on the system. I hate feeling like a beta-tester for POE2 and probably won't be playing very much more this league because of the current state of the game. Hoping future changes make the game more enjoyable rather than frustrating.
Last edited by UncivilYoshi on May 18, 2022, 5:36:26 PM

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