More Forsaken Masters Information

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Emphasy wrote:
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I pray that I'm wrong this time but you did feature a toon similar to mine in build-of-the-week a wee while back. That's often the kiss of death.


You should expect a heavy hit on Auras, they terribly failed to do so last time when they thought they have nerfed Auras. So if a build is only viable because it runs a lot Auras that build might not be viable anymore. Although that is pure speculation.


Gods! That would suck arse. I've recently used a crapload of orbs re-speccing my Physical ST Ranger to be an Ele Buzzsaw. The (own spec) phys build didn't prove to be very good so, after finding a Lightning Coil I 6S / 5L it (used ~1,000 fusings trying for 6L) and bought an Alpha's. Then I spent a month+ levelling the required gems. They're all around lvl 19 now and I'm starting to do level 70+ maps and can farm Dominus (trying for more fusings) only dying once per 5 runs.

I've tried Atziri once and it was a miserable failure so since then I've been leveling three more each of the aura gems to try corrupting them to a higher level. That's taken three weeks so far (2 - 3 hours a day) and they're level 18 and 19 so far.

If auras are nerfed just as I get to where I'm working towards (just as UE spectres were the week after I'd levelled a summoner) I'll be gutted. And broke, having used my 18 months worth of orbs on building this Buzzsaw.

I now know I could get rich quite quickly if I traded instead of playing but I want to play dammit! I canned D3 due to the need to trade to do well. :-/
~DemiDemon~

Playing almost every day since Beta version 0.9.1 in 2011.
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PandaBears wrote:
reply to: "Archwizard"
There are so many flaws in this, it's kind of unreal.

that's your opinion, not mine, or anyone else's. thanks for the thorough reply... yet you don't seem very good at considering alternate opinions than your own.

For One: Accept now that a 6L is meant to be a luxury item. The screenshot shows 5L as 150 fusings, a very reasonable price for anyone who actually will need one. This means that yes, you can buy good gear for cheaper than one 6L depending on build, and that has a lot to do with market forces.

[1]why should it be a luxury item? why should 5l be reasonable to get an 6l be unreasonable?

Why Trading Is Better Than Self Found
Trading is so good compared to self found because a fuckton of people play. Every single person in that group is getting drops. Due to RNG, most of those drops are no damned good for that person (yes yes, most are no damned good period). For each drop that is good, but not relevant, a potential sale is created.

Now, at the same time, there are people in there crafting items (yes, it happens). Most of those results are also no damned good, but some are, both in terms of upgrades and sellable gear.

So, lots of stuff to be sold is created, much more than any one person could ever hope to find on their own. Ever.

Unless trading is somehow directly impeded (be it via an orb tax, some form of account binding, or whatever) this will never change. Ever.


[2]ok, yet it's more fun to find good items than to trade for them. also, you have to find good items to be able to trade for good items.

And yes, given the power of the 6L, it does seem reasonable to have super low odds. My problems with fusings are never with the odds of 6L, they're with the crappy odds of 4L and how the RNG seems to be excessively biased towards 1L/2L.

6l isn't much more powerful than a 5l is compared to a 4l. support gems are great but still, 4l is commonly enough for a skill to be decent/usable.

For Two: Given that you know the outcome, and at level 6 you can trade for currency at more favorable rates than the existing vendors, you are getting serious beenfit from the masters.

agreed

For Three: Quests that require full parties using teamwork are such a bad idea that it might be the king of bad ideas. A ton of people like playing solo. A ton of people like playing in groups of fewer than 6 players. You cannot just tell all those players to suck it up and party.

ok, maybe a very challenging quest or series of quests then

For Four: Have you met the ARPG genre? There's so much luck and randomness involved it's a staple of these things. Just today I had a 6L Infernal Sword drop. It probably is worth more than most of my 1 month gear (minus certain uniques) combined. Shit happens, I got lucky. I've also only ever found 3 exalteds in my 2+ years of playing this game.

ok, why follow the standards of other games rather than GGG making their own decisions on how they want their game to be? favoring the players rather than the standards of the RPG genre should be considered.

For Five: Your Tab Rasa argument actually PROVES that 6L is a luxury compared to a nice 5L piece, which is reasonably priced.

[3]what do you mean by "proves that 6l is a luxury"? 6l tabula is not a very good item to use, for the reason already explained, the other attributes armor can offer are better than what the extra support gem can offer.

For Six: Favor the poor how? Tax people? This statement just makes no sense at all.

[4]favor the poor by increasing the chances of finding good items, and allowing them to be able to afford to 6l items.

For Seven: Increasing currency/drops/etc favors everyone, and the market will adjust as things happen. See the spoiler above.

[5]yeah, and the market has such a variety of values that some changes may help. for a good item to cost 1 exalt and an item a little better to cost 5-10 exalts seems unfair.

For Eight: This statement: "new players wouldn't feel so far behind the rest of the rich veterans" is the player's problem, not the game's. If you have a case of epeen envy, or Keeping Up With The Jonesesitis, you're doomed no matter what. The game cannot make your time here since July 2013 feel like mine Since OB started in Jan 2013 without shanking me or artificially boosting you. I SHOULD have more wealth in Standard than you do, simply by having been here longer (assuming all other things are equal, like trading, playtime, whatnot).

ok, if you play more you earn better items, so it will logically require a new player to play a similar amount of time to earn as many good items. however, if the chances were better for finding good items, new players would be able to afford good enough builds to play high level maps and play end-game areas. as it is, it would probably take a new player months before being able to play against atziri, and many more months to play uber atziri. that seems unfair when considering all of the hype around those bosses. denying new players access to new content like that seems unfair, and a way to make things fairer is to make it easier to find good and usable items.

For Nine: You clearly have no idea what goes on with Mirrors and all that. The items that get a mirror used on them are top of the line, incredible items that no one in their right mind would ever sell. There's a reason mirror services exist. You pay someone for the privilege of getting your own copy of an insane item. None of that has anything to do with anything else going on with 1.2 or the underlying issues. It's like worrying about what Bill Gates is doing with his time and money compared to someone making $40k/year.

[6]i know that, and you clearly have no idea what i have any ideas about. so why shouldn't poorer players be able to copy "fairly good" items they find? why only allow the super rich to copy their items? how many items are even worth 150 exalts, and worth exalting? the mirror of kalandra is a great idea, yet it shouldn't be made so exclusive that only the super rich and super lucky are able to play with them.

For Ten: You know recipes exist to make chaos orbs (and other currency, such as chance orbs, alchemy orbs, etc) right? Very easy to use recipes. Sure, finding the jewelry to make it work is the limiting factor, but it's really not that bad, especially with the rogue exiles if you have decent magic find. Issues like knowledge of those recipes and other actual game mechanics are far, far more pressing than anything you've said to help new players along.

[7a]ok, yet how many players have access to that kind of information? usually it's those dedicated enough to do some research and learn everything there is to know about the game that have the benefit of that knowledge. maybe advertising that kind of thing would help, [7b]but it would make the game much funner if good items were more common, how can you deny that?

i appreciate your arguments, but rather than making things black and white, you're right / i'm wrong, i suggest you try considering some alternative options.



I've bolded your replies that I feel merit a response, but you should make more effort in how you write posts to make it easier to differentiate your responses from what you are responding to.

Here we go (numbers correspond to numbers I added to the bolded sections):

1. GGG has stated they consider it one. End of story.

2. Most trades are not item for item, they are item for currency. With the recipes, getting chaos orbs is easy. If it is not easy, you don't need to be worrying about trading, you need to be worrying about playing the game better (be it how to build, where to farm, hwo to recognize strengths and weaknesses of opponents, whatever).

3. You said yourself that the 6th link in a Tab Rasa was not worth the stats you get from a regular chest piece with mods. Therefore, having that 6th link is a luxury. Getting a 5-link is not that hard at all, and will be even easier once 1.2 is released.

4. This is incredibly short sighted and shows your lack of perspective/experience/whatever. If poor accounts are favored to help "catch them up", all people will do in this free-to-play game where the devs have said multi accounts are okay in most instances is cause people to make a new account to get that bonus and then transfer to their main account.

5. It's supply and demand. GGG has nothing to do with item pricing, it's all about what sellers think they can get for items and what buyers are willing to pay. To impose ideas like "fairness" upon it is a complete waste of time and effort.

6. Again, this has nothing to do with GGG, aside from the rarity assigned to Mirrors. That rarity is a must, or epic item proliferation would be even worse than it is now. The expense of copying items is once again an interaction between players. The person with the item wants to get as much from the person with the mirror as possible. When you have something somebody else wants you decide how much you are willing to sell that for, and the buyer decides how much he is willing to pay (yes, this is basically a repeat of 5).

7a. 100% of players with half a brain or more. Anyone that does not know by now that wikis exist for everything under the sun is beyond help.
7b. The definition of good would just move. An item with 50 life is only good when you're used to items with 30 life. When 50 becomes the norm, you look for 70. Repeat ad nauseum.
Support a free Hong Kong.

I do not feel obliged to believe that the same God who has endowed us with
sense, reason, and intellect has intended us to forgo their use.
-Galileo Galilei
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Antnee wrote:
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Tempada wrote:

Will there be varying 6L Fuse prices based on rarity? From what I understand, it's easiest to 6L a normal item and hardest to 6L a unique item.[Citation Needed] Wouldn't it make sense for the cost to reflect the rarity of item you want to link?


I think what is being referred to is the ability of quality to boost the chance of getting more sockets or links (I'm not positive, but was thinking it doubled the chance for a 6L at 20%? This would make a plain white item cost only 4 armor orbs/weapon shards, while a rare or unique would cost 20 such per fusing/socketing attempt.
PoE Origins - Piety's story http://www.pathofexile.com/forum/view-thread/2081910
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PandaBears wrote:

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Archwizard wrote:
For One: Accept now that a 6L is meant to be a luxury item. The screenshot shows 5L as 150 fusings, a very reasonable price for anyone who actually will need one.

why should it be a luxury item? why should 5l be reasonable to get an 6l be unreasonable?


The game is designed so that you don't need 6 linked skills or even 5 linked skills to be able to complete end game content.

The developers have said that the game is set up so that players need 4 link items to be able to get through it all.

Think of it this way - if you wanted to compete at the Indianapolis 500, you would need a really fast car - that's the four link.

You wouldn't need a jet engine on the car - that's the 5 link.

You certainly wouldn't need anti-gravity - that's the 6 link.


Of the half dozen end game characters I have had (one was at 200 on the ladder), only one of them uses a 5 link, and none a 6 link. My main skills for that character are on 4 links. I've tried the 5 link for the main skill, and the extra damage versus mana costs really don't make it worthwhile. Furthermore, I don't need the extra damage from the 5 link.

If a mediocre player like myself with so-so gear, main skills on four links, and a non-optimized skill tree can get through level 75-78 maps then anybody willing to put forth the effort to learn about the game and their character can do it.

I've even thought of ditching the 5 link armor for a 4 link with better stats, but so far I haven't found one with the defense/Life/chaos resists that the particular character needs to run end game content.

The easiest way to figure out what a particular character needs is to build that character up and adjust the gear according to where the character struggles. When you do this, it is easy to see that your character isn't struggling because of a lack of 5 or six links.

When someone rushes a new character using twink items and then allocates skills according to a build guide there is a good chance they don't really understand the strengths and weaknesses of that build.

I'll say it again Strengths and Weaknesses. Path of Exile isn't meant to be all strength and no weakness. That's part of the reason the developers balance using nerfs and buffs - both to players and monsters.

If 6 linked items were easily obtainable, and super stats required only a week or two to get, then the game would be one of pure strength characters stomping the living daylights out of anything that dared to appear on their screen.

The game would become so boring that even bots would quit.

That's why these things are a luxury.
PoE Origins - Piety's story http://www.pathofexile.com/forum/view-thread/2081910
Last edited by DalaiLama#6738 on Aug 5, 2014, 1:02:09 AM
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DalaiLama wrote:
The game is designed so that you don't need 6 linked skills or even 5 linked skills to be able to complete end game content.

The developers have said that the game is set up so that players need 4 link items to be able to get through it all.

Think of it this way - if you wanted to compete at the Indianapolis 500, you would need a really fast car - that's the four link.

You wouldn't need a jet engine on the car - that's the 5 link.

You certainly wouldn't need anti-gravity - that's the 6 link.


Of the half dozen end game characters I have had (one was at 200 on the ladder), only one of them uses a 5 link, and none a 6 link. My main skills for that character are on 4 links. I've tried the 5 link for the main skill, and the extra damage versus mana costs really don't make it worthwhile. Furthermore, I don't need the extra damage from the 5 link.

If a mediocre player like myself with so-so gear, main skills on four links, and a non-optimized skill tree can get through level 75-78 maps then anybody willing to put forth the effort to learn about the game and their character can do it.

So, just to be clear; Are you saying that you have a half-dozen characters who can defeat Atziri? Uber Atziri? (after all, that's current end-game and where the ultimate gear is found). And that only one of these uses more than a 4L and that's a 5L?

Oh, and I mean solo. Not partied with someone with a 6L and 250 Exalteds worth of uber-gear. ;)

Cheers,
~DemiDemon~

Playing almost every day since Beta version 0.9.1 in 2011.
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Chris wrote:

[li]Haku – Armour Crafting: You can add a crafted mod to an armour piece, if a mod slot is available. The range of different mods increases as Haku levels up. These mods are either remedial ones (low rolls of important mods), off-slot mods (small rolls of things that don't normally appear on that type of item) or very niche mods. Only one crafted mod can be on an item at a time. You can replace it with another if needed. While Haku crafts Armour, many of the other Masters allow crafting of mods specific to other item types.[/li]


What exactly does low roll of important mods mean ?? how low is low? and does the low - turn to high when the favor with master levels up?
Domine Non Es Dignus
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DemiDemon wrote:


So, just to be clear; Are you saying that you have a half-dozen characters who can defeat Atziri? Uber Atziri? (after all, that's current end-game and where the ultimate gear is found). And that only one of these uses more than a 4L and that's a 5L?

Oh, and I mean solo. Not partied with someone with a 6L and 250 Exalteds worth of uber-gear. ;)

Cheers,


I wish! I mentioned 75-78 maps, as I consider high level maps and the highest normal game areas to be the end game. IMO, Atziri is more of a challenge area, requiring the collection of semi-rare items to attempt. It is obviously part of the game, so I can't argue strenuously against anyone who does think of it as end game. Atziri is definitely a gear check and build check.

PoE Origins - Piety's story http://www.pathofexile.com/forum/view-thread/2081910
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grepman wrote:
you must be new to ARPGs and (to a much lesser extent) MMOs then

in this type of game, again, time played is everything. this is a game about grinding and getting exp and loot as you grind. you do not get the best item in two hours per day for a month or two. you do not get the best item in D2 in two hours per day, or in any competitive ARPG

if you think you should have the same amount and type of items as someone who put in 1000 more hours in this game, youre either a socialist or new to whole concept of ARPGs, sorry



Actually, that's not the case in PoE.

Time played, means absolutely jack, once you meet the minimum threshold of time played to get to say.... level 66.

Once you are there, there are only a few items that are out of your reach, without doing more. Those, being the uniques gated in the highest maps (and Atziri / uber atz).

Other than the gated uniques, any unique can drop.
5L's have had a chance to drop for 30 levels, 6L's, for more than 10.

And that's just items.

There is absolutely zero gating on orbs. The last Exalt that dropped for me? within the first 10 mobs I killed on my way to down Hillock. I hadn't even hit level 2 yet.

But, back to my point. Once you hit 66, the only thing you can't get is T1 mods on an armor. But, you can still roll pretty awesome pieces. You can still get 90+ % of the uniques in the game. You can still see 6L's drop.

And there is no play time investment from that point on. It's all about the RNG Gods smiling upon when you kill that baddie, and he/she/it craps loot.

I could run:


And get amazing loot.
Or.
I could get nothing.

I could log in, and decide that I want to go farm Library / Archives, and end up with a 150+ Ex Unique Weapon (Soul Taker).

Or I could get nothing.

There is no way to guarantee that you are... "doing it right", and making playtime count, once you have gotten past the initial playtime threshold required to see the drops.

You could go run that unique temple map, and those 11 rare shields that it's slated to drop from Piety?

They could, in theory, all be level 1 shields. They could all be just absolute garbage, that you would pick up on your way to kill hillock for the very first time.

Play time doesn't matter. Stop thinking that it makes any difference.
Last edited by shoju#1134 on Aug 5, 2014, 10:45:09 AM
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We've rebalanced many skills in 1.2.0. Some of the less-frequently used skills have received power buffs. Almost all skills have dropped in mana cost.

Why, in the name of god, would one even think about buffing the mana cost of 90% of the skills in this game? Attacks are cheap enough already, and the majority of the spells in the game have mana costs that are easy to justify. Some exceptions, such as Ball Lightning or Glacial Cascade seriously shouldnt make you overhaul the entire system.

If anything attacks should get nerfed in terms of cost.
Last edited by nynyny#3398 on Aug 5, 2014, 12:28:19 PM
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nynyny wrote:
"
We've rebalanced many skills in 1.2.0. Some of the less-frequently used skills have received power buffs. Almost all skills have dropped in mana cost.

Why, in the name of god, would one even think about buffing the mana cost of 90% of the skills in this game? Attacks are cheap enough already, and the majority of the spells in the game have mana costs that are easy to justify. Some exceptions, such as Ball Lightning or Glacial Cascade seriously shouldnt make you overhaul the entire system.

If anything attacks should get nerfed in terms of cost.


You are using the terms "attacks," "skills," and "spells" interchangeably here, and it's confusing me a little. Are you saying that Attack skill costs should be raised, and Spell skill costs should remain the same? Or that everything is too cheap already? I must say, you're in the minority on both of those positions.

I can tell you from experience that pretty much every single build that isn't abusing Eldritch Battery has real mana problems. Blood Magic is one of the most sought-after support gems for this exact reason, because the vast majority of skills simply cannot be sustained on mana alone. Being effectively forced to shoehorn a specific gem into basically every multi-link setup you'll ever run is a significant limitation on build diversity and efficiency, and holds the game back.

I am personally very excited at the prospect of not having INT be completely irrelevant to my Ranger, for example. I've always wanted to try ES as a defense on those builds, but in the past it was a noobtrap to try and use mana (on a Ranger) for anything other than Aura reservations. Now I can not only run my skill off mana, I can take advantage of all the benefits that INT stacking offers. ES is exactly the kind of defense that glass-cannon ranged classes want, and by decreasing opportunity costs for this they are making that build setup not only possible but perfectly reasonable. This is a good thing for the game and its players.

Thank you, Chris, and all your staff at GGG for making this minor but very important change.

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