Delve league feedback and the state of the game

What the OP doesn´t seem to understand is that his demanded nerfs, will have no impact on the 1%, but only on the 99%.

When GGG nerfed energy shield, it did not hurt the streamers, it did not hurt the RMT, it has only hurt the casuals, people that were playing with 4-7k of ES.

If you now nerf mechanics like high resistances (making res harder to get), then you will once again only hurt those that don´t run around with 100, but just the capped 75.


Threads like yours, kill the game for casuals, as you don´t understand that you will never be able to stop the RMT and streaming crowd, they will abuse everything. The XP gain was once fine, a few reached 100 too fast and now the exact same people still reach 100, but everyone else does not.

Map drops were once great, but the RMT and streamers got too many by running things like spark builds. Now red maps are so rare, that you can run 10 t15 maps fully chiseled with 100+ quantity and still not get a single one back.

Crafting at beastiary, boss drops... it was all once there, but it was nerfed becaue people like you believe that everyone plays like your 1%.

This game is killed by catering to the 1% and your ask for nerfs will make them stronger, but everyone else weaker.


If you want to make the game better for the majority of players, then you need to ...

1. Nerf death penalty / increase XP
2. Unlimited delving, sulphite is used to make the cart stronger, like damage reduction if your nearby...
3. Increase map drops in SSF
4. Increase six linking chances
5. Better crafting system, with targetable results like at Beastiary
6. Removal of one shot mechanics like exploding corpses

Catering the game to your kind is not good. Yes, your 1% looks at POE as the easiest game in the world, you one shot whole screens, have 100 resistance ... but that is just YOU! The majority doesn´t even have 76% resistance and it is becoming harder each league to cap resistances due the changes done in the past.

Same applies to life, 4-5k life is the norm, not 10k life+.

You need to understand this, the game is not too easy, it is actually to hard. People leave, because of level 100 not reachable, because of no maps dropping, because of one shot mechanics and league content being based on 24/7 gamers that get 40 challenges...


Just as reference, in Abyss I found two bosses, at Delve I found two bosses, at breach I did not even get one boss, never once did I see the harbinger map... We need to make the game easier and more available, not less available and harder. Everything that is nerfed in regard of your overpowered builds, will hurt not you, but the casuals. Always remember that.
Последняя редакция: Ygidua#3074. Время: 29 окт. 2018 г., 08:00:42
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Ygidua написал:
What the OP doesn´t seem to understand is that his demanded nerfs, will have no impact on the 1%, but only on the 99%.

When GGG nerfed energy shield, it did not hurt the streamers, it did not hurt the RMT, it has only hurt the casuals, people that were playing with 4-7k of ES.

If you now nerf mechanics like high resistances (making res harder to get), then you will once again only hurt those that don´t run around with 100, but just the capped 75.


Threads like yours, kill the game for casuals, as you don´t understand that you will never be able to stop the RMT and streaming crowd, they will abuse everything. The XP gain was once fine, a few reached 100 too fast and now the exact same people still reach 100, but everyone else does not.

Map drops were once great, but the RMT and streamers got too many by running things like spark builds. Now red maps are so rare, that you can run 10 t15 maps fully chiseled with 100+ quantity and still not get a single one back.

Crafting at beastiary, boss drops... it was all once there, but it was nerfed becaue people like you believe that everyone plays like your 1%.

This game is killed by catering to the 1% and your ask for nerfs will make them stronger, but everyone else weaker.


If you want to make the game better for the majority of players, then you need to ...

1. Nerf death penalty / increase XP
2. Unlimited delving, sulphite is used to make the cart stronger, like damage reduction if your nearby...
3. Increase map drops in SSF
4. Increase six linking chances
5. Better crafting system, with targetable results like at Beastiary
6. Removal of one shot mechanics like exploding corpses

Catering the game to your kind is not good. Yes, your 1% looks at POE as the easiest game in the world, you one shot whole screens, have 100 resistance ... but that is just YOU! The majority doesn´t even have 76% resistance and it is becoming harder each league to cap resistances due the changes done in the past.

Same applies to life, 4-5k life is the norm, not 10k life+.

You need to understand this, the game is not too easy, it is actually to hard. People leave, because of level 100 not reachable, because of no maps dropping, because of one shot mechanics and league content being based on 24/7 gamers that get 40 challenges...


Just as reference, in Abyss I found two bosses, at Delve I found two bosses, at breach I did not even get one boss, never once did I see the harbinger map... We need to make the game easier and more available, not less available and harder. Everything that is nerfed in regard of your overpowered builds, will hurt not you, but the casuals. Always remember that.


Wow, I didn't know I belong to "the 1%" since I still struggle with Uber elder even though I fulfill all of your criteria of "the 1%"

Maybe you just have to git gud, just like I have to git better

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Ygidua написал:

If you now nerf mechanics like high resistances (making res harder to get), then you will once again only hurt those that don´t run around with 100, but just the capped 75.


I think, that altering maximum resistances is an outdated and flawed mechanics, that allows for imbalanced builds. It should be removed and changed into "X% less (fire/cold/etc) damage taken".
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
Good argumentation.

They must think about that game breaking mechanics you explained before implementing delve content to the core source code.

Otherwise, this awesome game risks to be like "diablo 3 rifts" where the only way to reach any prominent achievement is glitching the game in some way.
Последняя редакция: Halugar#0425. Время: 29 окт. 2018 г., 11:58:38
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Ygidua написал:
What the OP doesn´t seem to understand is that his demanded nerfs, will have no impact on the 1%, but only on the 99%.

...

If you now nerf mechanics like high resistances (making res harder to get), then you will once again only hurt those that don´t run around with 100, but just the capped 75.

I don't know how you came to a conclusion that I'm proposing to make it harder to get high resistances. My post mentions the standard hard cap of 95% that exists for most of the important stats in PoE. It should apply to elemental resistances as well. I'm not at all opposed to builds with 95% all res, only the 100% res meme that stopped being a meme and became a real game breaker in Delve.
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Kelvynn написал:
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Ygidua написал:
What the OP doesn´t seem to understand is that his demanded nerfs, will have no impact on the 1%, but only on the 99%.

...

If you now nerf mechanics like high resistances (making res harder to get), then you will once again only hurt those that don´t run around with 100, but just the capped 75.

I don't know how you came to a conclusion that I'm proposing to make it harder to get high resistances. My post mentions the standard hard cap of 95% that exists for most of the important stats in PoE. It should apply to elemental resistances as well. I'm not at all opposed to builds with 95% all res, only the 100% res meme that stopped being a meme and became a real game breaker in Delve.


For WHAT important stats? Evasion? Lol, diminishing returns will destroy it far below that cap! Or maybe crit chance? If it was capped at 100%, nothing changed, really. Block/dodge? Capped at 75%, and increasing max block chance to 95% isnt possible, even.

Capping % damage reduction / damage avoidance to some crazy numbers like 95% is bad design. It should be capped to something like 70-80% (like it's with dodge/block).

And "+X to ... maximum resistance" bonuses should GO AWAY. Just replace them all with "Y% less ... damage taken". Then, there will be no huge gap between those who managed to stack +20-25% to maximum resistance, and those who didnt.
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
"
MortalKombat3 написал:
And "+X to ... maximum resistance" bonuses should GO AWAY. Just replace them all with "Y% less ... damage taken". Then, there will be no huge gap between those who managed to stack +20-25% to maximum resistance, and those who didnt.

Semantics. I'll leave it to GGG to decide on the best implementation. As long as they make permanent 100% damage immunity impossible even in theory. As opposed to nerfing the items that make it possible right now, like they have done in the past to deal with this issue. The items are not the problem, the game allowing permanent immunity is.
Последняя редакция: Kelvynn#6607. Время: 29 окт. 2018 г., 13:38:59
Delve is pushing the existing game mechanics to its limits and reveals how many lootholes it has to escape certain death.
GGG was very bussy to hand out very stong items and tried to balance it with even deadlier mods. It feels like PoE is getting lost in a stange loop of powercreep that allow you to become litterly invincable and oneshot everything on and off screen instantly. You don't even need to watch the screen, if you use autotargeting traps, totems, minions...
Progress in this game is only defined by how much time you can invest and how well you could exploint existing mechanics to survive and instant-kill.

We see people delving at 3k+ deepth and there is nothing but time that could stop them from delving at any depth below. Their builds and items are almost perfect and the only thing, which they have to improve, are stats protecting them from darkness, and this is only the case, because there is no way to prevent damage from darkness with items (but it is only a matter of time till we have these...powercreep must go on...).

This is an observation which is pretty much amazing and deflating at the same time. People can create invincable builds and there is nothing left but darkness... Sorry, I always wanted to say this. ;-)

My hopes are that GGG have any ideas how to get off this deadend, because Delve make it more than clear that there is no challenge left in this game that could be created through avoidable damage only. I wouldn't be surprised if we see more artifical challenges like RNG, damage-passing all your defense, timer, and limited resources in the future.

But hey, this is a grind game. So it doesn't matter what we grind for as long as we grind [/irony]
Let's explore new playstyles - Play it your own way, not just like the others.
Quality management is one of the most underrated success factors in every business...
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Ygidua написал:
What the OP doesn´t seem to understand is that his demanded nerfs, will have no impact on the 1%, but only on the 99%.

When GGG nerfed energy shield, it did not hurt the streamers, it did not hurt the RMT, it has only hurt the casuals, people that were playing with 4-7k of ES.

If you now nerf mechanics like high resistances (making res harder to get), then you will once again only hurt those that don´t run around with 100, but just the capped 75.


Threads like yours, kill the game for casuals, as you don´t understand that you will never be able to stop the RMT and streaming crowd, they will abuse everything. The XP gain was once fine, a few reached 100 too fast and now the exact same people still reach 100, but everyone else does not.

Map drops were once great, but the RMT and streamers got too many by running things like spark builds. Now red maps are so rare, that you can run 10 t15 maps fully chiseled with 100+ quantity and still not get a single one back.

Crafting at beastiary, boss drops... it was all once there, but it was nerfed becaue people like you believe that everyone plays like your 1%.

This game is killed by catering to the 1% and your ask for nerfs will make them stronger, but everyone else weaker.


If you want to make the game better for the majority of players, then you need to ...

1. Nerf death penalty / increase XP
2. Unlimited delving, sulphite is used to make the cart stronger, like damage reduction if your nearby...
3. Increase map drops in SSF
4. Increase six linking chances
5. Better crafting system, with targetable results like at Beastiary
6. Removal of one shot mechanics like exploding corpses

Catering the game to your kind is not good. Yes, your 1% looks at POE as the easiest game in the world, you one shot whole screens, have 100 resistance ... but that is just YOU! The majority doesn´t even have 76% resistance and it is becoming harder each league to cap resistances due the changes done in the past.

Same applies to life, 4-5k life is the norm, not 10k life+.

You need to understand this, the game is not too easy, it is actually to hard. People leave, because of level 100 not reachable, because of no maps dropping, because of one shot mechanics and league content being based on 24/7 gamers that get 40 challenges...


Just as reference, in Abyss I found two bosses, at Delve I found two bosses, at breach I did not even get one boss, never once did I see the harbinger map... We need to make the game easier and more available, not less available and harder. Everything that is nerfed in regard of your overpowered builds, will hurt not you, but the casuals. Always remember that.

...and thats how we go from 'a hardcore arpg youve been waiting for' to casualized snoozefest

did you play this game in 2013 ? your first post I could find is from late 2016. just wondering.
I have to agree with OP's points,
One area I would like to expand on though is the RNG gating. This is by far the worst mechanic in the game. You are supposed to Grind for xp, gear, currency etc. But to get stonewalled in progression because of shitty rng just feels bad.

This is the first league since I switched to doing leagues and not really playing standard that I am considering quitting, I generally play 3-5 hours a day 7 days a week and quite a bit more on the weekends. I consider myself a good player but not an expert, I don't craft or use mirror worthy items but can pretty much do all content provided I can access it. However this league I spend more than half my play time just trying to prep to play. 1 Hour grinding maps for sulphite to delve for 10-15 mins just sucks, peel back some of the layers of rng and allow us to play the game instead of all the busy work you try and cram in their to up player retention.

Master roations do not add player retention they just waste time.
Running through maps to farm sulphite doesn't up retention it just sucks.
Sealing prophecies to be able to run ones you want to doesn't add retention.
Chasing elder all over the map doesn't add to retention.
Running trial for offering doesn't really add retention (comes down to is it worth 5c to run it atm)

Uniques Should not drop as whole items - Harbinger had it right, make farming unqiues targetable with grind based and not lottery rng crap.

Linking should be made harder but it should be changed to either improve or nothing happens. So you can incrementaially farm better gear with the chance of getting lucky and hitting that 6l but it won't get worse than the 4l you already have.

Make it expensive as fuck to increase the stats on your gear not just random gambling.

You should be able to theoretically take an item that has the correct rolls but wrong tiers/value and upgrade it. It could be insanely expensive and it should be but this would allow people to chase that perfect item. Ohh that foil is perfect except it has 1-3 cold damage. want to upgrade it a tier ohh vagan needs you to do 10 quests for him and they you need to pay 2 exalts,10 blue gems, 40 whet stones etc and it has a chance of going up 1-2 tiers or staying the same. This would give you targeted progression.

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