Fusing improvement coming?

I interpret that as ggg attemt at "fixing" that guy that got 8 6 links in 2 weeks with less total fusings than what some others waste on a single item and not get it. I mean he does it for other people too he is a clear menace to the economy and must be stooped at all cost. But it's not like chris can come out and say that it would not sit well with the masses. Tin foil hat? Prophet? Time will tell.
Последняя редакция: Avu#6396. Время: 24 апр. 2014 г., 08:33:27
Releasing stuff like Kaom's Heart makes game easier. Changes like that make the game less grindy.
Any improvement is welcome. Some hazy suggestions:

- Entropy counter. E.g. an item would always roll with one more link than usual after 1000 fusings used, or similar. Using any other orb on the item will reset the entropy counter to zero for all other orbs (jewellers or fusings probably).

- High end orb(s) or combinations thereof that allow a more incremental structured approach to fusing links or crafting in general. For example:
"Renegade Orb" that works like a chromatic orb, but disregards attribute requirements when determining color chances entirely.
"Orb of Facets" that adds one socket to an item if there is still space.

- If anything, 5L should be more attainable after level 70. 6L should always have some kind of "ultimateness" as in, not everyone necessarily needs to run around in one.

Well atleast now we know having 20% quality before fusing more than doubles your chance to link.
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evilcloud5 написал:
Well atleast now we know having 20% quality before fusing more than doubles your chance to link.


it's a scam/lie

used 150 fusings with 20Q each time on a white high level 6S (that's like 600 scraps)

didn't even get a 5L

until they actually make it so you can consistently improve your chances, it's all bullshit and lies.

it's just too variable. some rando lucky newb will 6L something i 1 fuse.

100 other people will not get a 5L after 200+

entropy inside the universe of PoE all evens out. for one person to be lucky, a shitload of people have to be unlucky.
Последняя редакция: Veruski#5480. Время: 24 апр. 2014 г., 10:34:08
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Boem написал:
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Mahesys написал:
Having a 6l doesn't make the game easier? wat?


It doesn't make the game harder/easier.

It only reduces your clearspeed by adding dps, it does not remove intrinsic combat difficulty, since that has always been mediocre and non challenging at best in PoE.

For example, you can clear 78 maps with a 4-link. Would it be more difficult then with a 6-link?

Nope it would not, it would just be more time consuming. The intrinsic difficulty of fighting mechanics is left untouched by the fact you own a 4-link or 6-link.

Burb, pretty sure, given your post history you will find some cool comeback to moot my point.

Time consumption increase =/= adding difficulty



This is not necessarily true:

1) Even if you use all sockets for added DPS, the less time that your opponents are alive, the less time they are DPSing you as well. This doesn't matter if you are out-leeching the incoming damage, but:

2) More DPS means less % life leech needed to maintain capped leech rate, opens up gear/passives for other defensive stats.
3) Ability to add more defensive supports such as Blind or LGoH to your attacks to boost recovery.

Alternativley,
4) If you are doing something like Crit Cold or Stun build, DPS determines Freeze/Stun length and therefore has a direct impact on survivability.

"
This is not necessarily true:

1) Even if you use all sockets for added DPS, the less time that your opponents are alive, the less time they are DPSing you as well. This doesn't matter if you are out-leeching the incoming damage, but:

2) More DPS means less % life leech needed to maintain capped leech rate, opens up gear/passives for other defensive stats.
3) Ability to add more defensive supports such as Blind or LGoH to your attacks to boost recovery.

Alternativley,
4) If you are doing something like Crit Cold or Stun build, DPS determines Freeze/Stun length and therefore has a direct impact on survivability.


I am aware of all these factors and my point still stands.

Increasing EHP value's does not remove "difficulty" from the game.

There is very little difficulty to begin with for that mater.

You are taking into account clear speed and debuffs on mobs to give a sense of decreased difficulty.

If you don't die and take an increasing time to kill mobs with a 4-link, you have already beaten the difficulty of this game. Adding a 6-link doesn't make the game "easier" it only makes it faster.

A 6-link is a luxury that does nothing to game difficulty it only decreases time spend or adds additional unnecessary ehp value.(the later is rarely used since at the point of attaining a 6-link ones EHP value's are most likely already sufficient to beat any content, the only option left is to increase the games pace by adding higher numbers, however, this does not "decrease" difficulty since the difficulty was already beaten way before attaining that 6-link)
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Thalanor написал:
- If anything, 5L should be more attainable after level 70. 6L should always have some kind of "ultimateness" as in, not everyone necessarily needs to run around in one.



agreed, the problem with socketing and fusing is not that 6 links are to hard. It is the gap in odds to attain 5 or 6 compared to 2,3,4.

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Boem написал:
If you don't die and take an increasing time to kill mobs with a 4-link, you have already beaten the difficulty of this game. Adding a 6-link doesn't make the game "easier" it only makes it faster.


You used "if you don't die" as a qualifier to support your position that 6L's don't affect difficulty? Well yah, if we take dieing out of the equation nothing in this game affects difficulty.
Последняя редакция: BackwoodsS#0171. Время: 24 апр. 2014 г., 20:48:54
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Mahesys написал:
Great other changes to make game easier, AGAIN


I would consider a better system to link items and craft not making the game easier but make the game less stupid.

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