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1) Most people play in parties. There's nothing wrong with that but it definitely streamlines the leveling process and, currently, trivializes the game content a lot. I think they should be looking at monster and map tweaks for parties at this point; not to promote elitism just to keep content meaningful. Scaling monster life is insufficient for how high the new damage curve is with curse and support characters in most groups.
That's a good point. 99% of my time i play solo. The rare time i group i find the gamer easier simply because mobs are not focusing on me only , that's so much hits you won't take. "Easy mod" in poe currently is party play (as long as you don't have fps issues ofc).
Последняя редакция: Yesu#1308. Время: 15 апр. 2016 г., 10:23:58
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СообщениеYesu#130815 апр. 2016 г., 10:23:01
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Casual_Ascent написал:
@ derivi8
True HC league here http://ssf.poeladder.com
Hope you're playing. It's where all of the people craving a more difficult experience are. Can you show us your SSF account please?
https://www.pathofexile.com/account/view-profile/SSF_derivi8/characters
Yeah I did play it briefly. It's a great concept and i'm glad its happening, but I think it's a shame that the community had to themselves create "content" just a few weeks in to a league and expansion.
After spending time and effort getting to a reasonable level I died to a trap in Labyrinth Normal. I'm not going to complain that the labyrinth is too hard or anything, but traps are certainly a bit ridiculous when they can kill someone in <1 second. When that is the only thing that can kill you if you play safe enough, I get a bit concerned.
I might give that "league" another go at some point, but even playing self found the amount of loot you get is a bit crazy in my personal opinion.
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Сообщение111derivi#051815 апр. 2016 г., 10:39:52
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Dos_Fafner написал:
Excellent points, I agree with you completely. Except that D3 is easier, I don't think it is. GR progression is way more challenging than anything I've done in PoE. Nowhere near as fun though. =)
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СообщениеCeri#666015 апр. 2016 г., 11:28:59
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Ceri написал:
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Dos_Fafner написал:
Excellent points, I agree with you completely. Except that D3 is easier, I don't think it is. GR progression is way more challenging than anything I've done in PoE. Nowhere near as fun though. =)
D3 is easier, the progression is setup in such a way it doesn't really take skill to do most of the things just time. It doesn't take skill to run T10 rifts for keys, just time. It doesn't take skill to complete your sets, just time. Almost everything in that game is a matter of time factor. The only thing that takes skill is the crazy attrition based fights, but you can't say 30% of your total playtime or less is going to dictate the whole thing being more skillful.
You have to consider the fact that in PoE many of the things take time and skill. Then again if you only play in SC and don't care that much about deaths I can see how you would or anyone would think D3s grift progression might be more challenging, but D3 is about how much you can bot (and get banned now apparently, about time) and how much are you willing to play the meta builds to cheese the content.
https://youtu.be/T9kygXtkh10?t=285
FeelsBadMan
Remove MF from POE, make juiced map the new MF.
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Сообщениеgoetzjam#308415 апр. 2016 г., 11:38:29
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derivi8 написал:
Besides Labyrinth, there's not much content that can kill you if you don't intentionally challenge yourself. Playing a perma-fortify build in t9-t11 maps is very easy and can be done while being half-asleep. Again, I don't want to have to play a terrible build to find a challenge in the game, there should be challenge even in the "op" builds (as I found there to be in older leagues).
Well, then you should advocate
a) Harder mobs, i.e. more HP, potentially more damage, and better / more interesting mechanics
b) Better access to challenging content (T14+ maps, Uber Atziri)
c) Relatively easy / easier access to good equipment, such that the general balance can be done under the assumption that the average player has good equipment
... all of which I can agree with.
The key thing is: The more OP you are compared to the average player, the more likely it is that you trivialize content. Thus, you either need to become less OP or the average player needs to become better. Easier gear acquisition helps make the average player better.
On top of that, I would personally like
1) Less, but tougher mobs (reducing the need for AOE clear and boosting single target skills)
2) Reduced overall clear speed for everyone
3) Generally lower scaling of everything, to make balancing different builds easier
That does have problems, like for example the fact that Flicker Strike absolutely has to generate charges, and thus on average kill 1-2 mobs per 3 hits, but yeah, those problems could probably be solved somehow.
Remove Horticrafting station storage limit. Последняя редакция: Char1983#2680. Время: 15 апр. 2016 г., 12:09:47
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СообщениеChar1983#268015 апр. 2016 г., 12:07:28
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Char1983 написал:
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derivi8 написал:
Besides Labyrinth, there's not much content that can kill you if you don't intentionally challenge yourself. Playing a perma-fortify build in t9-t11 maps is very easy and can be done while being half-asleep. Again, I don't want to have to play a terrible build to find a challenge in the game, there should be challenge even in the "op" builds (as I found there to be in older leagues).
Well, then you should advocate
a) Harder mobs, i.e. more HP, potentially more damage, and better / more interesting mechanics
b) Better access to challenging content (T14+ maps, Uber Atziri)
c) Relatively easy / easier access to good equipment, such that the general balance can be done under the assumption that the average player has good equipment
... all of which I can agree with.
The key thing is: The more OP you are compared to the average player, the more likely it is that you trivialize content. Thus, you either need to become less OP or the average player needs to become better. Easier gear acquisition helps make the average player better.
On top of that, I would personally like
1) Less, but tougher mobs (reducing the need for AOE clear and boosting single target skills)
2) Reduced overall clear speed for everyone
3) Generally lower scaling of everything, to make balancing different builds easier
That does have problems, like for example the fact that Flicker Strike absolutely has to generate charges, and thus on average kill 1-2 mobs per 3 hits, but yeah, those problems could probably be solved somehow.
Your point about less but tougher mobs is spot on, and is a solution I haven't thought of for a problem I have thought about a lot. That'll slow the game down a bit and put less emphasis on half glass-canon ranged builds that excel at killing huge packs in a second, but can't face a monster face to face for more than a second or two. This'd also buff melee quite a bit and balance the game out a bit in the process.
I haven't personally played diablo 2 very much but I have heard that a lot of the time you used single-target skills to kill monsters one by one. That might be a bit of an extreme for PoE but atleast tone our current situation down a bit.
There's plenty of hard content out there, but there is not a lot of reason to step in to maps that are over t12 anymore. Last year when the higher map tiers were introduced, there were reasons to do the highest maps you had. They gave more experience and most people who were trying to hit high level quickly had the incentive to do so.
Not sure what you mean with easier access to gear, that to me is already too abundant at the moment. I'd like uniques to become rarer so that we'd see more focus on normal yellow items again.
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Сообщение111derivi#051815 апр. 2016 г., 12:35:32
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goetzjam написал:
You replied to things I didn't talk about though. Yeah, everything except high-level greater rifts is way easier in D3 - agreed. More tedious as well. Pushing high GRs is a lot more challenging than PoE, however. When every mob will instantly kill you if they hit, you're gonna need Mathil-level skills to dodge everything. Not that I find it that entertaining, but it's clearly harder (and for emphasis: in a bad way).
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СообщениеCeri#666015 апр. 2016 г., 12:45:01
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This is a quote from the recent beta (as opposed to the original beta) feedback forum. To be fair I quoted it in it's entirety so that context wouldn't be lost.
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derivi8 написал:
Hi, I recently got in to beta and as someone who mainly plays bow builds I decided to roll a bow Ranger with the hope that they'd made them more fun to play in the earlier levels compared to before when they've always been inferior to other builds.
Well, I quickly realised it wasn't much better than before. Its still the slowest and least fun way of playing through normal. Not only are your abilities very simple and feel weak (a fiery arrow or a few normal arrows aren't very impressive compared to balls of fire for example), but they're also much more difficult to scale compared.
Some of you might argue that the game should be difficult, and I definitely agree. Its not a problem of difficulty, its just that its much less fun and takes so much more effort to get through even the first act of the game. On my ranger I tried my best to make my character as strong as possible. I equipped all the damage boosting items I could, iron rings, a quiver with physical damage, life and evasion on the other pieces and used everything I found to try to get a bow with the most damage on it.
Despite all of this, killing packs of white mobs took three times as long as ANY other class I tried, including melee (which is supposed to be the same right, scales off of weapon damage a lot too).
I even made a new character, a Witch, to get a very easy comparison. I leveled throughout all of act 1 without allocating a single point on my passive tree, and barely giving any attention to the items I was wearing and I never once had a problem. It felt fast, fun and it kept me interested. I wasn't dreading every single boss.
This is what I want the bow/ranger experience to be early on.
Everyone knows that playing a caster is much easier and faster while leveling, since their damage is increased just by leveling up your gems. I think that this is fine, and I'm not suggesting any nerfs to other classes, I just want bow characters atleast up to the same speed as melee.
If someone like me who has played the game since early 2012 is struggling to be even close as effective with this character as with any other type of character then just imagine a brand new player. Someone who doesn't have any clue what vendor recipes are, what passives in the passive tree to use, how to use transmutation orbs, etc.
If my first experience with Path of Exile was this dull, boring and slow I would uninstall the game and play something else. First impressions are very important, especially in free games like PoE, where a lot of new players can easily pick up the game.
Overall im very pleased with the changes to the game in the early stages, but I feel that bow builds were overlooked and needs further improvement. The leveling experience for every other class from what I've played and heard from others is better than ever before.
Thanks for reading and I really hope GGG considers puts a little bit more work in to balancing out the leveling experience for these kind of characters and makes the game a lot more fun to play for everyone who wants to try them.
I'd love to hear other people's opinions of leveling as a ranger in beta.
So, my my question is this. Where do you draw this arbitrary line between what you consider "hardcore" grinding and "so much effort to get through"? You don't seem to like that it took a lot more effort to get through early levels as a ranger, yet you seem to want the whole game to be like that. What's the difference between grinding and effort?
Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com Последняя редакция: mark1030#3643. Время: 15 апр. 2016 г., 12:54:20
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Сообщениеmark1030#364315 апр. 2016 г., 12:49:39
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mark1030 написал:
This is a quote from the recent beta (as opposed to the original beta) feedback forum. To be fair I quoted it in it's entirety so that context wouldn't be lost.
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derivi8 написал:
Hi, I recently got in to beta and as someone who mainly plays bow builds I decided to roll a bow Ranger with the hope that they'd made them more fun to play in the earlier levels compared to before when they've always been inferior to other builds.
Well, I quickly realised it wasn't much better than before. Its still the slowest and least fun way of playing through normal. Not only are your abilities very simple and feel weak (a fiery arrow or a few normal arrows aren't very impressive compared to balls of fire for example), but they're also much more difficult to scale compared.
Some of you might argue that the game should be difficult, and I definitely agree. Its not a problem of difficulty, its just that its much less fun and takes so much more effort to get through even the first act of the game. On my ranger I tried my best to make my character as strong as possible. I equipped all the damage boosting items I could, iron rings, a quiver with physical damage, life and evasion on the other pieces and used everything I found to try to get a bow with the most damage on it.
Despite all of this, killing packs of white mobs took three times as long as ANY other class I tried, including melee (which is supposed to be the same right, scales off of weapon damage a lot too).
I even made a new character, a Witch, to get a very easy comparison. I leveled throughout all of act 1 without allocating a single point on my passive tree, and barely giving any attention to the items I was wearing and I never once had a problem. It felt fast, fun and it kept me interested. I wasn't dreading every single boss.
This is what I want the bow/ranger experience to be early on.
Everyone knows that playing a caster is much easier and faster while leveling, since their damage is increased just by leveling up your gems. I think that this is fine, and I'm not suggesting any nerfs to other classes, I just want bow characters atleast up to the same speed as melee.
If someone like me who has played the game since early 2012 is struggling to be even close as effective with this character as with any other type of character then just imagine a brand new player. Someone who doesn't have any clue what vendor recipes are, what passives in the passive tree to use, how to use transmutation orbs, etc.
If my first experience with Path of Exile was this dull, boring and slow I would uninstall the game and play something else. First impressions are very important, especially in free games like PoE, where a lot of new players can easily pick up the game.
Overall im very pleased with the changes to the game in the early stages, but I feel that bow builds were overlooked and needs further improvement. The leveling experience for every other class from what I've played and heard from others is better than ever before.
Thanks for reading and I really hope GGG considers puts a little bit more work in to balancing out the leveling experience for these kind of characters and makes the game a lot more fun to play for everyone who wants to try them.
I'd love to hear other people's opinions of leveling as a ranger in beta.
So, my my question is this. Where do you draw this arbitrary line between what you consider "hardcore" grinding and "so much effort to get through"? You don't seem to like that it took a lot more effort to get through early levels as a ranger, yet you seem to want the whole game to be like that. What's the difference between grinding and effort?
That post wasn't about end-game. It was about level <10 being unfairly harsh on bow builds compared to others. This affects racing and new players who happen to pick the worst way to level. Not about high level content in any way. As someone who races a lot and also likes to play bow builds, this was a big concern to me. Low level racing isn't in any way my concern in my current thread. Pretty irrelevant thread you happened to find.
If casters and melee classes had as equally rough time to get to level 10, then I'd be OK with it, but they didn't. From a competition perspective, this was a big problem.
Последняя редакция: 111derivi#0518. Время: 15 апр. 2016 г., 13:02:55
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Сообщение111derivi#051815 апр. 2016 г., 13:00:47
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Ceri написал:
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goetzjam написал:
You replied to things I didn't talk about though. Yeah, everything except high-level greater rifts is way easier in D3 - agreed. More tedious as well. Pushing high GRs is a lot more challenging than PoE, however. When every mob will instantly kill you if they hit, you're gonna need Mathil-level skills to dodge everything. Not that I find it that entertaining, but it's clearly harder (and for emphasis: in a bad way).
Thats like saying PoE was hard when you could use freeze mine + prolif to keep thngs perm frozen.
I understand CC isn't as powerful as that in D3, its still very powerful with the meta builds available.
Not to mention you can massively improve every piece of your gear by augmenting it as well as having paragon levels to vastly increase your DPS and defenses when you level. You also have to keep in mind that you choose the difficulty and it doesn't have variations like map mods, its just limited the mods on the monsters itself.
Like poe has so many factors in place that makes it overall much more scary for random encounters. Monsters can be white\blue\rare\unique, they can roll their own things. There are bloodlines mobs, nemieus mods, then everything on the map applies to it, plus the additional stuff from higher maps like more regular damage and life.
You are also comparing SC D3 to the whole PoE game, not giving any credit for the HC style gameplay available in this game. As for it being available in D3, it is, but because paragon levels are tied to account per season its a bit cheap to say HC in D3 is anything but shit.
https://youtu.be/T9kygXtkh10?t=285
FeelsBadMan
Remove MF from POE, make juiced map the new MF.
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Сообщениеgoetzjam#308415 апр. 2016 г., 13:07:08
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