PoE leaving its hardcore niche and turning generic

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mark1030 написал:
Chris said that this league has more people playing after a month than every other league except the one at release 1.0.0). So you conclusion is wrong. People aren't getting bored and quitting like you want to think. Items have more availability this league so people are getting further and making more characters than past leagues. Maybe it is easier than Invasion. But you don't count the people that thought Invasion was too hard and unrewarding and quit after a month.

So you're wrong about everybody quitting because it's too easy or casual. And I can't help but notice you have 29/40 challenges completed. If what you said was true shouldn't you be sitting at 40/40?

oh, there are many ways to attract people.
give them free shinies.
give them easy gameplay
give them power to oneshot everything.

everything is done.
but it's not the game i want to play. tbh diablo is way better this way. it has more shinies, more monsters to kill, teamplay and endless challenge.
No rest for the wicked
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mezmery написал:

oh, there are many ways to attract people.
give them free shinies.
give them easy gameplay
give them power to oneshot everything.
What attracts me isn't any of these things. It's also not making the game harder or fewer drops or anything else OP said made this game hardcore. What brought me here and keeps me here is the complexity. The skill tree. The mechanics. The flexibility to try so many different builds. Sure, the game is no better than D3 if you follow cookie cutter builds and let everybody else do the thinking for you. But thinking about different things you can try and then trying them to see if they work like you expect is what makes this game fun for me. Number of people getting to 100 is meaningless. How many did it solo? How many did it without help? How is getting to 100 when you have people dedicated to supporting you proving how good you are? The first people reaching 100 in a league have a team working for them, giving them items and support characters. And comparing it to getting to 100 a couple years ago doesn't say much either. How many people quit before getting to 100 not because it was hard but because it was boring?

D3 has more shinies? Really? Last time I played it might drop more shinies, but they are the same shinies with different values of main stats and little else.
Guild Leader The Amazon Basin <BASIN>
Play Nice and Show Some Class www.theamazonbasin.com
I think its the powercreep, item availability and players getting more experienced. Every build I have played since invasion my DPS has quadrupled so of course you can do things faster now and Ascendancy really put players over the top. Items are more plentiful to get that power. Finally I know how to get from beach to atziri in a weekend skipping by almost everything until 60 map lvl and when i get there know how to fight her (and other higher lvl monsters). Back when I was a noob I'd wait till like 80-85 to fight dom. Now? pfft I think 59 he gets beat trivially.


Biggest thing they could do is buff monsters HP to give back hard core feel. Start with 100%. Because if you're not one shotting everything and monster can fight back it will slow you down at 10% exp nick. Especially in HC.
Git R Dun!
Последняя редакция: Aim_Deep#3474. Время: 14 апр. 2016 г., 12:21:00
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Aim_Deep написал:
I think its the powercreep, item availability and players getting more experienced. Every build I have played since invasion my DPS has quadrupled so of course you can do things faster now and Ascendancy really put players over the top. Items are more plentiful to get that power. Finally I know how to get from beach to atziri in a weekend skipping by almost everything until 60 map lvl and when i get there know how to fight her (and other higher lvl monsters). Back when I was a noob I'd wait till like 80-85 to fight dom. Now? pfft I think 59 he gets beat trivially.


I think its an illusion to think that its all depending on us getting better. The reason nobody played builds that could instantly kill everything back then wasn't because they just hadn't figured out how to. It was because if you didn't go full tank you'd die to any reflect, or you'd die to white mobs. Yeah, you could kill things quite fast but you got punished for not going all life nodes.

As someone has pointed out in this thread before, having to put all of your passive points in life isn't great game design, and it's a good thing that's been changed. But you could balance the game in other ways.

Back in Invasion for example, a lot of people played melee because Bringer of Rain gave you a ton of defences which were crucial to survive the insane bosses they threw at us. While having BoR be overpowered and close to mandatory isn't a great solution, at least back then people were forced to slow down and not just go full damage.

When people can kill Atziri at level 70 now without even optimizing flasks to be able to survive the fights, instead they can just one shot everything, that is just ignoring game mechanics and I think thats a shame. The Atziri fights were huge improvements over older boss fights and now just ignoring the mechanics by getting insane damage removes any need for skill and preparation.


I'd love for them to make the game slower again by doing a few things. They could reduce the ranged characters damage and life leech, increase monster damage and life and bring reflect back to the game. I am expecting GGG to make the game closer to what it was in Warbands/Tempest, buffing monsters a lot to bring it back to a more normal level.

I just wish they hadn't used this league as a "beta" to try out their balance changes. Straight up adding power to players without changing anything else is ridiculous and people thought so as soon as it was announced.
Последняя редакция: 111derivi#0518. Время: 14 апр. 2016 г., 12:29:50
You OP just reminded me the hard time when I have to grind for a month just to buy a Soul Taker. Thank God I will never have to do that again.

And 65 ex for Shav...
5 ex for Drill neck...
20 ex for Void battery...
40 ex for Kaom...
And those build enabling - essential unique...

They're so cheap now, I can come up with even the craziest idea in mind. No need to worry too much about the grind, the price and the effiency. Isn't that a good thing?

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camapngu133 написал:
You OP just reminded me the hard time when I have to grind for a month just to buy a Soul Taker. Thank God I will never have to do that again.

And 65 ex for Shav...
5 ex for Drill neck...
20 ex for Void battery...
40 ex for Kaom...
And those build enabling - essential unique...

They're so cheap now, I can come up with even the craziest idea in mind. No need to worry too much about the grind, the price and the effiency. Isn't that a good thing?



It was an ok thing in general with 2.0 changes, then they buffed the drop rates and now we have perandus (which isnt getting added to the core of the game, thank god) that pushed it too far.

Build enabling and strong uniques should sit around the 10ex mark, without being linked. Stuff like void battery should be expensive because its extremely powerful, its not "build enabiling" its build enhancing. Stuff like drill neck should be 2-3 exalts, not 10 chaos.

Shavs hasn't been 65 ex in a while now. Kaoms isn't required for any build its simply a high life chest.


Its far better when you feel like you have to work a bit to get what you need, not just cheapen the system because not everyone was feeling special enough. Now when you find a shavs (in my case) I just was like well I guess thats 2-3 ex, big freaking deal. Thats like 2-3 days of grind really at most. It removes the feeling of the I can hit the lotto today, when the biggest payout on a drop item is 4-5 ex.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
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camapngu133 написал:
You OP just reminded me the hard time when I have to grind for a month just to buy a Soul Taker. Thank God I will never have to do that again.

And 65 ex for Shav...
5 ex for Drill neck...
20 ex for Void battery...
40 ex for Kaom...
And those build enabling - essential unique...

They're so cheap now, I can come up with even the craziest idea in mind. No need to worry too much about the grind, the price and the effiency. Isn't that a good thing?




It depends on the kind of person you are I guess. Personally, I want my milestones to be spread out over a long period of time so I don't run out of things to do and get bored. Don't you think that if you can get all of these things after <1 month of playing, they will seem not-so special anymore? The sense of accomplishment of having a 6l shavs when it costs you 10 ex vs 65 is to me a massive difference.

What about next league? If you already had every unique at your disposal in this league, will there be anything left to try out and any goals left for that one?

These tier-1 uniques were supposed to be the super high end goals that you'd work up to for months, not something you could afford just by playing the game normally for two weeks. Personally I think there should be tons of goals in the game that you'll almost never get to, that's the kind of thing that keeps people playing and striving for.




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Its far better when you feel like you have to work a bit to get what you need, not just cheapen the system because not everyone was feeling special enough. Now when you find a shavs (in my case) I just was like well I guess thats 2-3 ex, big freaking deal. Thats like 2-3 days of grind really at most. It removes the feeling of the I can hit the lotto today, when the biggest payout on a drop item is 4-5 ex.


I agree with this. For example, from the time when Shavronne's Wrappings were introduced (I think open beta) all the way until they increased T1 drops, I was striving to have one drop. That's what kept me playing every day, I just wanted to find my own shavs.

Now that a shavs is worth 2 ex and not 20-40 ex, I just see it as another little income of currency. In a way, I got robbed of having that first shavronne's drop and getting really excited, because if it wore to drop now i'd not care too much (has yet to drop though).

Последняя редакция: 111derivi#0518. Время: 14 апр. 2016 г., 12:45:11
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derivi8 написал:
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Aim_Deep написал:
I think its the powercreep, item availability and players getting more experienced. Every build I have played since invasion my DPS has quadrupled so of course you can do things faster now and Ascendancy really put players over the top. Items are more plentiful to get that power. Finally I know how to get from beach to atziri in a weekend skipping by almost everything until 60 map lvl and when i get there know how to fight her (and other higher lvl monsters). Back when I was a noob I'd wait till like 80-85 to fight dom. Now? pfft I think 59 he gets beat trivially.


I think its an illusion to think that its all depending on us getting better. The reason nobody played builds that could instantly kill everything back then wasn't because they just hadn't figured out how to. It was because if you didn't go full tank you'd die to any reflect, or you'd die to white mobs. Yeah, you could kill things quite fast but you got punished for not going all life nodes.

As someone has pointed out in this thread before, having to put all of your passive points in life isn't great game design, and it's a good thing that's been changed. But you could balance the game in other ways.

Back in Invasion for example, a lot of people played melee because Bringer of Rain gave you a ton of defences which were crucial to survive the insane bosses they threw at us. While having BoR be overpowered and close to mandatory isn't a great solution, at least back then people were forced to slow down and not just go full damage.

When people can kill Atziri at level 70 now without even optimizing flasks to be able to survive the fights, instead they can just one shot everything, that is just ignoring game mechanics and I think thats a shame. The Atziri fights were huge improvements over older boss fights and now just ignoring the mechanics by getting insane damage removes any need for skill and preparation.


I'd love for them to make the game slower again by doing a few things. They could reduce the ranged characters damage and life leech, increase monster damage and life and bring reflect back to the game. I am expecting GGG to make the game closer to what it was in Warbands/Tempest, buffing monsters a lot to bring it back to a more normal level.

I just wish they hadn't used this league as a "beta" to try out their balance changes. Straight up adding power to players without changing anything else is ridiculous and people thought so as soon as it was announced.


Monster life would be biggest change they could make. About 90% of end game boss killers rely on one or two shotting boss before they can put up much of a fight so charter defenses and skill rarely come into play (trappers are a good FOTM example). And you are right the rest just leech through whatever damage monster put out (dischargers for example)
Git R Dun!
Последняя редакция: Aim_Deep#3474. Время: 14 апр. 2016 г., 12:49:31
I was thinking that to be honest before a massive buff to mobs it would be more interesting to see some broken skill fixed. I guess that using stuff like static strike or lightning tendrils you wouldn't feel so op. If stuff that clean the screen in half a second after a monster buff takes 0.75s you simply get way more not so viable builds and the same issues.

It's fun that if you want to have and harder game you can simply give yourself an harder game.
For an Emperor to be just, an Emperor must be patient.
I personally think GGG would have done better to expand on the core game before adding new acts.

They had tried in the past to add new monsters types (like devourers) and people complained they were too hard. GGG revamped the skill tree and added a million life nodes to the left side of the tree, hence those characters didn't die...meanwhile, evasion got less and end up dying too much.

Balance is a huge issue with this game. Rather than increasing monster damage to absurd levels, they need to baseline and streamline the rest of the game and the relative character power.

Unique items, keystones, etc have all made this power creep necessary.

GGG needs a number squish...and it could start by removing cruel difficulty altogether and starting from there.

Последняя редакция: ozzy9832001#0630. Время: 14 апр. 2016 г., 13:17:38

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