Anyone playing Ruthless - opinions so far?

I think losing the crafting bench is too much. They could limit the mod pool, but it really takes a lot away from the game. Enjoying Act II, but don't see it as being all that "difficult". Just restrictive. Once the attribute requirements started kicking in, it made finding items that were usable even more difficult.
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Shagsbeard написал:
I think losing the crafting bench is too much. They could limit the mod pool, but it really takes a lot away from the game. Enjoying Act II, but don't see it as being all that "difficult". Just restrictive. Once the attribute requirements started kicking in, it made finding items that were usable even more difficult.

The difficulty comes in maps, where you start needing grace||determination to mitigate phys damage, except that you are extremely unlikely to be having either of those.
we all define "need" differently.
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Kennelmus написал:


You might still want to personally give it a try though.


Were I inclined to show even the slightest interest in slogging through the campaign one more time, I would. I also have a games backlog longer than my cat's average poop and let me tell you that omnivorous chonker lays serious cable.

That doesn't mean I'm not interested in how Ruthless is going for others, only that my curiosity is strictly of the voyeuristic type.

It's why I'd be more inclined to try Ruthless IF they'd bothered to create, say, a separate set of areas for it a la Endless Ledge or Descent. As with what I've read from Sanctum, it's a half-arsed attempt at doing something other games do better just because they were made to fill that role. PoE has a pretty wide lane as far as games go these days (it has precisely zero real competition in an entire classic genre), I guess it kind of needs it given how bloated it's become, so I think it should stay in it.

An odd twist on making one's bed and lying in it, I suppose. There's no reason for a game as internally complicated and diverse as PoE to be repeatedly trying to mimic other genres, but this is what happens when you base your entire financial model around presenting some new gimmick every 3 months: you run out of ideas that don't show their external inspiration pretty damn quick.

Ruthless might say it's trying to recapture an older PoE minus the desync but as long as it's still framed in PoE2022's campaign and 'the real game starts at maps' conceit (GGG can tell people otherwise but I think it'd be hard for most players who believe that to stop believing that with Ruthless given the aforementioned lack of removal from POE2022's setting) it never will. See two posts above mine straight up saying: 'the difficulty comes in maps'. For Ruthless. For the game mode GGG said would feel like endgame, for the whole game (I still find that sentence linguistically painful and ludologically ludicrous).

Oh well. It's just a passion project by senior devs. A gift to you, Exiles. Like or or leave it.

Same old story.



If I like a game, it'll either be amazing later or awful forever. There's no in-between.

I am Path of Exile's biggest whale. Period.
I had played in the Alpha, and love it there as I do here.

I do think making it league only is a misstep, the league feels at odds with it, paired with the narrative of the league is really out of step in the game in general (doing an entire act with it just being a regular event before hitting an act to that 'introduces' you to it narratively and mechanically, but that's not a ruthless problem per se.

I love the massively slow pace of gearing, and the feeling of actually being stranded and greatful for just 'a good pair of boots'. Not like a well rolled Move Speed rare, just like, regular leather boots to replace the waterlogged sandals you've been wearing, or a dagger to replace the glass shiv you've been making do with. Gems feel like massive game changers of power, not automatic assumptions that just pour out of every vender for basically free.

I do feel like white items drop a touch more frequently along with ID scrolls (I'm not fighting to keep ID's in stock post Act one like I did previous), but this might just be luck of the dice, and it's not dramatic, just 10 to 20% or so.

But yeah, TL;DR, I love ruthless, it's the Path for me (But isn't flawless and not for everyone)
So far I like it, not yet very far in.
I felt like Act I was the hardest in Alpha, then items started coming in in Act II, Ascendancy in III and that was it.
Bosses took longer due to lower top damage, but your average mob just keeled over like in normal PoE.

One thing that is hurting a lot in Sanctum Ruthless is that movement skills are unavailable and unmodded Quicksilvers only last 2 seconds. Makes avoiding those resolve draining hits even harder.
Bird lover of Wraeclast
Las estrellas te iluminan - Hoy te sirven de guía
Te sientes tan fuerte que piensas - que nadie te puede tocar
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Shagsbeard написал:
I think losing the crafting bench is too much. They could limit the mod pool, but it really takes a lot away from the game. Enjoying Act II, but don't see it as being all that "difficult". Just restrictive. Once the attribute requirements started kicking in, it made finding items that were usable even more difficult.


They do allow a little bit of this-and-that via Harvest. I think and hope that is the future for Ruthless (and perhaps even SSF) is crafting that works differently than in Retail. More difficult, more scarce, lower power, but still accessible via league mechanics.
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wkaos написал:
League mechanic not fun at all, way to hardcore from the start, prolly gonna skip another league.


I just got 1 shotted in a lvl15 sanctum good mechanics.
I planned to do Sanctum Ruthless, then casually continue on Standard Ruthless for another 5-6 leagues, but there's no Standard Ruthless.
More time for Dwarf Fortress then...
Beware of the man who works hard to learn something, learns it, and finds himself no wiser than before. He is full of murderous resentment of people who are ignorant without having come by their ignorance the hard way.
i'm playing a melee build, lvl 55. I enjoy it so far but somethings are weird :

The heal mechanism on boss when you die does not reset phase. So you can end-up with full hp boss but on his last phase.

Lots of attacks seems to have in mind fast movement, but they decided to remove most movement option. Some patern of attack can be hard/impossible to dodge. (it get very tedious when you do sanctum as melee).

i've barely seen anything else but sanctum on run. Does it get better later on ?


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