Anyone playing Ruthless - opinions so far?
I find it hard to believe how much more fun it is than regular PoE. I’m not going back. I like it so much that I bought the nice supporter pack. Gotta vote with your wallet.
I’m just a bit sad that I won’t be getting any achievements. And I’m having a rough time in sanctum, but that’s probably just me picking a bad build and being bad at dodging stuff. Some random thoughts: Getting a dash would not ruin ruthless. Make the gem as rare as the good auras or support. Make players decide what to invest in. SSF with friends is still something I long for. Ruthless is where playing with a controller really shines. I love it. |
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Found all of these and have 2 from the Den Quest reward and yes they are very helpful.
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~ Please separate the PoE1 and PoE2 forums.
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Well, just a small update.
I died on my first char. I lost two supports: Bloodlust Maim I am rerolling a melee char now. And i am kind of regretting it already. I have to say that melee is extremly hard without supports dropping and the lack of items. That and the fact that you basically cant do the league mechanic as a melee. Especially with the lack of movement options. Последняя редакция: Anubis2108#3783. Время: 16 дек. 2022 г., 15:59:18
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Just got to maps at level 73, playing necromancer, done one.
Drops are still nice and fun. Trading is quite barren, most seek barter. Gotten 1 alchemy or drop till now! The fixed free allocation means noone wants to group. Wish they didn't force this. Population seems low, chat is quiet most times. It has been way more fun for me than the previous leagues I had played though! Последняя редакция: MildlyClever#2548. Время: 16 дек. 2022 г., 23:33:12
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" It was pretty much set in stone that they'd do that once they invoked Ruthless as a 'beta' simulator. The debate on whether the game should embrace allocated loot or remain FFA was easily the most prominent thread in what is now Feedback and Suggestions for weeks if not months as I recall. It might seem obvious now but back then FFA loot was considered a defining factor of the cut-throat nature of PoE vs those other namby-pamby hold-your-handy 'ARPGs'. 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. |
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I get that.Just wish that grouping would be encouraged. On release I remember lot of groups. Recent years, none.
Having allocated loot would bring in interesting trade options. As it stands currently, other than RL friends, I don't see anyone grouping. |
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I was enjoying the slower pace but when I discovered there was no crafting bench.
I dont mind if they want to make the world harder, but just giving us a permanent weakness we cant overcome with time or effort just plain sucks. Not interested anymore. |
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I agree with that. The crafting bench needs to be worked in. It definitely needs to be restricted though. The high-end crafting needs to be removed. The "I need to add cold-resists" type of crafting needs to be there.
They also need to make past league content more accessible. Still haven't encountered many of them. |
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I was pondering the crafting bench myself, and I do agree, the game overall is better with it than without, even if only as a way to do basic fixes to items (i.e resists, base defenses, etc), though I don't even hate the idea of the bigger stuff. Resources are rare enough that crafting isn't 'free' even for those basic fixes, and the bigger crafting recipies are pretty hard to find as a result of the difficulty completing and finding maps.
That said, I'd love to explore a form of the game in which you could fully craft an item. I.E crafted mods (aside from the stuff that isn't found normally like vieled) are treated the same as normal mods, you could have more than one on an item, etc, and you could deterministically craft an item, with each new added mod increasing the cost of future mods on that item. So you could grind out the right rare armor you needed to work, but it's going to cost a ton of time and effort of polishing it up. While I get GGG hates deterministic outcomes, if the price points are set well, this won't pull away from the 'reward' of finding the right item, and you are more invested in finding magic and low mod rares because they'd be cheaper to craft on top of if they had most of what you wanted already, rather than automatically religating magic and low mod rares into the vender trash fires, and actually give progression agency to the player. Obiously something that isn't an automatic though, you'd have to spend some time finding that right balance of cost to effect, maybe bar out some of the top tier mods from the process, but I do think it's a route worthy of a deep look. |
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" My wishlist for the mode would be: VERY nerfed crafting bench implemented (or added to harvest) Movement skills on a 10-30 second cooldown (max 1 charge for flame dash) reasonable access to nerfed versions of past league mechanics IIR nerfed (at least cut in half) skill gem balance nerfed version of pantheon restored 8 asc points but nerfed ascendancies - I'm guessing they wouldn't mind doing some of those things, but that probably would have delayed it another year. |
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