I'd like to see a statistics of what % of high level players have attempted the pinnacle bosses
quote="japanetttt#5459"]Yep, the cost of failure takes the fun out of the game tbh, boss fights in this game are cool af but i rather not even attemptd them, especially in higher difficulties, when my build is designed to do maps efficiently rather than single target damage.
And i think all bosses have 1 shot mechanics, super fun and balanced[/quote] Yeah, this. It doesn't make sense to even attempt it if you're not just playing a top meta build because you'll get one shot and lose the whole thing without getting a chance to learn the fight. The entire design of the end game right now discourages taking any kind of risk in favor of playing it safe and then selling stuff. It's like its built deliberately to not be played. The endgame as a whole isn't multiplayer friendly for the same reason. Playing with a friend and they miss a ground effect and die? Well, I guess they're just watching the rest of the map. Just not a good design. |
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" But that doesn't give you any useful information. WHY did they choose to not do the content? Is it because they think it's too hard? Is it because they don't like that type of content? Is it because they aren't running a bossing character? Could it be because they plan to do them later? Without context, that is a useless metric. |
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" I've been wondering if it's just EA and lack of endgame etc. is why it is so tuned up, because they definitely need to drag out player time somehow, it's a huge part of their business model with league cycles etc. Everyone talking about powercreep in POE1, but I think part of it was they became more comfortable with there being enough content to retain engagement, so they loosened the screws. Or alternatively, if this is a shift towards elitist end-game and trying to cater to streamers to bring in players by making the end-game only a pro-thing. Edit: grammar correction. Последняя редакция: morganbritches#2970. Время: 11 янв. 2025 г., 15:23:15
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" I don't agree that it's useless, a % of players who choose to not engage with content for whatever reason it maybe is indicative of a problem. These metrics may not identify THE problem - but at least the existence of one. I think it's concerning if players who get a key to a boss just take it straight to Alva every single time and never actually even try it. |
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It's 9000% more profitable to sell all keys and fragments for divines, then just buy a carry from one of those ubermeta attribute stacking guys to get your tree.
Infinitely cheaper and effective. IGN: SCHVAITZERIZER
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While I agree that we have a huge problem with current state I don't think that metabuilds or 1portal is the problem.
You actually need a sink for currency so that people who are actually capable of farming the bosses will not be in a state of buying and selling according to numbers like in a market simulation but instead actually have a need for the currency for crafting or at least a desired goal that is although costly achievable within a margin of RNG. I don't want to farm 30 life flasks from expedition boss in order to buy logbooks again with a decent but useless win margin to actually buy me a 300 div bow that would cost 25 if people really needed stuff for something. But that is the only option to play the game right now. Poe1 is good at making currency useful and demanded, at least for the lifespan of a season (or at least the first month of it) and what poe2 completely messes up. Expect the numbers to raise further. |
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