"
Ceri wrote:
"
Ventor wrote:
Eternals are not the problem, mirrors are.
The incentive to create perfect items by brute force only exists because they know the return of investment is extremely high thanks to mirror service.
Well, yeah, but honestly how many would sit down and successfully yolo-exalt a 6xT1 item? The odds of succeeding at that seems so low that it will be most likely not be worth it.
I just think that without Eternals, there would be much more "great" rares out there, and not just 1 or 2 "best in slot" mirror services for each item. The latter is what we have now and I find that extremely boring, and completely against the spirit of the game.
Also, the Eternal Orb completely negates the only downside to crafting - the risk. It's only a numbers game, or a money game if you will. Nope, I said it when it was introduced and I'll repeat it: this orb is a big mistake.
Ventor is spot on - mirrors are the problem not the Eternal orb.
Its impossible to make a kickass weapon, ring or amulet without the eternal orb.
and there is no incentive to make it when you can just mirror an existing one.
Remove the mirror and Increase the drop rate for eternals, so that farmers can make their own good items. !!! - I have played poe for more then 4000 hours - I found 2 eternals in my play I think thats to low a drop rate :-)
And I think its great that new tiers are comming - I also welcome the old t1 crit multiplyer on amulets so the common farm people can make a good amulet again. - I am tired of the existing ones and its not worth to craft a new amulet without 65+ crit multiplyer. - so please bring that back again. - and please reduce the danm drop rate of those worthless legendary items ...- or you could implement that the only way to obtain wurm's molt and low level items like that would be in normal or cruel.
Last edited by Gnisteren#2154 on Jun 9, 2015, 2:12:19 PM
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Posted byGnisteren#2154on Jun 9, 2015, 1:55:11 PM
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The amount of ignorance in this thread about crafters and crafting in general is mindblowing. If I didn't have so many good and grateful customers, I wouldn't have bothered logging on everyday to mirror items for them.
The accusations of RMT and scamming from kids who have never even dropped a regal on an item is deplorable. Learn about this game before talking shit.
#1 spirit shield - #1 ES/all res diamond ring - 6T1 ES/WED/tri-res rustic sash mirror service
http://www.pathofexile.com/forum/view-thread/989804
twitch.tv/steezbattalion
IGN ddddddddddddddddddddime Last edited by stzbttln#2928 on Jun 9, 2015, 1:58:56 PM
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Posted bystzbttln#2928on Jun 9, 2015, 1:58:12 PM
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"
drimsan wrote:
Not Eternal, Mirror is what makes this craft system broken. Because of copies of GG items. Just copies. These 6t1 should exist in 1 and only 1 original. If you can afford crafting - ok, do it for yourself. But not like once i have spent like 1000ex to craft and then money will come to you themself. And you getting currency just doing nothing.
My opinion is that the best way is to let people craft, if they want to craft. But craft for self/sell original, and only original.
This would be great. And this would be exactly how POE should be with the higher-end orbs (eternals/exalts) more easily obtainable (drop more often).
Because you see, when you buy a mirrored 6t1 item i bet that (most times than not) the item doesn't have the exact affixes you would like for your specific build. And most importantly it would let everyone to get a taste at crafting.
That would also make you want to play another characters, because i can imagine someone that finally got a mirrored item these days to feel compelled to play that character or make another character that can use that item as well. And it would all come together when the new expansions arrive.
What do you mean that the league is not rewarding or fun? You put in 5 useless items in the device and you get 1 useless item... Oh wait!
/Talisman League(2015/2016)
Oh look, Synthesis League(2019) = Talisman League all over again.
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Posted byx_KOR_x#2330on Jun 9, 2015, 2:09:00 PM
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Some food for thought…..
First things first: Why would any balancing to the core concepts and principles of the game and its characters be done based around parties when the game is single and multiplayer? Damage, life, defense, and general gameplay balanced strictly for party playing will be prohibitive to those of us that enjoy single player. Furthermore, there’s a specific comment regarding a “group” sustaining mid-to-high level maps – so we shouldn’t be able to successfully sustain single player maps? Not only is it not really “balancing” but it is also bad policy as there’s no telling how reproducible a single successful group is.
The biggest issue with “balance changes”: Let’s call a spade a spade. These changes have nothing to do with actual game balance. They are targeted attacks on the top 1%-5% of PoE’s player base. What’s worse is that these attacks rarely (if ever) successfully impede the top players. What is instead accomplished is a series of dramatic setbacks for the average player culminating in what can only be called a prohibitive game design for new players. Mechanics that appear to trivialize content for the top players do not in fact trivialize the game for the vast majority of players. Breaking, targeting, eliminating, nerfing, and destabilizing these mechanics is, at best, a small inconvenience for the top 5% who have enough resources to retool, re-gear, and restart their characters effectively; an average player cannot accomplish this quickly and loses out in the long term. The funniest part about this entire process is, anecdotally speaking, GGG has consistently lost this uphill battle against the top 5%. There will always be players breaking the curve in damage and defense leaving the impression that the game is in fact easy. It is not realistic to make the game “hard” for 5% while leaving it even moderately playable for the remaining player base. A simple solution would be adding difficulty tiers or not adding uniques that allow these over-amped builds to function.
Rationalization or “logicizing”: The biggest kick in the teeth about all of this is that we are treated like idiots. To anyone playing for a substantial amount of time these changes that make no sense (adjustments to map drops, reduced mana, there’s more for sure) are so obviously aimed at specific builds and more specifically the top 5% of players that it is nothing but absurd to suggest another reason for implementing them. Suggesting that there was “logic” or thought behind the changes is ridiculous. The changes were made to eliminate certain play styles and weaken certain builds. The “reasons” were then invented afterwards to make it seem like less of an arbitrary decision. The reality is no reasons are necessary. Make the changes, make them as you see fit, and quit pretending that it’s all for the greater glory of the player base. No one has ever complained about receiving higher-than-they-can-handle maps. If it was a problem, any player would have no difficulty trading high maps for low maps. Suggesting that there is “danger” to items or maps dropping that players cannot foresee belittles every player and makes less than no sense at all. Logic and reason come before actions. If a decision is arrived at logically there is no need to explain how it was arrived at to a logical person (CWDT-EC-IC: definitely over-used, had to go; no explanation necessary). Save your rationalizations; no one with a modicum of common sense believes them. Every change would be better received under the blanket of “Continuing the private war on the top 5%” than any amount of self-rationalized garbage.
Sweeping changes as a continued basis for game design: I realize I may be alone in enjoying builds that do not function at the highest level of efficiency, but I do enjoy every class used in almost every conceivable way possible. I have had moderate success in building, leveling, and playing every class and have taken most of them into the highest levels of difficulty. I feel it is a great credit to the game that this can be done. I hate that every 6 months I’m back at the drawing board with 10+ level 80 characters and no idea what to do with their skill trees, gear, and overall builds. When small changes are made incrementally, it’s not that prohibitive to enjoying existing characters. When sweeping changes are made to skill mechanics, passive trees, and overall game mechanics it essentially means shelving every character for several months and re-learning the game. This is more of a question than anything else: Can we ever be certain that what we like and enjoy won’t be destroyed in the ongoing struggle to defeat the most successful players in the game (IE: the war with the top 5%)? I know it is a valiant and worthy cause, but it’s seriously annoying to every veteran player that has more than one character. Change is fine. New content is fine. Skill tweaking is fine. Actual balance changes are fine (adjustments to base damage, life, mana, etc). The vast overhaul proposed by Act 4 is ridiculous. If done at all, these changes should have been implemented singly in order to better gauge impact. Dropping them all at the same time not only prevents actual data regarding how effective the changes are individually but it also makes retooling characters a nightmare. I also feel for the poor souls holding mirror-worthy items with the sure knowledge that their crafting and resources will be outstripped by better, higher-tier mods at arbitrarily determined intervals. This just further showcases the private war. What’s worse is the casualties will extend down the entire player base by making very decent end game uniques no longer viable (damage-wise) for end-game content as said content will, I’m sure, be balanced around the newly available mods. Furthermore, very decent weapons, etc that exist currently (but fall well below being mirror-worthy) will similarly be worth less (Note: not worthless, but worth less).
I normally hold my tongue for updates (which are mostly just underwhelming overall – probably because I’m not in the top 5% so they aren’t targeted at me). I’m not even really upset or angered by the proposed changes, though I do think they’re generally terrible. The only “reason” for my post is I’m sick of reading nonsense about the “logic” and “reason” behind these changes. Either give the real reason (You hate watching people steamroll content that you thought would be difficult and challenging for years to come) or don’t give any reason at all. We all know the source of the changes so just put a tag line PWT5% (Private War Top 5%) and be done with it.
That is all.
Dos
Last edited by Dos_Fafner#3176 on Jun 9, 2015, 2:15:38 PM
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Posted byDos_Fafner#3176on Jun 9, 2015, 2:13:18 PM
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"
aphrodite_1289 wrote:
"
Malone wrote:
"
aphrodite_1289 wrote:
Cheers~
Age of path of D3 finally arrives.
Path of D3 would mean that actual 500 dps mirrored weapon would face in 2.0 new random trash weapon with 5 000 dps, which would be just ok to clear Cruel difficulty.
This is not even close to be the case.
that would be the extreme way.
but arent they the same concept? old items will be replaced by new items.
Not the same concept at all. Only a few items will go from #1 items to god-tier-still-facerolling-everything, which is totally different. "Old" items will still be as good as they were, it's just that a few wealthy dudes that still have the originals on Standard won't be able to capitalize on them anymore ( https://www.youtube.com/watch?v=rAlTOfl9F2wh ). Mirror services and mirroring items only concern a very little part of this community anyway, and when we're talking about challenge leagues you can lower that small number even more.
IGN : @Morgoth Last edited by Morgoth2356#3009 on Jun 9, 2015, 2:17:11 PM
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Posted byMorgoth2356#3009on Jun 9, 2015, 2:16:17 PM
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"
Dos_Fafner wrote:
Some food for thought…..
First things first: Why would any balancing to the core concepts and principles of the game and its characters be done based around parties when the game is single and multiplayer? Damage, life, defense, and general gameplay balanced strictly for party playing will be prohibitive to those of us that enjoy single player. Furthermore, there’s a specific comment regarding a “group” sustaining mid-to-high level maps – so we shouldn’t be able to successfully sustain single player maps? Not only is it not really “balancing” but it is also bad policy as there’s no telling how reproducible a single successful group is.
The biggest issue with “balance changes”: Let’s call a spade a spade. These changes have nothing to do with actual game balance. They are targeted attacks on the top 1%-5% of PoE’s player base. What’s worse is that these attacks rarely (if ever) successfully impede the top players. What is instead accomplished is a series of dramatic setbacks for the average player culminating in what can only be called a prohibitive game design for new players. Mechanics that appear to trivialize content for the top players do not in fact trivialize the game for the vast majority of players. Breaking, targeting, eliminating, nerfing, and destabilizing these mechanics is, at best, a small inconvenience for the top 5% who have enough resources to retool, re-gear, and restart their characters effectively; an average player cannot accomplish this quickly and loses out in the long term. The funniest part about this entire process is, anecdotally speaking, GGG has consistently lost this uphill battle against the top 5%. There will always be players breaking the curve in damage and defense leaving the impression that the game is in fact easy. It is not realistic to make the game “hard” for 5% while leaving it even moderately playable for the remaining player base. A simple solution would be adding difficulty tiers or not adding uniques that allow these over-amped builds to function.
Rationalization or “logicizing”: The biggest kick in the teeth about all of this is that we are treated like idiots. To anyone playing for a substantial amount of time these changes that make no sense (adjustments to map drops, reduced mana, there’s more for sure) are so obviously aimed at specific builds and more specifically the top 5% of players that it is nothing but absurd to suggest another reason for implementing them. Suggesting that there was “logic” or thought behind the changes is ridiculous. The changes were made to eliminate certain play styles and weaken certain builds. The “reasons” were then invented afterwards to make it seem like less of an arbitrary decision. The reality is no reasons are necessary. Make the changes, make them as you see fit, and quit pretending that it’s all for the greater glory of the player base. No one has ever complained about receiving higher-than-they-can-handle maps. If it was a problem, any player would have no difficulty trading high maps for low maps. Suggesting that there is “danger” to items or maps dropping that players cannot foresee belittles every player and makes less than no sense at all. Logic and reason come before actions. If a decision is arrived at logically there is no need to explain how it was arrived at to a logical person (CWDT-EC-IC: definitely over-used, had to go; no explanation necessary). Save your rationalizations; no one with a modicum of common sense believes them. Every change would be better received under the blanket of “Continuing the private war on the top 5%” than any amount of self-rationalized garbage.
Sweeping changes as a continued basis for game design: I realize I may be alone in enjoying builds that do not function at the highest level of efficiency, but I do enjoy every class used in almost every conceivable way possible. I have had moderate success in building, leveling, and playing every class and have taken most of them into the highest levels of difficulty. I feel it is a great credit to the game that this can be done. I hate that every 6 months I’m back at the drawing board with 10+ level 80 characters and no idea what to do with their skill trees, gear, and overall builds. When small changes are made incrementally, it’s not that prohibitive to enjoying existing characters. When sweeping changes are made to skill mechanics, passive trees, and overall game mechanics it essentially means shelving every character for several months and re-learning the game. This is more of a question than anything else: Can we ever be certain that what we like and enjoy won’t be destroyed in the ongoing struggle to defeat the most successful players in the game (IE: the war with the top 5%)? I know it is a valiant and worthy cause, but it’s seriously annoying to every veteran player that has more than one character. Change is fine. New content is fine. Skill tweaking is fine. Actual balance changes are fine (adjustments to base damage, life, mana, etc). The vast overhaul proposed by Act 4 is ridiculous. If done at all, these changes should have been implemented singly in order to better gauge impact. Dropping them all at the same time not only prevents actual data regarding how effective the changes are individually but it also makes retooling characters a nightmare. I also feel for the poor souls holding mirror-worthy items with the sure knowledge that their crafting and resources will be outstripped by better, higher-tier mods at arbitrarily determined intervals. This just further showcases the private war. What’s worse is the casualties will extend down the entire player base by making very decent end game uniques no longer viable (damage-wise) for end-game content as said content will, I’m sure, be balanced around the newly available mods. Furthermore, very decent weapons, etc that exist currently (but fall well below being mirror-worthy) will similarly be worth less (Note: not worthless, but worth less).
I normally hold my tongue for updates (which are mostly just underwhelming overall – probably because I’m not in the top 5% so they aren’t targeted at me). I’m not even really upset or angered by the proposed changes, though I do think they’re generally terrible. The only “reason” for my post is I’m sick of reading nonsense about the “logic” and “reason” behind these changes. Either give the real reason (You hate watching people steamroll content that you thought would be difficult and challenging for years to come) or don’t give any reason at all. We all know the source of the changes so just put a tag line PWT5% (Private War Top 5%) and be done with it.
That is all.
Dos
great post
Forum pvp
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Posted bylolozori#1147on Jun 9, 2015, 2:24:28 PM
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Since everyone else is putting in their 2¢, here's mine:
I personally could give 2 shits about the change. Everyone complaining and whining that their mirrored items are worthless now are just in shock and blowing it completely out of proportion.
Can you now charge a 200 ex mirror service for your GG ZOMG item? No. (And maybe, juuust maybe, that's what GGG wanted to do)
Does that make it worthless? The answer is no.
Did you "invest", (I use invest loosely because the proper word is waste), thousands of hours and virtual, maybe real also, currency, creating your GG ZOMG item? Yes.
Are you still going to get the functionality you expected from it when creating it? Yes.
If you had money "invested" into this item through RMT and that's what you're pissed about, get over it. That's why GGG doesn't condone it.
The reality of it all is...... IT'S A GAME. it's meant to be played and enjoyed and have fun with. That's what I intend to do. And when is not fun anymore, I move on to the next one that is fun.
Moral of my story:
STOP WHINING, ENJOY THE GAME OR GO AWAY.
Or at there very least give constructive feedback. It's not life or death like some of you are making it out to be. If you take it that seriously you have bigger problems than item tiers changing.
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Posted byMaxMuscle#0290on Jun 9, 2015, 2:36:09 PMBanned
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"
Dos_Fafner wrote:
Some food for thought…..
First things first: Why would any balancing to the core concepts and principles of the game and its characters be done based around parties when the game is single and multiplayer? Damage, life, defense, and general gameplay balanced strictly for party playing will be prohibitive to those of us that enjoy single player. Furthermore, there’s a specific comment regarding a “group” sustaining mid-to-high level maps – so we shouldn’t be able to successfully sustain single player maps? Not only is it not really “balancing” but it is also bad policy as there’s no telling how reproducible a single successful group is.
The biggest issue with “balance changes”: Let’s call a spade a spade. These changes have nothing to do with actual game balance. They are targeted attacks on the top 1%-5% of PoE’s player base. What’s worse is that these attacks rarely (if ever) successfully impede the top players. What is instead accomplished is a series of dramatic setbacks for the average player culminating in what can only be called a prohibitive game design for new players. Mechanics that appear to trivialize content for the top players do not in fact trivialize the game for the vast majority of players. Breaking, targeting, eliminating, nerfing, and destabilizing these mechanics is, at best, a small inconvenience for the top 5% who have enough resources to retool, re-gear, and restart their characters effectively; an average player cannot accomplish this quickly and loses out in the long term. The funniest part about this entire process is, anecdotally speaking, GGG has consistently lost this uphill battle against the top 5%. There will always be players breaking the curve in damage and defense leaving the impression that the game is in fact easy. It is not realistic to make the game “hard” for 5% while leaving it even moderately playable for the remaining player base. A simple solution would be adding difficulty tiers or not adding uniques that allow these over-amped builds to function.
Rationalization or “logicizing”: The biggest kick in the teeth about all of this is that we are treated like idiots. To anyone playing for a substantial amount of time these changes that make no sense (adjustments to map drops, reduced mana, there’s more for sure) are so obviously aimed at specific builds and more specifically the top 5% of players that it is nothing but absurd to suggest another reason for implementing them. Suggesting that there was “logic” or thought behind the changes is ridiculous. The changes were made to eliminate certain play styles and weaken certain builds. The “reasons” were then invented afterwards to make it seem like less of an arbitrary decision. The reality is no reasons are necessary. Make the changes, make them as you see fit, and quit pretending that it’s all for the greater glory of the player base. No one has ever complained about receiving higher-than-they-can-handle maps. If it was a problem, any player would have no difficulty trading high maps for low maps. Suggesting that there is “danger” to items or maps dropping that players cannot foresee belittles every player and makes less than no sense at all. Logic and reason come before actions. If a decision is arrived at logically there is no need to explain how it was arrived at to a logical person (CWDT-EC-IC: definitely over-used, had to go; no explanation necessary). Save your rationalizations; no one with a modicum of common sense believes them. Every change would be better received under the blanket of “Continuing the private war on the top 5%” than any amount of self-rationalized garbage.
Sweeping changes as a continued basis for game design: I realize I may be alone in enjoying builds that do not function at the highest level of efficiency, but I do enjoy every class used in almost every conceivable way possible. I have had moderate success in building, leveling, and playing every class and have taken most of them into the highest levels of difficulty. I feel it is a great credit to the game that this can be done. I hate that every 6 months I’m back at the drawing board with 10+ level 80 characters and no idea what to do with their skill trees, gear, and overall builds. When small changes are made incrementally, it’s not that prohibitive to enjoying existing characters. When sweeping changes are made to skill mechanics, passive trees, and overall game mechanics it essentially means shelving every character for several months and re-learning the game. This is more of a question than anything else: Can we ever be certain that what we like and enjoy won’t be destroyed in the ongoing struggle to defeat the most successful players in the game (IE: the war with the top 5%)? I know it is a valiant and worthy cause, but it’s seriously annoying to every veteran player that has more than one character. Change is fine. New content is fine. Skill tweaking is fine. Actual balance changes are fine (adjustments to base damage, life, mana, etc). The vast overhaul proposed by Act 4 is ridiculous. If done at all, these changes should have been implemented singly in order to better gauge impact. Dropping them all at the same time not only prevents actual data regarding how effective the changes are individually but it also makes retooling characters a nightmare. I also feel for the poor souls holding mirror-worthy items with the sure knowledge that their crafting and resources will be outstripped by better, higher-tier mods at arbitrarily determined intervals. This just further showcases the private war. What’s worse is the casualties will extend down the entire player base by making very decent end game uniques no longer viable (damage-wise) for end-game content as said content will, I’m sure, be balanced around the newly available mods. Furthermore, very decent weapons, etc that exist currently (but fall well below being mirror-worthy) will similarly be worth less (Note: not worthless, but worth less).
I normally hold my tongue for updates (which are mostly just underwhelming overall – probably because I’m not in the top 5% so they aren’t targeted at me). I’m not even really upset or angered by the proposed changes, though I do think they’re generally terrible. The only “reason” for my post is I’m sick of reading nonsense about the “logic” and “reason” behind these changes. Either give the real reason (You hate watching people steamroll content that you thought would be difficult and challenging for years to come) or don’t give any reason at all. We all know the source of the changes so just put a tag line PWT5% (Private War Top 5%) and be done with it.
That is all.
Dos
#### one of the best posts i ever read in this forum and i read ALOT.
ty
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Posted byh4llowerner#4004on Jun 9, 2015, 2:46:24 PM
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"
Jedi_blr wrote:
Befor Eternal, 6t1 items not existed.
They actually did.
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Posted byzalfargia#4840on Jun 9, 2015, 2:50:10 PM
|
"
Dos_Fafner wrote:
Some food for thought…..
First things first: Why would any balancing to the core concepts and principles of the game and its characters be done based around parties when the game is single and multiplayer? Damage, life, defense, and general gameplay balanced strictly for party playing will be prohibitive to those of us that enjoy single player. Furthermore, there’s a specific comment regarding a “group” sustaining mid-to-high level maps – so we shouldn’t be able to successfully sustain single player maps? Not only is it not really “balancing” but it is also bad policy as there’s no telling how reproducible a single successful group is.
The biggest issue with “balance changes”: Let’s call a spade a spade. These changes have nothing to do with actual game balance. They are targeted attacks on the top 1%-5% of PoE’s player base. What’s worse is that these attacks rarely (if ever) successfully impede the top players. What is instead accomplished is a series of dramatic setbacks for the average player culminating in what can only be called a prohibitive game design for new players. Mechanics that appear to trivialize content for the top players do not in fact trivialize the game for the vast majority of players. Breaking, targeting, eliminating, nerfing, and destabilizing these mechanics is, at best, a small inconvenience for the top 5% who have enough resources to retool, re-gear, and restart their characters effectively; an average player cannot accomplish this quickly and loses out in the long term. The funniest part about this entire process is, anecdotally speaking, GGG has consistently lost this uphill battle against the top 5%. There will always be players breaking the curve in damage and defense leaving the impression that the game is in fact easy. It is not realistic to make the game “hard” for 5% while leaving it even moderately playable for the remaining player base. A simple solution would be adding difficulty tiers or not adding uniques that allow these over-amped builds to function.
Rationalization or “logicizing”: The biggest kick in the teeth about all of this is that we are treated like idiots. To anyone playing for a substantial amount of time these changes that make no sense (adjustments to map drops, reduced mana, there’s more for sure) are so obviously aimed at specific builds and more specifically the top 5% of players that it is nothing but absurd to suggest another reason for implementing them. Suggesting that there was “logic” or thought behind the changes is ridiculous. The changes were made to eliminate certain play styles and weaken certain builds. The “reasons” were then invented afterwards to make it seem like less of an arbitrary decision. The reality is no reasons are necessary. Make the changes, make them as you see fit, and quit pretending that it’s all for the greater glory of the player base. No one has ever complained about receiving higher-than-they-can-handle maps. If it was a problem, any player would have no difficulty trading high maps for low maps. Suggesting that there is “danger” to items or maps dropping that players cannot foresee belittles every player and makes less than no sense at all. Logic and reason come before actions. If a decision is arrived at logically there is no need to explain how it was arrived at to a logical person (CWDT-EC-IC: definitely over-used, had to go; no explanation necessary). Save your rationalizations; no one with a modicum of common sense believes them. Every change would be better received under the blanket of “Continuing the private war on the top 5%” than any amount of self-rationalized garbage.
Sweeping changes as a continued basis for game design: I realize I may be alone in enjoying builds that do not function at the highest level of efficiency, but I do enjoy every class used in almost every conceivable way possible. I have had moderate success in building, leveling, and playing every class and have taken most of them into the highest levels of difficulty. I feel it is a great credit to the game that this can be done. I hate that every 6 months I’m back at the drawing board with 10+ level 80 characters and no idea what to do with their skill trees, gear, and overall builds. When small changes are made incrementally, it’s not that prohibitive to enjoying existing characters. When sweeping changes are made to skill mechanics, passive trees, and overall game mechanics it essentially means shelving every character for several months and re-learning the game. This is more of a question than anything else: Can we ever be certain that what we like and enjoy won’t be destroyed in the ongoing struggle to defeat the most successful players in the game (IE: the war with the top 5%)? I know it is a valiant and worthy cause, but it’s seriously annoying to every veteran player that has more than one character. Change is fine. New content is fine. Skill tweaking is fine. Actual balance changes are fine (adjustments to base damage, life, mana, etc). The vast overhaul proposed by Act 4 is ridiculous. If done at all, these changes should have been implemented singly in order to better gauge impact. Dropping them all at the same time not only prevents actual data regarding how effective the changes are individually but it also makes retooling characters a nightmare. I also feel for the poor souls holding mirror-worthy items with the sure knowledge that their crafting and resources will be outstripped by better, higher-tier mods at arbitrarily determined intervals. This just further showcases the private war. What’s worse is the casualties will extend down the entire player base by making very decent end game uniques no longer viable (damage-wise) for end-game content as said content will, I’m sure, be balanced around the newly available mods. Furthermore, very decent weapons, etc that exist currently (but fall well below being mirror-worthy) will similarly be worth less (Note: not worthless, but worth less).
I normally hold my tongue for updates (which are mostly just underwhelming overall – probably because I’m not in the top 5% so they aren’t targeted at me). I’m not even really upset or angered by the proposed changes, though I do think they’re generally terrible. The only “reason” for my post is I’m sick of reading nonsense about the “logic” and “reason” behind these changes. Either give the real reason (You hate watching people steamroll content that you thought would be difficult and challenging for years to come) or don’t give any reason at all. We all know the source of the changes so just put a tag line PWT5% (Private War Top 5%) and be done with it.
That is all.
Dos
Great post, agree on every front. Lately, I find the balance changes very questionable. However, I find most of the "logic" given to be absolutely insulting. GGG didn't reduce +2 map drops because people finding them were finding it "problematic." I'm insulted that they'd even feel comfortable typing that.
Basically, GGG needs to be more real with us in the future. This is not the first time they gave us an absurd ass reason for a change. I'd prefer you just say "We aren't happy with the map drop curve and people skipping bosses and we are changing it." No need for the nonsense rationalization.
Team Won Last edited by ggnorekthx#0419 on Jun 9, 2015, 3:05:23 PM
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Posted byggnorekthx#0419on Jun 9, 2015, 2:55:23 PM
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