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minamo99 wrote:
I'd be so happy if people would stop trying to form this vividly into d2 and just see where the devs go with it...
best post in this thread yet.. with the exception of the one from the devs
Things with "increased" and "decreased" in the tooltip are additive ... where as "More" or "Less" are multiplicative ...
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Posted bywade001#1394on Feb 3, 2013, 9:03:18 AM
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BrianWeissman wrote:
I'll reiterate a point made by Chris in the past. Basically, we're against the idea of Set items in POE because we feel they constrain build diversity. In order to make them interesting and competitive, we have to make them good. Making them good means that everybody wants to collect them, especially if their set bonuses confer a big advantage. Open Beta is in its infancy, but a few months from now we'd likely see tons of people with 2-4 identical pieces of gear, over and over and over. This isn't ideal for character diversity or for flavor.
The good news is that even though we have no plans to make set items, we're going to be releasing literally HUNDREDS more unique items. POE has very open design where uniques are concerned, so there is no telling what's going to show up. We're also going to be adding mountains of new art to the game, along with cosmetic microtransactions that enhance how armor looks. The end result of this will be tremendous diversity in gear and appearance. Even two characters built around the same fundamental interaction of active and passive skills will have radically different gear. One character might use 3-4 uniques, the other might be pure rares. You get the idea.
As for D2-style Charms, we're unlikely to implement those as well. The idea of balancing inventory space against increased power may sound like a neat tension, but ultimately it becomes an obnoxious obligation. Players feel that they must fill their inventory full of charms to be competitive, and this would run completely counter to our vendor system, which encourages players to head back to town bearing all sorts of specific treasure. Playing in a group and contesting loot with other players is exciting enough without having to constantly worry what you'll do if more than one item drops that you care about. Imagine how you'll feel when you can't grab that Exalted Orb in time because your inventory is completely gummed up with charms.
If you remember back in Diablo 2, there were a few things in play regarding Charms that are very different in POE. For starters, there were very few items in LoD that an endgame player was interested in picking up. This is very different from Path of Exile, where the humblest white item can be extremely valuable. You're also finding diverse currency constantly in Path of Exile. Finally, you have much more limited ability to Portal back to town in POE, especially when you're saving your Portals for boss fights. Without easy and free porting like in D2, a constrained inventory turns into a huge drag on game progress. You might be a little more powerful from your charms on the battlefield, but you're going to be wasting so much time going back and forth to town that the net result will be slower leveling.
That's just a short summary of our current thoughts on these subjects, I really appreciate your feedback.
While I don't agree with OPs statement about more different tiers of items, Set items would be pretty cool though.
To say that they don't work in PoE isn't true I would dare to say.
It's all about how you design them.
Set items could be very niche in one particular build that is very underused.
For example mines and traps are not supported by anything but one small part of the passive tree. A set with like 3 items that work well with traps/mines would make those builds more interesting.
And they don't have to be crazy powerful but very utilizing to the build that is desired.
I know uniques do that already. But having small sets that are not more than 4 pieces would be crazy cool and you could also sell Set Looks in the shop, like glows or new skins like in D2.
I'm definitively all for Set items they just have to be designed in the right way so they don't become a must have but an interesting alternative for unique builds.
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Posted byKenshiD#1543on Feb 3, 2013, 9:16:58 AM
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KenshiD wrote:
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BrianWeissman wrote:
I'll reiterate a point made by Chris in the past. Basically, we're against the idea of Set items in POE because we feel they constrain build diversity. In order to make them interesting and competitive, we have to make them good. Making them good means that everybody wants to collect them, especially if their set bonuses confer a big advantage. Open Beta is in its infancy, but a few months from now we'd likely see tons of people with 2-4 identical pieces of gear, over and over and over. This isn't ideal for character diversity or for flavor.
The good news is that even though we have no plans to make set items, we're going to be releasing literally HUNDREDS more unique items. POE has very open design where uniques are concerned, so there is no telling what's going to show up. We're also going to be adding mountains of new art to the game, along with cosmetic microtransactions that enhance how armor looks. The end result of this will be tremendous diversity in gear and appearance. Even two characters built around the same fundamental interaction of active and passive skills will have radically different gear. One character might use 3-4 uniques, the other might be pure rares. You get the idea.
As for D2-style Charms, we're unlikely to implement those as well. The idea of balancing inventory space against increased power may sound like a neat tension, but ultimately it becomes an obnoxious obligation. Players feel that they must fill their inventory full of charms to be competitive, and this would run completely counter to our vendor system, which encourages players to head back to town bearing all sorts of specific treasure. Playing in a group and contesting loot with other players is exciting enough without having to constantly worry what you'll do if more than one item drops that you care about. Imagine how you'll feel when you can't grab that Exalted Orb in time because your inventory is completely gummed up with charms.
If you remember back in Diablo 2, there were a few things in play regarding Charms that are very different in POE. For starters, there were very few items in LoD that an endgame player was interested in picking up. This is very different from Path of Exile, where the humblest white item can be extremely valuable. You're also finding diverse currency constantly in Path of Exile. Finally, you have much more limited ability to Portal back to town in POE, especially when you're saving your Portals for boss fights. Without easy and free porting like in D2, a constrained inventory turns into a huge drag on game progress. You might be a little more powerful from your charms on the battlefield, but you're going to be wasting so much time going back and forth to town that the net result will be slower leveling.
That's just a short summary of our current thoughts on these subjects, I really appreciate your feedback.
While I don't agree with OPs statement about more different tiers of items, Set items would be pretty cool though.
To say that they don't work in PoE isn't true I would dare to say.
It's all about how you design them.
Set items could be very niche in one particular build that is very underused.
For example mines and traps are not supported by anything but one small part of the passive tree. A set with like 3 items that work well with traps/mines would make those builds more interesting.
And they don't have to be crazy powerful but very utilizing to the build that is desired.
I know uniques do that already. But having small sets that are not more than 4 pieces would be crazy cool and you could also sell Set Looks in the shop, like glows or new skins like in D2.
I'm definitively all for Set items they just have to be designed in the right way so they don't become a must have but an interesting alternative for unique builds.
It doesn't matter how you design it, if everyone with a particular character build is intentionally seeking out specific items and everyone has the same items as each other then there is a problem.
It's bad enough that a lot of the existing gear doesn't have unique skins. We don't need to make gear with the intention of intentionally making players were the same as each other.
Adding to the pool of Unique gear is a good idea as it just makes it so much more varied in that tier that you'll very unlikely see multiple players wearing similar pieces of gear as each other.
The Op's proposal also improves the loot for the barter economy as it means the economy will always be in flux which is a great thing for a barter economy.
Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 16GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & WD Black FZEX HDD Last edited by Nicholas_Steel#0509 on Feb 3, 2013, 9:22:37 AM
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kabraxis
In that case, you would have to have some penalty to using charms. As the trade off before is bag space.
If you're adding charms as a equipable item which is essentially what you are doing in old d3 screenshot, then you completely disrupt the current balance of the game.
Right now its pretty balanced, its pretty hard to get OP.
add 3 charm slots or whatever and you have more opportunity to just be more powerful. So then they what...... scale everything else to match. Then what is the point, i would rather have fewer items to worry about than more in that case.
On the contrary you could add some drawbacks to using charms dependent on the charm but each charm will roll one of:
1) lose 2-4% of your maximum life per second as chaos damage
2)-30-40% movement speed
3) You take 110% damage. You take 30% of damage dealt when blocking.
4) You cannot stun enemies
5) You cannot inflict elemental status effects on enemies
6) You cannot curse enemies
7) Your auras are 30% less effective
8) Uses 2 charm slots
9) The implicit property of all flasks is reduced by 25%
10) Removes a flask slot
11) Attraction (Aura of radius x that encourages mobs to attack you. While affected by the aura their damage, attack speed, cast speed and movement speed are all increased by 15%)
12) The negative effects of curses upon you are increased by 40%
Charms have 2 other properties that can roll double (feel like Jay Wilson here), what you get on any other item.
You shouldnt take note of the numbers or exactly what the penalties are, just that something liiike this would have to be put in place or its just unbalancing the game, and it would have to be thought about much more carefully than i did for this example
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Posted byDexDeus#3176on Feb 3, 2013, 9:21:39 AM
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BrianWeissman wrote:
I'll reiterate a point made by Chris in the past...
i completly agree with this line of thinking.
i would be interested in seeing is 2 weapons that were ment to be dual wielded together though but they wouldn't need a new item class catagory, they could still be just uniques that worked well together.
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Posted byDeadlyPencil#3019on Feb 3, 2013, 9:55:53 AM
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If you like the set bonus you will never take off the set. It's as simple as that and it's not good design as a result. The game is about managing the items you find, set items are just defeating to that.
If set items simply give a cosmetic bonus it might be fine but you guys are just asking for something that doesn't make sense.
My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
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Posted byanubite#0701on Feb 3, 2013, 9:59:32 AMAlpha Member
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Putting SET ITEMS or anything that like that DEFEATS the purpose of being DIVERSE in BUILDS and GEAR. If there were set pieces we would just stick to it and all of our TOONS will be built almost exactly the SAME. DIVERSITY is what i like about POE skill-gem-gear wise it is a BEAUTIFY GAME and separates itself from all the other ARPGs out there.
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Posted byjpdiaz1024#5131on Feb 3, 2013, 11:53:29 AM
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BrianWeissman wrote:
As for D2-style Charms, we're unlikely to implement those as well. The idea of balancing inventory space against increased power may sound like a neat tension, but ultimately it becomes an obnoxious obligation. Players feel that they must fill their inventory full of charms to be competitive, and this would run completely counter to our vendor system, which encourages players to head back to town bearing all sorts of specific treasure. Playing in a group and contesting loot with other players is exciting enough without having to constantly worry what you'll do if more than one item drops that you care about. Imagine how you'll feel when you can't grab that Exalted Orb in time because your inventory is completely gummed up with charms.
What if you had charm-like items which fit into flask slots? That's the most precious inventory of all, making the trade-off much trickier to make, I think, and very much limiting the number that could be equipped. Given that this would mean that they have keybindings, they could have active as well as passive abilities. Perhaps this is just another way of saying "flasks with passive on-equip effects" really, but I think there are some interesting options there.
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Posted byMesostelZe#4113on Feb 3, 2013, 5:18:02 PM
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What if the set bonuses were purely cosmetic, and the stats on the sets were handled exactly like they are now? where you can re-roll them with the current currencies in the game??
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Posted byAncietus#1467on Feb 3, 2013, 5:32:51 PM
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I personally would like to see different "set items". Make them a tad more rare than uniques, and give the player a different cosmetic feel to it.
They could be balanced fairly easily, for having a set bonus. Make the individual items have 4 modifiers, that are decent. Each set bonus would add 1 more modifier, based on the "genre" of set.
For example, a defensive set would add an additional 10% armor, 10% evade, 15% resists.
Of course, you could get rares that would give you the same bonuses, except the cosmetic part would not be there. You could even make having a set of decent rares give better character performance than having a "set". People would still collect them, but use them? Eh, I could use this set, and have my character "look" badass.. or I could use this rare / unique combo, and have my character "be" badass. :)
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Posted byKurogami#4978on Feb 3, 2013, 8:18:21 PM
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