Improvements to Item Drops

Removed 3000% quantity bonuses then gave us back 25%?

Not even close to being enough.

You lot really think your player base is stupid enough to consider this as any kind of meaningful buff?
Last edited by VoidObject#5508 on Aug 24, 2022, 6:48:13 AM
Changes absolutely nothing, watch PathOfMath video and so on about what this change means, it is tears compared to how much they nerfed drops.
Can you please just let us buy private servers from past leagues? You get money, we have fun
That's why people should never buy any supporter packs, new MTXs etc. until they played at least a week or two and see if they really want to support what have been brought to the game. I guess this is the lesson to take.
Problem 1:
AN is going to stay regardless of what happened

Proposed solution:
white map - max 1 AN mod - base quantity/rarity multiplier = A
magic map - max 2 AN mods - base quantity/rarity multiplier = 2A~4A
rare map - max 3 AN mods - base quantity/rarity multiplier = 4A~8A
corrupted - max 4 AN mods - base quantity/rarity multiplier = 8A~12A
Shows pool of possible AN mods in map
Allow player to easily view what each AN mod does
Allow player to reroll AN mods if built is not suitable
Higher tier AN mod should have additional in-built quantity/rarity multiplier or perks (easier to have higher tier mod, higher item level and etc)

Problem 2:
Low efficiency for harvest crafting
Big nerf to crafting options

Proposed solution:
Allow drop of lifeforce in maps and other league mechanic
Introduce other ways of crafting through other league mechanic to compensate for the lost of harvest crafting option

Problem 3:
Minion survivability issue in high tier map

Proposed solution:
Increase permanent minion global defense against AN mods
Reduce critical damage taken for permanent minions
Reduce permanent minion penalty from non-damaging ailments
Allow permanent minion to auto-teleport to player and become passive at low life (gems, passives or other)
Animate guardian rework - can be resummon with some costs (currency, unique, killing xx enemies, extra cooldown penalty, lose dmg or life and etc)
"
The_Feral_Dog wrote:
fyi "pissed off very large portion of the player base" no its the same loud minority as always, same usernames every league, get a life. big changes there! people just dont understand math.

What are you talking about? All streamers are either complaining or leaving and they are the reason PoE is even popular. Are you smoking something? Player retention is even worse than 3.15 which was the worst league in PoE history.
Always funny to see some people who play the game 3 hours per week give advice to people who play tons. It's like a med student giving advice to a surgeon.
"
The_Feral_Dog wrote:
fyi "pissed off very large portion of the player base" no its the same loud minority as always, same usernames every league, get a life. big changes there! people just dont understand math.

Go play your shitty build you obviously know nothing about the game. with your 300 int cf glad
Anchoring successful.

Its funny how correct many of the comments have been about this situation.

And some people still praise GGG for this "buff".

You cant repair everything with a band-aid and pretend its ok.

At least they didnt shove more mystery-boxes in our faces this time...


yea sad times :(
:3
"
bonev wrote:
What absolute useless changes. GGG We don't want this. We want original Harvest with the QoL changes. We want all gem nerfs since 3.13 reversed. We want Archenemesis removed. The loot nerfs reversed. Not a 25% buff after a 90% nerf, meaning that it's now 87.5% nerf.

Please let me add on to that list:

We want massive inflations on all the items we find. We want 6W 6L Astral Plates as a starter pack after killing Kitava. We want to be done with all content in 3 days so we can speedrun other games. We want all sense of accomplishment wiped with easy challenges. We want Harvest to be the equivalent of the konami-code again. We want every monster on the map to explode 10 screens away with a single click. We don't want to use our brains with new league mechanics, we just want to run in a circle. We want minions to play the game for us while we cook for our 8 kids after working 12 hours a day (oh wait, that is still the case).

Did I forget something we want? Oh yeah, we want free MTX cause it's FOMO! >:(
Arian Synthesis of G3
"
skyer666 wrote:
Problem 1:
AN is going to stay regardless of what happened

Proposed solution:
white map - max 1 AN mod - base quantity/rarity multiplier = A
magic map - max 2 AN mods - base quantity/rarity multiplier = 2A~4A
rare map - max 3 AN mods - base quantity/rarity multiplier = 4A~8A
corrupted - max 4 AN mods - base quantity/rarity multiplier = 8A~12A
Shows pool of possible AN mods in map
Allow player to easily view what each AN mod does
Allow player to reroll AN mods if built is not suitable
Higher tier AN mod should have additional in-built quantity/rarity multiplier or perks (easier to have higher tier mod, higher item level and etc)

Problem 2:
Low efficiency for harvest crafting
Big nerf to crafting options

Proposed solution:
Allow drop of lifeforce in maps and other league mechanic
Introduce other ways of crafting through other league mechanic to compensate for the lost of harvest crafting option

Problem 3:
Minion survivability issue in high tier map

Proposed solution:
Increase permanent minion global defense against AN mods
Reduce critical damage taken for permanent minions
Reduce permanent minion penalty from non-damaging ailments
Allow permanent minion to auto-teleport to player and become passive at low life (gems, passives or other)
Animate guardian rework - can be resummon with some costs (currency, unique, killing xx enemies, extra cooldown penalty, lose dmg or life and etc)


This solutions looks cool but they will stick their head in sands And say everything is fine and how they wanted to be

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