What Happened with Items

GGG, and Chris

Item drops, I am not too concerned, however, the end game crafting is real thing that upsets the veteran crafters.
Can we get some of the crafting mods back? from harvest?
I mean, you took the recombinators away, nerfing harvest is just over the top.
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KilenWoods wrote:
I literally do not believe that you understand the state that the game is in. The fact that your post is focused on rarity, rarity, and rarity, and does not bother to engage with quantity of items.

What you posted is a post-hoc justification for making the game more grindy, requiring players to spend more time to achieve similar power levels.

I see you (Chris) as a liar. Feel free to prove me wrong -- but your track record doesn't inspire.


Yeah I have to agree. Not even a mention of the actual problem which was gutting crafting. The loot nerf wouldn't even matter much but now even shit gear is worth multiple divines because there is NO FEASIBLE WAY OF CRAFTING. Anything better than mediocre is nigh impossible in most cases. Or it's a 1-20 chance after already spending massive currency to get to a point where you can roll the dice for a NON BRICKING OUTCOME that consists of just 1 mod


Mediocre gear costs more to make than 5xt1 elevated gear previously. Sometimes 10x as much due to rng since every single deterministic avenue was removed. It's disgusting to me that he can make this post with a straight face when I'm positive he knows just how consequential gutting harvest was.

Not only does it affect the top end and the med-high end, it affects every single player. Gear prices are through the roof, and that's for SHIT gear. You can't even make good gear without the removed crafts. This is then compounded by the lack of currency drops in general because good gear doesn't even exist, and if a good piece does exist, it's near mirror worthy so no one will buy it.

There is no end game, nor gear, nor unique interactions accessible via gear and game knowledge remaining.

The game is now:
Find shitty mediocre gear on the ground
Crafting bench a mod
Equip

Or essence spam
Bench mod
Equip

Fossil
Bench
Equip

Vendor recipe
Regal
Vendor recipe
Regal
Repeat 500x
Multimod

Why even bother logging in if it's not only more difficult to obtain what we've had access to crafting wise for years, but straight up impossible in more cases than not.

These aren't oversights or bad communication, they are straight up removals of well established crafting systems, yet they don't even get a mention?

Probably why they weren't mentioned in the announcement. Couldn't bring himself to lie more so it was completely omitted.


Drops are an absolutely miniscule problem in comparison to what they did to crafting. But 'muh drops" are the only 'feedback' warranting multiple responses and 'massive buffs'. Yet somehow tier 16 lake rewards can still spit out NOTHING

This post sealed the deal for at least 5 players I'm close with. We are out

Thanks for the years of fun but you removed it in 3.19.
11211
Item culling sounds like a good idea but it's not working yet... Revert and work on it. 20x whet and blacksmith dropping even before starting maps seems like a serious bug its off putting and make POE feel like a completely different game lootwise... PSA only a handful of people cared about excess loot... Most people more than happy having lil carpal tunnel collecting small stacks of loot
Hi GGG,

Your point of view may not be the same as the players' point of view. I think it's important to understand and keep that in mind when making important decisions.

I will continue to support you despite Thomas patrolling the forums ;)
Nice!
What about hackers opening map to search for the monster with the mod if it isn't there they on to the next map, this should be heavily proritized.
One thing i could suggest as a further improvement, play around with the numbers on the rarer Archnemesis mods. Maybe increasing their chance to appear can be associated with map tier/monster level.

Also maybe consider limiting the amount if similar mods that could appear on single mob also based on monster level.

For example chaos related mods like toxic, chaos weaver and entangler (you can exclude more rewarding ones from this) can't appear together until monster level 70 (aka rare monstrs in t1 maps), if they happen to roll together just pass another modifier randomly. Limit them to only stack to two, where the third mod will only appear only after monster level 80. (aka yellow maps).
I believe that after level 80 they should be more punishing so you can stack there everything.

I believe this to be a better solution that just reducing numbers on mods. This could allow you to add even more crazy things in the future in much harder state that will bring more challenge at higher tiers.

A side note for all who are still struggling, Profane Bloom deletes all rare monsters in large pack sizes regardless of number of mods.

There are multiple sources of enemies explode dealing some % of their life to enemies so maybe try and use that instead of going some rando melee build with no damage and defenses.
For me (a casual Player with family) the current changes are completely fine. I see the fulltime players are pissed and they are the most "loud" ppl on community. But they will understand it makes no different if they quit now because they find less or they quit now because it's already getting boring because they found "all".
Bros that's all cute but you need to fix some other stuff too...
Harvest:
Bring back Reforge keep prefix/suffix
Bring back Reforge with modifier (for example speed)
Bring back Augment modifier (for example fire)
So we can actually craft items. And play the builds we want.
Now that we don't need to find specific crafts, that would be really fun for casual like me.
And make SSF an interesting possibility.

Summons:
Summons seem really dead. IDK what happened but some friends of mine in discord quit cause their minions just died all the time.

General Character defenses & balance in this regard:
I don'T know why champion can still run Determination, Grace, Banner +1 Aura.
While other characters can't.
And still have enough damage to do all content.
Kinda weird, not gonna lie.

Damage of monsters in early progression:
I arrive in T15. I get oneshot permanently.
Its not funny.
Almost 5k life/ES Pool. High regen. Determination.
No Suppression yet but cmon the early damage is too high and later it doesn't matter.

Progression:
Instead of taking away from our early game progression and weaken us (mana reservation nerf), you could just add more content, higher tier content.
So that we can progress towards that content instead of hitting a wall where we just get 1-shot.
Alternatively you could slow down the progression of the maps, so that we need longer to arrive at the harder content.
But there need to be something that prevents us from reaching t15 without effort and then just die nonstop. :D

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