What Happened with Items
create a new currency for metacraft. You killed harvest, divine orb, to get good roles I have to gamble with currency that can be more expensive than the thing itself. A new metacraft currency would equalize the utility of the divine and exalt orb.
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Do you guys even use magic find?
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[redacted by myself]
IGN: GoldenPepe Last edited by Genocider#7063 on Aug 12, 2024, 2:21:18 AM
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I'd love to for every character I make to be a MF character... but didn't you remove our defenses and damage while making the things we mf stronger than uber uber elder? WHAT?
and if all my characters need to have mf then what's the point of making a non mf character if they don't drop anything. |
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I love the new drop mechanics, especially from big archnemesis mobs.
Have no problems with currency. League mechanic is still scarce most of the time. But I worry about overtuned archnemesis that sometimes spawns. Like the minotaur that killed carn_. Other than that I do Delve, Alva, Ritual, Betrayal, Expedition and it feels good. Thank you GGG. |
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" I would prefer not to. I don't want to have rare monsters as last boss ob the game. I would much rather prefer them bo be 50% easier and drop 50% less items just like old rares. I want to be lean, mean, killing machine and die on Bosses because nothing matters when I suck. Seriously, I don't want to fight all the time with rares and by looking at all cursing on archnemesis I think many people share same philosophy with me. I don't have fun when I spend more time with random rare than map boss. I came to POE when I could nicely suck with low tier build and stil run around white map killing everything with arc. This league I had the same experience, pure fun and enjoyment of game with arc... In act 8 while I had speed shrine. :( |
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I agree in general with the 3 stated principles.
However, what I don't agree with is that Archnemesis as implemented is the correct way of putting the principles into practice. For me personally, I'd rather have the risk and reward gated to actual map bosses, not to rares. Or to rares in designated areas, rather than having them wandering loose in maps like rogue metamorphs. (I don't select the rogue metamorph node in the Atlas passive tree because I hate dealing with them too.) The current implementation of Archnemesis simply doesn't work. The encounters are random, sometimes unavoidable and deadly, and they permeate all content in the game. This is not how it should be done. Risk and reward is already mostly deterministic in all other areas: the levels of maps you choose to run, the mods you roll, the fragments you use, and the bosses and pinnacle bosses you choose to fight. You choose the level of risk and reward with those things. But the random nature of Archnemesis completely removes the ability to choose. In the actual Archnemesis league, you could choose. But no longer. Now you have no idea what's going to happen. There is a scaling of risk and reward, but there is zero agency involved in the minimum or maximum levels you'll end up with. For Archnemesis to be useful, it simply cannot be so random. Players need to be able to determine at least a general level of the risk and reward they will encounter in any given area. If these rares are rated on a scale of 1-10 in terms or risk and reward, I need to be able to somehow have the ability to say I never want to encounter a rare with a power level over 5. Otherwise, I need to have the ability to say that if I do this or I go there, and only if I do this or I go there, there is a chance that I'll encounter a rare with a power level of 9, or 10. You somewhat scale the power of Archnemesis encounters based on if you're in the campaign or maps. But that's not nearly granular enough. If I'm in a T1 map, I should never be able to encounter a rare monster with a set of Archnemesis mods as deadly as a rare monster in a T16 map. But some combinations of Archnemesis mods on a T1 rare can produce something equally as deadly as a T16 rare without any Archnemesis mods. There needs to be a better method of more carefully selecting and determining risk versus reward. For example, certain combinations of Archnemesis mods are simply more dangerous than others. I might have no problem at all with one set of 3 mods, while another set could be really scary. And I'm not talking about an encounter that's simply more dangerous, I'm talking about an encounter that kills me outright. You have to come up with some system that ranks the overall power level of the combination of mods. Not just throw them together into a random game of Russian roulette, but understand what a particular combination can do, and then allow or reject that combination from occurring, based on the difficulty level of the content you're currently in. Or there could be other methods of controlling your risk and reward. Perhaps opt-in nodes on the Atlas passive tree, along the lines of those for selecting or deselecting Uber-boss encounters. In short, players need more agency over whether or not they'll encounter truly deadly combinations. The currently existing potential for something really lethal (albeit rewarding) is too great for it to happen without player choice. And if you say that you can simply run away, that's just not possible at present. Not only are the combinations you run into sometimes not immediately obvious, but they can be such that you can't just run away before it's too late. In short, the random nature of the power of the Archnemesis mods is too random. There is nothing wrong with randomness in general, but the possible range that Archnemesis provides is simply too great for it to be acceptable at its highest power levels without players choosing to accept the chance of running into it. |
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Diablo 3 has PTR you might need to start doing that if your making epic changes to the game
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You convinced me to leave.....
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For me I dont care much for the archnemesis mods They are annoying but its whatev.
I find the loot more of the hard part to come By, this enables users to create build new builds or test builds Or even advance in the story. lowering it itself reduced the opportunity of progress and cause a grind that doesnt seem fun and feels more like a MMORPG. Another note is that you referred to Groups with a MF. Not all players will want to interact and form parties to grind. Thats what I found fun to do every league is solo my way from nothing to something. But if forcing users to do parties where someone is a MF to get loot limits what the game values are. |
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