What Happened with Items

thanks for trying, but I gave up when I went to Lake of Kalandra yesterday, saw a Diviner's chest, alched it and it literally dropped 1 whetstone.

Did same with Cartographer's chest - got 1 13% quality Strand (t1).

loot is trash. And no, I don't agree this is due to Sentinel, because I quit that league in act 9 (due to personal reasons).

Keep in mind this is the first time after many leagues I decided to play trade league instead of SSF and it feels like I can't even alc and go yellow maps, due to not having alcs and not having maps.

Am I supposed to be trading even the basics? Sorry but that's just not fun.
Last edited by 45s#5219 on Aug 26, 2022, 3:20:40 AM
Lol, and I thought they were going to remove the archnemesis
I am done good luck
In your post you mention being able to opt in to difficulty and giving players counter play. Archnemesis does not allow either of these things.

I can't opt out of it and it can brick certain mechanics like delve and boss fights if you get the wrong mods.

There is no counter play except does it one shot me?, Is it immortal ignore it, or does it brick my build. Then there is the occasional it dies quick or just run away if you can.
This will be my first post ever on this forum, but I really feel like I have to bring up two rather pertinent points.

1. People don't just run league content for the rewards alone. This feels like a misconception to me, that the incentive is solely in the drops, but that is patently untrue, from my perspective. You absolutely have the top 5% or less that may do so, but while the best money maker in the league right now is Heist, I'm not running that content because I don't enjoy it, even with the MAJOR incentive to interact with it. There is already incentive for people to play the other content, so they should not comparatively penalized for not playing the 'optimal' choices, even if the occasional Archnemesis mob makes it juicy, bringing me to point number two.

2. Archnemesis as it currently exists is both too sporadic in its reward system, and are too punishing even if it is 'worth it'. This one will be split into two parts: a) the actual mechanic itself, and b) the drops they provide.

a)The nerfs to certain defensive mods may very well aid in this concern, but it does not address the frankly annoying and unfair mechanics that still come with them. The fact that these recent interactions over the last week have more intimately familiarized me with what each mod does more than the actual league itself should say something to how much of an impression these interactions are leaving - and it isn't a good one. While I do have very zealous opinions about how at least a few should be outright removed from the pools (cough Heralding Minions cough), what would really bring them in line is sectioning them into pools of modifiers, some of which should never appear together on a mob. Pictures of some monsters with up to five mods have circulated the community, but all it takes is four to create something nigh unkillable, unescapable, and which will likely one- or two-shot most characters. The number of unfun mechanics with large amounts of damage that you need to manually avoid leads directly to the type of 'stutter stepping' you mention in the announcement, save for only being from one particularly nasty enemy. The last thing I'll say in this section, as well, is that not having Archnemesis appear in ANY league content should be a very real consideration, and perhaps adding back a marginal portion of the historic bonuses to make up for this would be apt.

b) Rewards should be levelled across the field, rather than be on a few specific very rare modifiers. Despite the absolute essay of a section above this one, if every one of those multi-minute-spanning Rare monster fights resulted in decent loot, then it would sincerely be closer to tolerable. As it is, you are absolutely NOT rewarded in conjunction to the difficulties of these encounters, and are instead reliant on a complete crap-shoot that you get one of the two to three Archnemesis mobs that will drop you absolute absurd amounts of currency. I will say, that perhaps there are more than just a few that will do it, but with the large number I've seen - and knowing there are still some I have not - it certainly feels as if they are very rare. Of course, having some granularity is a good idea, but currently, there is none: you either get extremely lucky, or you instead get little to nothing, save for a monster that you need to kite around to continue your map. This really feels like a problem on both ends, and if the 'lower-tier' Archnemesis mods showed a linear progression in rewards towards the 'god-tier' mods, even if their drops are lowered to compensate, that would be much more preferred.

There are certainly other things that I don't feel I am qualified to speak about, such as crafting becoming much less impactful in a game where currency is used to craft, but I have seen enough evidence from those who do know to be concerned, and would highly recommend you reach out to those knowledgeable players to discuss it with them.

To close on this incredibly long post, though, I will say that I still love this game, and think the concept of Archnemesis is good - it's simply the application of it needs some very serious reconsideration. If you or any of your team are reading this, Chris, I sincerely wish nothing but the best for you and them, and I thank you for contributing to getting Path of Exile this far. Please take care.
How could u not understand the impact?

First, u already made Divine as the main currency, and multiple items with really large scaling mods. So if we want an acceptable rolls item, we need it to drop more to have more chance to acquire, not using a 130c-currency to get a chance to hit the roll.

Second, if you nerf a build or a skill, ok we will use others, but nerf all drop, what will we do? What can we do?

Finale, how many parties did you see and how many percentage do they take in game record? Just nerf the global drop rate for party. Not all include solo players.
Where is "smart loot "idea ? That mass of rare uselles stuff on the ground in not even funny after week of identyfication.
This makes sense and I appreciate the improvement in communication. It really helps to see all the mistakes that came together to create such a negative player experience (perceived or otherwise). I’m personally still quite happy with how the game plays, and hope that after the community and economy have adjusted that people will start to find their fun again. Thanks for continuing to engage in good faith - I can only hope the community can do the same.
Edit: deleted my post. I was angry and I feel stupid for what I said.
Last edited by DENI4L#6518 on May 18, 2023, 9:13:40 AM
Diablo 3 season starts tomorrow.

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