One-week "Resistance Penalty Testing" Hardcore Ladder Race

~~~Feedback on the resists penalty~~~

When this league was first announced, I was totally in favor of the resists penalty. I always felt like Cruel/Ruthless were not very challenging, and previously I had never considered using weapons that had resistance, and didn't pay very much attention to resistances on my armor.

However, after playing in this league I feel like the resist penalties barely adds any additional challenge, and instead adds more hassle and disappointment when it comes to gear upgrades. In previous leagues, if I chose the right base item to start with I could often get an upgrade after only 1-3 alchs/chaos. Now it feels more like 3-6 alchs/chaos.

For instance: If my chest armor has 20% fire resist & 20% cold resist, and I find chest armor that has 20% fire resist & 20% lightning resist, I probably wont be able to use it without also finding new gloves/helm/boots simply because my resists would be thrown totally out of balance.

Also, in previous leagues I almost never wore rings unless they were resist rings. In this league "almost never" turned into "don't even think about it, ever". It's kinda silly when a max life/regen build has absolutely no desire to put on a +max life ring even though in theory it would synergize so well with my build.

It just feels like a lot of the excitement that I used to gain from using alchemy orbs on gear is greatly reduced. I used to get so happy when I got a good roll from an alchemy orb, but now the odds of getting something that I can upgrade to feel so much lower. That was a big part of my enjoyment of the game: choosing the right time to use my alchemy orbs and often being rewarded for it.

As for the new resistance nodes on the passive tree. I actually agree with others who have said that it doesn't add any more build diversity because you simply respec out of those nodes once you get the resists you need from your gear. It's not so much a part of your build decision, as it is a temporary fix that you remove from your build later.

Having said all that, I am NOT suggesting that the resist penalties should be completely done away with. I just think that perhaps the values should be a bit lower so that we have a tad more options for gear.

I also think the Ruby/Sapphire/Topaz flasks need to have their duration doubled or tripled to bring them up to par with Granite flasks. The reason I say tripled is because each resist flask is only effective against a single element, yet Granite flasks are effective against all physical damage, which seems like the most common form of damage the player faces in the game.

I would suggest:
Cruel: -20%
Ruthless: -40%
Merciless: -60%

And after 1 difficulty is removed:
Cruel: -30%
Merciless: -60%



~~~Feedback on end-game maps~~~

The "risk vs. reward" aspect of maps still seems out of whack. The most maps I recieved from a single map run was on a map that had exactly 0% increased quantity. I found 4 maps in it and it had about: 40% increased monster pack size + Area is a maze.

In contrast to that, I ran several 40% and a couple 50% maps and never found more than 2 maps inside those. I realize these are tiny sample sizes, but I feel like some of the more difficult map mods need a slight boost in quantity, like temporal chains, vulnerability, area has undead (freakin necros) monsters deal increased fire/cold/lightning damage and perhaps other modifiers too. Running the hard maps should be the best way to find more maps. As it is currently, the ones with increased size/area is a maze/increased monster pack size are often the best for BOTH gaining EXP and finding more maps.

Also, the recipe for trading in 3 maps to get 1 map of a higher level should probably be changed to: 2 maps to get 1 map of a higher level.

It's just insane that it takes 27 lvl 60 maps to get a single lvl 63 map. And downright ludicrous that it takes 81 lvl 60 maps to get a single lvl 64 map.

-----------------------------------------

On a positive note: This race was still a lot of fun despite some of the frustrations with gear upgrades. And I want to offer a huge THANK YOU!! to GGG for all the frequent patches and hard work you guys are putting in every day on this game. You are really putting your hearts into it and it shows. This is without a doubt the most impressive free-to-play game I have ever played, and I have played tons of them over the last 5 or so years.
"
Moosifer wrote:
I committed suicide in protest of the map drop rate


this is a pretty disgusting thing to write on a public forum, grow up.
he ment his character..
"
wakkage wrote:
he ment his character..

^

also was just a joke because I died at 71 and I didn't feel like answering all the "how did it happen questions"
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
"
Axebane wrote:
~~~Feedback on the resists penalty~~~

When this league was first announced, I was totally in favor of the resists penalty. I always felt like Cruel/Ruthless were not very challenging, and previously I had never considered using weapons that had resistance, and didn't pay very much attention to resistances on my armor.

However, after playing in this league I feel like the resist penalties barely adds any additional challenge, and instead adds more hassle and disappointment when it comes to gear upgrades. In previous leagues, if I chose the right base item to start with I could often get an upgrade after only 1-3 alchs/chaos. Now it feels more like 3-6 alchs/chaos.

For instance: If my chest armor has 20% fire resist & 20% cold resist, and I find chest armor that has 20% fire resist & 20% lightning resist, I probably wont be able to use it without also finding new gloves/helm/boots simply because my resists would be thrown totally out of balance.

Also, in previous leagues I almost never wore rings unless they were resist rings. In this league "almost never" turned into "don't even think about it, ever". It's kinda silly when a max life/regen build has absolutely no desire to put on a +max life ring even though in theory it would synergize so well with my build.

It just feels like a lot of the excitement that I used to gain from using alchemy orbs on gear is greatly reduced. I used to get so happy when I got a good roll from an alchemy orb, but now the odds of getting something that I can upgrade to feel so much lower. That was a big part of my enjoyment of the game: choosing the right time to use my alchemy orbs and often being rewarded for it.

As for the new resistance nodes on the passive tree. I actually agree with others who have said that it doesn't add any more build diversity because you simply respec out of those nodes once you get the resists you need from your gear. It's not so much a part of your build decision, as it is a temporary fix that you remove from your build later.

Having said all that, I am NOT suggesting that the resist penalties should be completely done away with. I just think that perhaps the values should be a bit lower so that we have a tad more options for gear.

I also think the Ruby/Sapphire/Topaz flasks need to have their duration doubled or tripled to bring them up to par with Granite flasks. The reason I say tripled is because each resist flask is only effective against a single element, yet Granite flasks are effective against all physical damage, which seems like the most common form of damage the player faces in the game.

I would suggest:
Cruel: -20%
Ruthless: -40%
Merciless: -60%

And after 1 difficulty is removed:
Cruel: -30%
Merciless: -60%



~~~Feedback on end-game maps~~~

The "risk vs. reward" aspect of maps still seems out of whack. The most maps I recieved from a single map run was on a map that had exactly 0% increased quantity. I found 4 maps in it and it had about: 40% increased monster pack size + Area is a maze.

In contrast to that, I ran several 40% and a couple 50% maps and never found more than 2 maps inside those. I realize these are tiny sample sizes, but I feel like some of the more difficult map mods need a slight boost in quantity, like temporal chains, vulnerability, area has undead (freakin necros) monsters deal increased fire/cold/lightning damage and perhaps other modifiers too. Running the hard maps should be the best way to find more maps. As it is currently, the ones with increased size/area is a maze/increased monster pack size are often the best for BOTH gaining EXP and finding more maps.

Also, the recipe for trading in 3 maps to get 1 map of a higher level should probably be changed to: 2 maps to get 1 map of a higher level.

It's just insane that it takes 27 lvl 60 maps to get a single lvl 63 map. And downright ludicrous that it takes 81 lvl 60 maps to get a single lvl 64 map.

-----------------------------------------

On a positive note: This race was still a lot of fun despite some of the frustrations with gear upgrades. And I want to offer a huge THANK YOU!! to GGG for all the frequent patches and hard work you guys are putting in every day on this game. You are really putting your hearts into it and it shows. This is without a doubt the most impressive free-to-play game I have ever played, and I have played tons of them over the last 5 or so years.


I agree, over the last several weeks, the game has become far more time consuming in relation to acquiring gear/materials, due to lesser drop rates or whatever. Meaning people are spending a lot more time farming now than before. And this is now going to be dramatically heightened due to various skill nerfs, but notably the added resistance change, not to mention the drop rate of higher level maps is kind of crazy atm it is that low.

I have no problem with them attempting to increase what they believe is difficulty, but the real issue is how much grinding the game requires one to do. I understand grinding is a factor in this game and I know that, but all of these changes are dramatically increasing the amount of grinding needed, ten fold, and this is VERY BAD.

My problem with all these little changes, are directly affecting one thing. Time required to attain gear. This is where the real issue is coming in to play.
"
wiggin wrote:
"
MrDDT wrote:
Wiggins you were talking about how its not a choice. Well its a choice every time. Many times in can use a dual resist ring or if I have enough resists, I can pick up a single resist ring and have other mods like damage on it.

Not sure what choice you mean. The choice you are describing is more of a luck with loot than anything. You say it yourself: 'If I have enough resitsts'. You put it as a condition. But this condition has to be met first and I am talking about meeting this condition.

I think I described the trouble with current system and why are penalties not fixing it (they actually amplify it) quite in detail already, I think it is fair to answer a comment but I don't think I need to repeat myself here.


Enough resists is relative to what I believe is enough, you might believe your resists can be less, or require more.

Like I normally run with 30% cold resist while others say I'm crazy.

I dont see how you think its not a choice. Its not luck at all, you make gear choices all the time. You did before you still do only more so.

Before I could roll with a lot more IIQ/IIR. Now those mods are more of a luxury (however, Tebird is running with 100%IIR and he is #3 on the ladder)

I think the penalties are great and I seen the need for them. I would even like them more. Meaning I believe -75% isnt really enough to make the choices really heartfelt enough, but its pretty darn close.

My gear is far from even 30% perfect and I can max my resist pretty easy, it does come at a slight cost of HP, and IIQ/IIR.

"
Desbris wrote:


I agree, over the last several weeks, the game has become far more time consuming in relation to acquiring gear/materials, due to lesser drop rates or whatever. Meaning people are spending a lot more time farming now than before. And this is now going to be dramatically heightened due to various skill nerfs, but notably the added resistance change, not to mention the drop rate of higher level maps is kind of crazy atm it is that low.

I have no problem with them attempting to increase what they believe is difficulty, but the real issue is how much grinding the game requires one to do. I understand grinding is a factor in this game and I know that, but all of these changes are dramatically increasing the amount of grinding needed, ten fold, and this is VERY BAD.

My problem with all these little changes, are directly affecting one thing. Time required to attain gear. This is where the real issue is coming in to play.


What gear in this race are you grinding? Never have I felt the need to "Grind" for gear, and my gear sure isnt limiting me from playing the hardest content. Yes it might limit how fast I play that content, but not limiting me from it.

Not once did grinding for gear even come into play when I was playing in this 1 week race.
Died on level 66. Sucks that it was going so well, I was doing an incredibly easy lvl 60 map and I died in a lag, a few seconds was enough when 2 rare snakes with auras jumped on me and my potions didn't work in between lag-spikes. Was fun, this was my best character so far.
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Some more feedback:
The new resistances on monsters are kinda OK, but not sure if it doesn't make physical characters much stronger. Also I was not sure if I should take elemental equilibrium, after new resistances it was a clear choice, EE is just terrible now. I also don't like that oversoul has all elemental resistances, it took me really long to kill him, physical characters have it easier in there.

Map drops seem OK for me, they also seemed OK when I did maps on default league and everyone was telling me that my luck won't last :P Not sure if I'm doing something right or really am just lucky. One thing that should affect map drops is the IIQ from map itself to encourage people to do hard maps.

I would really like to have an easier way to get sockets of color not corresponding to item. I got 3 blue on my chest but it was pure luck, I actually would settle for 2 blue+2red. It was still very likely to use tens of chromes and get nothing. I would like a different currency that changes colors but has equal chances of any socket color. Currently just hybrid chars are hurt by this system.

Resistance penalties are good. Some people suggested to have a bit smaller penalties but if elemental damage from monsters gets lowered a bit, then it will be cool to struggle for maxing but getting a great benefit from it.

One more change I could see about resistances is that elemental weakness could lower maximum resistances by a little bit (1-5% depending on level). On monsters this would usually not change anything, on players only when they are high above maximum. With purity it is easy to have maximum resistances even when enemies cast curses on you. It is also easy to disregard elemental weakness mod on maps. This would be a cool change to pvp too. A small damage boost on monsters that have purity and implicit resist would also not hurt, it's stupid when casting curse on a monster gives nothing.
Last edited by globbi#6883 on Sep 30, 2012, 7:34:54 AM
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so lvl 72 and im tagging out as i'm happy with that.

I'm going to start with the people "exploting" multiboxing 3 lvl 1 toons to merciless so u can park them in the corner of a map and get extra XP is a terrible loophole that needs to be closed. Not much of a race when some of the guys in the top 10 are bragging in global how many lvl 1s they have in thier map. nuff said

Resists. I understand the game is too easy, frankly my main is a joke and he not even what i'd call in bad ass gear, This dosn't fix that. I had maxed resists very early after starting merci, yes i took the +8s from quests but i didn;t take any passives at all, and the earlier difficulties didn't feel any different. The only time i see this being "harder" would have been if i'd lagged in a fire patch or somin before i maxed them at each stage.
Overall on resists i feel this was really just an annoyance that gave us less options overall making the game less enjoyable. I beleive there must be more creative ways to achieve the desired result.

Overall this race felt very stale to me. I beleive it was partly less people around at end (im assuming they was all dead here) gear was actually easier to get cause frankly i just took the stuff with resists which didn;t really leave me much to min max with and play around like i usually do.

As always, the map drops make this game not fun. I know this isn't a map drop complain thread but it affected my enjoyment of the game in this race so i'm going to mention it. I did ALOT of maps and i think i grabbed 2 63's maybe 3 or 4 62 and 61s and the rest 60s. I rolled every single one of them with high qauntity/area/packsize/maze.
I don't even mind running 60s over and over but god almighty make some more of them. If end game is going to be 90% 60 maps there needs to be more. I mean like 2 or 3 times more. I mention this because end game is imo where a game sinks or floats for me. And this current drop rate of the same terrible 60 maps over and over will bore me into not wanting to play eventually

p.s. i play with a mara, the dps nerf is not the op part of the build and they rn't the most op build by far. Maybe people will start to notice *cough* summoners *cough* now

Thanks for the race all. was fun (till the maps got so tedious)
Last edited by RangerBoB#1499 on Sep 30, 2012, 7:50:01 AM
this game(racing) is ending up in being a "get-some-multibox/do-a-obligatory-build" to get some results.
NOT FUN.
"
kadrek91 wrote:
this game(racing) is ending up in being a "get-some-multibox/do-a-obligatory-build" to get some results.
NOT FUN.
I didnt run in this race, but I did at least 2 other races, and the ladder from this one seems to have lower levels. I never multi-boxed at all, so I hardly think its necessary if you wanted to get top 10.

Of course multi-boxing is not a legitimate leveling strategy (if it was there would be a -party 6 command), but dont hate on people for their build choices =P, there are many viable builds, and no doubt many undiscovered/unused viable builds.

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