Is Path of Exile as addictive as Diablo 2?

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BearCares wrote:
that's a lot of effort for a troll thread, here's a free bump, you've certainly earned it

Stfu mate, this one topic is more constructive than anything you've posted..
Last edited by Peenk#2338 on Oct 17, 2013, 11:23:32 AM
Good read, both the article and your review. Like the monkey analogy.

GGG could do a good amount of progress if they make currently frowned upon present mods
like "life regeneration" or "x dmg on melee hit received" more desired.
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Nightmare90 wrote:
Good read, both the article and your review. Like the monkey analogy.

GGG could do a good amount of progress if they make currently frowned upon present mods
like "life regeneration" or "x dmg on melee hit received" more desired.


"Reflects 800 damage to melee attackers" - I would consider exchanging that for 40% resistance

Right now on chests all you want is life/defense/resists. The worst part is you can get all three, and anything which isn't one of them is shit. At least when you could get MF on a chest there was a choice.
P̯̹̙̥̉̏ͦͯA̠̝̰̣̯͕͚̲̭͈̥̠͑̓̿ͦ̾ͯ̍ͅͅȚ̜̦͕̞̞̠̮͎͔͙͔̺̺͉̟̿̿̏ͬ͛͋̍ͮ̌̚H̹͕͚̟͍̘̤̱̻̬͓̬̮̫̦͖̳̹ͮͨ̒̉ͮ̿̈ͪ̇̿͆ͭ̃ͭ̃ͭ̚ ̲̫̞̤͓̳͑ͬ̾͌ͯ͐͂̿͗ͨ͋͑̍͐͗̾̄O͕̮̻͔̳̠͉͖̳͖͈̻͇͈̣̙̪͈ͨ͐̒̽ͣ̋ͅF̣͎̞̞̯̝ͦ͌̆ͥ̈͐̾ͣ̔ͮ̐̀̏ͪ̚ ̟̩͙̙̩̮̻̼ͬ͑ͥͦ͗̿E̼̭̩̜͕̱̤̭̞͖̳͍̝̤̼͓̗ͩͫ̌ͬ̊̋̄͑͗̽X͕̰̪̱̲̩̙̦͓͓̯̠̤̝̝̯̣̥̀̋̌̍̚Ȉ̖̟͔̩̝̊̿ͪͅL̺͓̻̰̀͋̅ͮͧE͔̼͚͕̮̻̟̩̪̖̫̪̦͙̎̑͆̏ͨͅ
Nice topic I guess, but I don't see what it adds to the discussion?

This is a summary of the main points made:
1) Diablo 3 items were 1 Dimensional and boring
[Everyone already knew that]

2) Diablo 2 items were multidimensional and interesting
[Not news]

3) Path of Exile's target should be to exceed Diablo 2
[Hasn't it always been?]

Maybe the POE community missed these things but they were discussed to death in the D3 community before everyone left it.
Hmmm, good post, I've already read the mentioned text so not much new here.

I think PoE has some glaring problems with rares itemization, as certain affixes dominated end-game gear and make comparing 2 similar items very simple. The only thing that helps around this right now is comparing rare vs unique. Certainly the biggest problem is with body armor.

Take the following as an example:

ES Armor:
- %energy shield
- +energy shield
- +fire/cold/light resist

AR Armor:
- %armor
- +armor
- +life
- +fire/cold/light resist

EV Armor
- %evasion
- +evasion
- +life
- +fire/cold/light resist

And that's all you are looking for from available mods on the armor. Other gear slots can also be generalized to this, as you are always looking for +life/ES, +fire/cold/light, and then +armor/es/evasion. Exceptions are helms and gloves which can roll a few interesting mods but again, it's usually +life/ES, +fire/cold/light and then either %attack speed on gloves, %run speed on boots, %crit modifiers on amulet...
„I don't give a fuck if it was his tenth anniversary with his goddamn neckbeard...“
„If they think I'm going to let them sweep this pizza guy thing under the rug...“
No mod action. Business as usual.
One of your best manifestos, I believe, though it leaves out one important component. Ladder Resets. This is how you increase the longevity. You are absolutely correct that the intervals of reward from good drops become exponentially further apart over time. The only way this gets fixed is with Ladder Leagues. This brings up two new important questions. What is the ideal length of a ladder league? How long do you go between ladder leagues?
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Odoakar, D2 was exactly the same in that regard. Rare chest armours had very few available good mods. What saved D2 armours was the sheer amount of uniques and runewords, not the availability of rare affixes.

You can't just add a bunch of niche affixes, that's what uniques are for. If GGG adds affixes, they need to apply to a multitude of builds.

Stuff that might work for chest armours:

"Floating" = No Movement Penalty

"Slick" = More armour and evasion while moving

"Stout" = More armour and evasion while standing

"Radiant" = Chance to blind enemies in your light radius when hit

"Prepared" = More armour and evasion before getting hit (10s cooldown)

"Panicked" = More ES cooldown recovery on low ES
Last edited by Novalisk#3583 on Oct 17, 2013, 3:38:37 PM
i have read the article (at another time allready) and the thread.

POE has a different curve than D2 because it has a strong multiplayer design, which means good items cannot drop as often as in d2 that had a solo focus .

that being said . to feel you are having fun-addiction , try a fresh league where every decent item is good at the beginning and puts a smile in your face or

ggg , can have a selfound league that is balanced towards the solo-find experience and as such it can have increased drops that put a smile in your face as often as in d2
"
Novalisk wrote:
Odoakar, D2 was exactly the same in that regard. Rare chest armours had very few available good mods. What saved D2 armours was the sheer amount of uniques and runewords, not the availability of rare affixes.

You can't just add a bunch of niche affixes, that's what uniques are for. If GGG adds affixes, they need to apply to a multitude of builds.

Stuff that might work for chest armours:

"Floating" = No Movement Penalty

"Slick" = More armour and evasion while moving

"Stout" = More armour and evasion while standing

"Radiant" = Chance to blind enemies in your light radius when hit

"Prepared" = More armour and evasion before getting hit (10s cooldown)

"Panicked" = More ES cooldown recovery on low ES


I agree, that's why I mentioned that I see rares vs uniques as one aspect that will help dilute the worthness of the item. D2 runewords and uniques really did help 'fight' the rare items, but rares could still be the best of the best, only took longest to find. And that was fine.

But I don't agree that much with OP note that increasing the drop rates doesn't accomplish nothing, as I feel that is based on the premise that everyone progresses through the game at the same pace and will get to the same point in game where the next 'excitement drop' is considerably farther away.

Increasing the drop rates would accomplish that you hit this adrenaline rush from a good drop more often and it will still take a regular player quite enough time until he reaches a point that the next upgrade is miles away.



For me PoE is less adictive than D2 as the distance between these two peaks it too big, even before you hit the end game, where one expects that these interval will become bigger and bigger. I often decide to stop playing after 1-2h as I tell myself 'what's the point in continuing, nothing is going to drop in the next 1-2 hours, better go read some books/watch a movie'. In D2, I always knew if I just kept going for 30mins, 1-2 hours more, there was a good chance something nice would drop. Basically, to make it simple, you were sitting on top of one of these peaks and you could see the next peak in the distance. In PoE, you are sitting on the peak and you don't see the next one.
„I don't give a fuck if it was his tenth anniversary with his goddamn neckbeard...“
„If they think I'm going to let them sweep this pizza guy thing under the rug...“
No mod action. Business as usual.
Last edited by Odoakar#1827 on Oct 17, 2013, 3:51:08 PM
I freakin love your posts, dude. Please keep them coming.

I find Diablo 2X to be more addicting than PoE personally. However, I played D2X between the ages of 8-15 so perhaps I was just more easily entertained back then.
The chance to Vaal +1% maximum resists on an amulet is less than 1/300.

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