what is the point of filler mods.

"
Peace_Frog wrote:
"
Saltychipmunk wrote:
what more proof do i need that you aren't worth talking too?
the more you post the less sense you make ,
really how will this change , turn the current 1% of items dropped being good to 85%?

did you think about that number for half a second before you posted or did you just type the first number that came to your mind?


I pulled that number out of my ass. What would be a logical number? 25%? 10%? Even 10% is a 1,000% increase from the "1%" of useful gear that drops. And with the current "1%" people are still able to get geared enough to run whatever they want. If you increase the amount of "useful" gear by 1,000%, the game will get flooded with good items, people will get bored quickly and quit. I know this is simple math, but if you have any questions, just let me know and I can explain it to you.

"
Saltychipmunk wrote:
the bullet points you listed are so cartoonishly unrealistic, that is it rather insulting.


Every post you make is to complain about a game you still liked enough to buy supporter packs for. What's insulting is how easy you wish this game was, and how much you don't realize you'll hate it when it becomes that easy.

(edited for my own bad math)


I have to say, after reading through a bit, I find it hard to see how you come to some of your conclusions. I think the original point being made is that replacing or altering some item mods that are useful to no-one, does not have to break the current item balance.I believe that alterations to other factors(drop rate, prefix/suffixes, mod values, mod rarity, etc), could mitigate the affect. Though that balancing would take time away from other stuff they want to do.

I actually wouldn't mind seeing them remove the useless ones and add MORE build enabling mods to the item pool. But then they would have to take a hard look at how rare each mod should be.

the thing is he is completely forgetting that even with my suggested changes , there would still be low rolls that are undesirable.


in the same sense that getting a 19 life roll on a level 75 vaal regalia is considered tragic ,
there would be high rolls and low rolls for the new mods ,

all i am asking is that they are given a chance to be useful in end game. that is literally all i want a chance , how is that for rng.


it is insufferable to watch as guys like frog almost completely ignore the good intentions of my posts or even the whole point of the post in favor of bashing my opinion and derailing my thread with garbage posts that even they themselves admit as being mostly ass pulls.

are they that afraid of change? , do they really think i want to destroy their beloved game that much? are they so clueless as to think a guy who has spent 700+ dollars on this game would actually do such a thing?

its both frustrating and a little saddening that there are people like that, people that think that way.
Last edited by Saltychipmunk#1430 on Jan 6, 2014, 2:06:29 PM
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Aziraphale wrote:
I have to say, after reading through a bit, I find it hard to see how you come to some of your conclusions. I think the original point being made is that replacing or altering some item mods that are useful to no-one, does not have to break the current item balance.I believe that alterations to other factors(drop rate, prefix/suffixes, mod values, mod rarity, etc), could mitigate the affect. Though that balancing would take time away from other stuff they want to do.

I actually wouldn't mind seeing them remove the useless ones and add MORE build enabling mods to the item pool. But then they would have to take a hard look at how rare each mod should be.



If you start taking out the "bad" mods and only allow "good" mods to be rolled, then a higher percentage of the mods on gear will be useful to a specific build. This will allow players to get geared faster, clear through the higher level maps faster, get bored faster and quit sooner. It's not a perfect system by any means, but I think it's in a good place right now.

The biggest problem with this game isn't how it works; it's what the players are expecting of the game. Players in RPG's are used to being able to get the best gear for their characters, no exceptions. Unfortunately, that's not how PoE works. Sure, the "best" gear exists for every slot, but you shouldn't be expecting to get it.

Think about how the game starts. You don't use some well-kept sword that a farmer had stashed away, and find a full set of chain mail from the first couple goblins you kill. You start with a rusty weapon as you're shipwrecked on a beach. Your first set of armor is a scrap of metal that you strapped together with leather and wore over your torso; your first shield is another piece of a ship wreck. That theme continues throughout the game. You never have the best gear, but you're able to make do without. Unless you're playing self-found, you're more than capable of finding gear to run all level maps with rather easily. I mean, kudos to anyone that finds a 6L weapon with excellent stats, but you really shouldn't expect to find one. The game is beatable with a 5L and mostly good stats.

Path of Exile is a different monster from literally every other game out there. It's not flashy, over-the-top or particularly funny. But it's fun as hell, if you let it be.
Look, man. Video games are hard, okay?
Last edited by Peace_Frog#0315 on Jan 6, 2014, 2:16:40 PM
"
Peace_Frog wrote:


If you start taking out the "bad" mods and only allow "good" mods to be rolled, then a higher percentage of the mods on gear will be useful to a specific build. This will allow players to get geared faster, clear through the higher level maps faster, get bored faster and quit sooner. It's not a perfect system by any means, but I think it's in a good place right now.

The biggest problem with this game isn't how it works; it's what the players are expecting of the game. Players in RPG's are used to being able to get the best gear for their characters, no exceptions. Unfortunately, that's not how PoE works. Sure, the "best" gear exists for every slot, but you shouldn't be expecting to get it.


I can see where your coming from, and I think it ends up just being a big maths problem (which I am in no way qualified to solve). If we only allowed "good" mods, but the pool of mods was twice as many (or whatever) as the current pool with bad mods included, would players still get geared faster? You also have to look at the numerical values an item can roll. Vanilla D3 had the problem where the stat ranges on items were so huge that you would never find anything useful.

Also, having more possible mods means a lower chance for you to roll the stats that you want on a piece of gear.

I just know its disheartening to see a nice rare roll with 3 completely useless stats, maybe I wouldn't feel so bad if I knew it was useful for something lol.

Edit: I was one of the people who cringed after reading the patch notes where they added light radius and reduced requirements. I suppose they have a reason for everything, but that was never really clarified to me.
Last edited by Aziraphale#5651 on Jan 6, 2014, 3:02:24 PM
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Aziraphale wrote:
I can see where your coming from, and I think it ends up just being a big maths problem (which I am in no way qualified to solve). If we only allowed "good" mods, but the pool of mods was twice as many (or whatever) as the current pool with bad mods included, would players still get geared faster? You also have to look at the numerical values an item can roll. Vanilla D3 had the problem where the stat ranges on items were so huge that you would never find anything useful.

Also, having more possible mods means a lower chance for you to roll the stats that you want on a piece of gear.

I just know its disheartening to see a nice rare roll with 3 completely useless stats, maybe I wouldn't feel so bad if I knew it was useful for something lol.

Edit: I was one of the people who cringed after reading the patch notes where they added light radius and reduced requirements. I suppose they have a reason for everything, but that was never really clarified to me.


That's correct. The problem was exactly as I stated: people were finding gear too quickly, advancing through the game too easily, and got bored. So they added in some less-than-desirable stats to dilute the pool of modifiers. Again, it's not the best solution, but there are just as many people saying it's bad as there are people saying it's good, so I think they've got it right for the time being.

I would like to see them implement something to "fix" the problem of undesirable mods. Maybe make high rolls on mods harder to get. Though the only real mod I see being worthless is Light Radius. Reduced Requirements has some serious appeal for PvP, assuming they're ever able to get that aspect of the game off the ground. But I wouldn't like to see this implemented mid-season. It would have to be a major patch between seasons. And hey, maybe that's what they're doing.

As for "+2 Life per Hit" and "+5 Accuracy" mods, they're just poor rolls or low-level mods. They shouldn't be taken out, as they're useful at low levels and in races, and they shouldn't disappear in higher levels to add some balance in item drops.
Look, man. Video games are hard, okay?
i didnt read all the posts, but to OP, i was actually really pissed yday when i droped a 3 resist weapon and noticed it was a two hander, and i wouldn't mind if it were 2 resist + light radius
Hear this words but once and they will echo in your nightmares forever!
to clarify , i dont count low rolls as usless mods , i am perfectly fine with things like +2 life on hit and 5 accuracy , because that is rng , and rng is rng in that one must count on it to shaft you.


no what i mean by useless mods , are mods that either lack a high roll period or are just always low

good example is thorns with the highest mod level stopping at level 35.

or their high rolls are garbage

like life gain on hit or life regen which both stop at 8 -11 and 6 -7 respectively
(no joke that is the highest roll you can get on them).

even on a char doing 10 aps the max life on hit roll would not equal a 1% leech roll on a level 27 using decent gear.

once you leave act 1 and your life and damage pool rise to a decent level , those mods completely falter , even when you stay with in their respective level zones , they falter.

ign: SQLException

dxdiag: http://pastebin.com/8WJ696Hu
"
Peace_Frog wrote:


That's correct. The problem was exactly as I stated: people were finding gear too quickly, advancing through the game too easily, and got bored. So they added in some less-than-desirable stats to dilute the pool of modifiers. Again, it's not the best solution, but there are just as many people saying it's bad as there are people saying it's good, so I think they've got it right for the time being.

I would like to see them implement something to "fix" the problem of undesirable mods. Maybe make high rolls on mods harder to get. Though the only real mod I see being worthless is Light Radius. Reduced Requirements has some serious appeal for PvP, assuming they're ever able to get that aspect of the game off the ground. But I wouldn't like to see this implemented mid-season. It would have to be a major patch between seasons. And hey, maybe that's what they're doing.

As for "+2 Life per Hit" and "+5 Accuracy" mods, they're just poor rolls or low-level mods. They shouldn't be taken out, as they're useful at low levels and in races, and they shouldn't disappear in higher levels to add some balance in item drops.


The "fix" would definitely involve tweaking the maths for mod values and mod rolls, but I think it would be possible to make more drops "useful" while keeping high end rolls and BiS gear just as rare. Not easily done by any means I grant you, but the ILR and RAQ mods were just a bandaid, we need the real healing process.
"
CassCE wrote:
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Artanthos wrote:

Scaling mods are capable of accommodating both play styles.


But not the "I am intentionally obtuse so I can engage in pointless forum arguments" play style!


I LOLed =D

I very much agree with Saltychipmunk.
We really don't need crap mods, but could instead have more "bad mods for my build". It would -not- make it simpler to craft GG items. The only difference would in fact be that it would be easier to create ok to good blue items - the first roll would not be life on it +1 or thorns 1 or light radius. After that it would still be a RNG crap fest as it is right now.
--== Enjoying the game ==--
Last edited by Twiiik#2500 on Jan 6, 2014, 4:55:59 PM

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