If only creating a new character wouldn't take so long
" Sounds nice, not the mtx points obviously. |
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" Careful...there are people around these forums that believe POE isnt about playing POE, but only trading. |
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"Adventure mode" is code for walk back and forth through a straight zone like ledge. I don't understand how that solves repetition or boredom.
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" Anything that saves having to run Cruel again :) Normal and Merciless I enjoy on a new build but cruel is the most tedious part of the game (for me). |
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Sounds like you guys want to get to the final destination without enjoying the ride to get there. This has become the mindset of our culture. Step back, relax, and enjoy the ride. Trust me, you can do it. But not if your fixated on this notion that something new and magical and exciting will happen when you get there.
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GGG could take advantage of people who don't really want to play the game by selling level 80 characters for $50 a piece.
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" It wouldn't because the same people would eventually complain the game is still too boring after a while. Game's too boring...that seems to be the over looked point here. If the game is boring, play something else. There's so many awesome games out there... |
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The game is not boring. Levelling your 2nd, 3rd,... char through low zones is boring. Doing all those same-old linear quests is boring. Looking at the same exact (easy) content 3X per char is boring.
If I could just pop maps in my HO on my subsequent chars, instead of doing storyline fetch quests, I'd be reroling right now... As far as I'm concerned, ARPGs don't even need a story or quests, just grind & some form of "progression". E: Re-roling would be less boring also if there was a difficulty setting to make quest content more difficult & rewarding, after you finish it the first time. When night falls She cloaks the world In impenetrable darkness Last edited by morbo#1824 on Apr 8, 2016, 10:00:19 AM
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" Exactly, games great. But rerolling characters and using standard builds until level 60 over and over is boring. I really like the progression in gear when I play self found, but the questing, especially through cruel does nothing for me. |
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While I like the idea of an 'adventure mode', I'm not sure how they would incorporate the rewards you get from playing the story (skill gems, books of skill/regret, bandits, ascendancy points from trials->lab etc). Although it's true you could grab the essential waypoints from a friend and just do the bare minimum in terms of quests/trials, it doesn't seem like a very complete or elegant solution to me.
On the other hand I feel that there are still a lot of 'filler' zones despite 2.0's attempts to trim the fat a bit. Zones that I wouldn't be particularly sad to see removed, off the top of my head: -A1: 1st/2nd cavern leading up to merveil (only needs to be one) -A2: caverns and/or vaal ruins (the ruins->forest->caverns->pyramid trek is too monotonous given the lack of quests and the shared tileset of ruins/pyramid) -A3: warehouse district/sewers. (just make slums sewers lead to marketplace and have us collect 2 busts instead. move the unique trio to marketplace if needed) -A4: 2nd level of mines, 2nd level of kaom, 2nd belly of the beast level (yes this would make a4 extremely short but who cares, these are copy pasta filler zones that only create the illusion of more content. short and sweet is better) Honestly if they implemented at least a couple of these changes it would do a lot to make things more enjoyable in the short term. I agree that they will need a more thorough overhaul of the leveling system when act 5 hits but who knows how long that will be from now. |
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