2.3.0 Changes to the High-level Experience Equation
Others have voiced their dislike (and their reasoning) much better than I could have done. I'm not liking this at experience nerf at all, at all.
As others have stated, this only hurts the more casual player, which is the vast majority of players, over the few that runs maps 24/7 for 2 months straight in group/team play. So the game mechanics are as such now. 1) make the real end-game content so incredibly difficult that only those who manage to get to higher levels with elite gear can accomplish it. (ok, fair enough, I get that) 2) now make is so incredibly time consuming to get to a high enough level to actually be end-game viable that the causal player stops giving a shit. IDK, I almost always play solo as it's difficult to find casual players that want to team up. Most people, from what I've seen in the game, don't really care for team play. Most casual players usually only ask for help getting past some boss while traveling through the acts. GGG has forced upon the vast majority of their player base the gaming mechanics of the <1%. I'm not supporting the game anymore until this changes. 1 by 1, the player base and support shrinks. That's how it works GGG. |
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" I will make a new thread about 100 level, but i can say for sure you 100% right, casual players was kicked in balls so hard... GGG overnerf it for sure. Settlers master craft service Settlers My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch Settlers veiled crafting all service all crafts mods Settlers SC master craft service Settlers SC craft mod! Veiled crafting Service Settlers craft PM: TreeOfDead |
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Write story about 100 lvling after exp was nerfed and many other stuff => https://www.pathofexile.com/forum/view-thread/1711672 Settlers master craft service Settlers My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch Settlers veiled crafting all service all crafts mods Settlers SC master craft service Settlers SC craft mod! Veiled crafting Service Settlers craft PM: TreeOfDead |
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It's kind of funny, a few months later, how it shows had bad GGG is at even thinking about how to approach balance. Most of their approaches are "tide level" type balance changes: they change how the game is for EVERYONE until the extreme, imbalanced sect is brought into what they expect... While they drown everyone else.
Funny thing is that for the above nerfs? The "OP" playstyles never really went out of style. Cyclone+CoC+Discharge is as cancerous as ever, Sparkers are still a top-tier build, and now Gorge/Plateau rotations are even MORE mandatory than they ever were. It just baffles me that GGG never really bothers to stop and try to think of a way to "surgically" balance, in a way that only really impacts the offending playstyles without obliterating the game for the other >99% of the playerbase, and in one way or another, also punishing players that try any mix of solo/self-found. Part of that is that GGG keeps forgetting that they have a few hundred thousand players in this game. Granted, that number is shrinking, but the couple hundred top-tier "pro" nolifers still account for a fraction of a percent of their playerbase... And If you're a "pro" streamer? You are GOING to push for that level 100 fast; you kind of have to. So you will be doing it fast no matter what. I mean, the solution to the EXP issue was EASY; it just required taking a look beyond the surface. I mean, sure, "Players are reaching level 100 too quickly" is the surface problem, but take a step further in and ask WHY? Let's look:
Once you think about it, the solution is easy; nerfing overall EXP doesn't actually address the problem. Power creep and difficulty would require a HUGE investment to rebalance and adjust these, with a high risk that they won't work. By contrast? If GGG simply reduced the HUGE INCENTIVE to group up, they could lengthen that "time to the first 100s" by a LOT. As it stands, a 6-man group, in practice, gets 3-5 times the clear speed of going solo, which translates to 3-5 times the EXP gain, while ALSO being flat-out easier. If there was simply an Experience tax for grouping at level 90+, that "hit 100 quickly" would happen a lot less. Sure, some argue there should be rewards for groups... There already are, innately; a party member means that's less monsters aggro'd onto you, an extra pair of eyes to watch out, and in a GOOD party, it means you have another set of auras on top of your own. And it will always be a faster/easier clear. So why does it come with stupidly increased EXP/hour rates, too? You needn't remove the extra EXP entirely, but if, say, that 6-man team that did a 1.5-minute gorge had even as little as 1/3 the EXP of someone doing it solo in 5 minutes? That'd fix a lot... And wind up only hitting the people ACTUALLY pushing a rapid 100. Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
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" +1 I wish my RNG and map drop in The Essence Challenge League will be great to make few character and play them, and i would play even more if i could craft or buy really awesome great weapons and stuff to my builds. Right now situation absurd, my RNG worse then bot with no drop... WTF? Why that? Only trade? What if i want to craft something myself? I hope GGG fix my RNG and i can start crafting gear more then trade. "Make rare great again!" @ Chris. I want to craft that rare... will see if thats true. Settlers master craft service Settlers My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch Settlers veiled crafting all service all crafts mods Settlers SC master craft service Settlers SC craft mod! Veiled crafting Service Settlers craft PM: TreeOfDead |
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" Agree with a lot of your points but: " Dont know where you got this number from but it is probably closer to 2-x minutes - depending on layout and population. Unfortunately for your suggestion this matters critically. You say: " I dont actually disagree with doing something like that. But it wont fix the problem. Anybody with unlimited access to Gorge and a "max speed at Gorge" build can still get 2x the XP/h of a solo player with the same skill and dedication at playing the game (but no unlimited Gorges). Which means there is a huge advantage for "RMT" and anybody with a support group - like some streamers supposedly have one. The only way to get a fair playing field is SSF. Fixing the map system would help a lot though. And it would be easy for for GGG to do that. One thing would be to add implicits to map layouts. Like "150% more XP on a full solo clear" for Underground River. [This should be balanced by overall nerfs obviously. I do not want to campaign for more power creep.] No wonder it's lost, it's in the middle of the jungle!
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" It's my observation for most actual recorded solo clears. 2-ish minutes is only possible with a specialized clear group. (Read: have an aurabot, multiple people to spread out and stagger their offense for maximum net clear speed) If you'd like to see some descriptive examples and proof of such timing (including recorded video!) take a look at this breakdown on Reddit. Solo clear times are a bit like penis sizes; on the Internet every guy states something more impressive than the truth. My main has easily some of the fastest clears possible, (owing to sufficient offense to one-shot packs AND higher movespeed than almost any character in the game) and typical clears for (non-Gorge) are about 7-9 minutes until 0 or 1 monster remains. Gorge is slightly faster than other maps while solo; about 5-6 minutes. In solo play, the speed advantage of it is less pronounced than it is for group play, simply because its simpler nature makes it far, FAR more plausible to handle fast group-clear mechanics " This part is actually quite overstated. While EXP/hour is still faster on Gorge, the extra increase is less pronounced; at most it's only around 50% faster than some of the slowest maps, and closer to only a 10-25% faster than the next best things while solo; at level 92, for instance, I'm hitting 20-30M/hr on Gorge (mostly dependent on the amount of packsize and RNG) while I can pretty consistently hit 18-20M/hr on higher-level maps, sometimes even without packsize. " And you DO realize that not everyone wants that, right? Hard-enforcing a meta is what drives players away, much like how people are alienated by mandatory group rotations to get anywhere in what passes for the endgame, especially with the " Something like that would be a bit more challenging than it seems. The game's engine does not currently include any mechanism that would let it keep a "measuring eye" on players. (or if it does, GGG hasn't put in anything that'd use/demonstrate it yet!) As it stands, the split "Instance Server/Database Server" setup helps keep server load down, while a lot of proposed changes would drastically increase the bandwidth, processing cycles, and RAM being eaten up by each player. That's why I'd proposed a simple nerf to high-level group EXP; since it'd simply fit into the EXISTING EXP penalty calculation, it would add negligible to zero extra load on the server. Also, there's precedent for it: GGG themselves say PoE takes after Diablo 2, and THAT game split EXP between party members, after all. Rufalius, hybrid Aura/Arc/Mana Guardian | Hemorae, TS Raider | Wuru, Ele Hit Wand Trickster
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" You are implying full clears. Obviously that is not relevant for the topic. I think it is misleading. No one efficiently aiming for 100 while having currency will go for full clears. The goal is to maximize XP/h. And IMO my 2 minutes minimum figure is correct for that. Maybe I was unclear though: I did not mean that a build can do every layout/population in 2 minutes. What I meant was: A race-to-100 build can do some layouts/populations in 2 minutes. " Based on this comment and your previous one: I think you are overestimating your build. Also: The 2x number is not made up. Its based on my own experiences. I get 2x the XP/h in Gorge vs in Underground River. And I cannot (at least not reliably) 1-shot packs in T9. Nor do I have uber movespeed. If I could oneshot packs in T9 and would have more movespeed then Gorge would be even better in relation to Underground River. Because "routing" is the obstacle in Underground River. Or maybe you are far better at "routing" than I am. " The people who want to play SSF could play the SSF ladder. And those who dont could play the party/trade ladder. I do not see any "enforcing". No wonder it's lost, it's in the middle of the jungle!
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" Adding to my previous comments. I just did a practical test. Run Jungle Valley. It took ~2:30 minutes. With 17 monsters remaining. Including opening strongbox and picking up more stuff than a race-to-100 would. I am also bad at routing and screwed up in that regard. Did not kill boss as its not efficient in terms of XP/h - and its also unsafe with my bow setup. I was using bow in a 5-link (although Lioneyes Vision) with a HC ST build. My DPS is not competitive. It often took me several shots to kill stuff due to hard-to-kill monster population. And my movement speed is "mediocre". No wonder it's lost, it's in the middle of the jungle!
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" +1 |
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