Developer Q&A Answers

Hey GGG- Team,

I hope I didn´t missed the Developers Q&A,
I do have an suggestion and its more like an Question if you might consider it.
I love to play PoE and of course i´ve played lot of different games which were fun.
I would like to ask if you going to focus more on Guilds and party play.

e.g.
I´ve played a game it was totally oriented on PVE and Party / Guild,
there were NPC which you only could kill in a Group (party/Guild)
those Group-NPC had different mods like deal Dmg to all players in a AOE if total life of group is below 85%,

NPC restore 100% life if a player leave “combat rang"
NPC can only be killed in a group
Each player can damage the NPC for 3 seconds then another player has to damage it otherwise NPC heals for 100% life < would be fun to see it with necromancers

Or mods like NPC can only be hurt by Phys dmg, Fire DMG countless opportunities.

what I loved with those was the communication within a Guild / Party to kill this NPC. Especially in Player-Hit(3seconds)-Order.

Why not create a new Master (Guild master with an new Guild hideout) quest´s can only be accepted when at least 3 party members are in the same guild.
With powerfull Guild workbench where Enchant´s only work if you playin in a Party with your Guild.

I personally miss the challenges in the Guilds,
Guilds should offer something what you cant get if you are an Solo gamer.

PoE lives from Community, and I do miss the focus on community playing in PoE,
I might be wrong but imagine it, Maps and NPC which you only can run and kill in a Guild?

maybe the Aura builds might have an bigger advantage and could be more attractive for some,
neither the specialisation for "Tank / DD / MAge" role

Waiting for your reply
regards
Thomas



"
coolwhiksy wrote:
Hey GGG- Team,

I hope I didn´t missed the Developers Q&A,
I do have an suggestion and its more like an Question if you might consider it.
I love to play PoE and of course i´ve played lot of different games which were fun.
I would like to ask if you going to focus more on Guilds and party play.

e.g.
I´ve played a game it was totally oriented on PVE and Party / Guild,
there were NPC which you only could kill in a Group (party/Guild)
those Group-NPC had different mods like deal Dmg to all players in a AOE if total life of group is below 85%,

NPC restore 100% life if a player leave “combat rang"
NPC can only be killed in a group
Each player can damage the NPC for 3 seconds then another player has to damage it otherwise NPC heals for 100% life < would be fun to see it with necromancers

Or mods like NPC can only be hurt by Phys dmg, Fire DMG countless opportunities.

what I loved with those was the communication within a Guild / Party to kill this NPC. Especially in Player-Hit(3seconds)-Order.

Why not create a new Master (Guild master with an new Guild hideout) quest´s can only be accepted when at least 3 party members are in the same guild.
With powerfull Guild workbench where Enchant´s only work if you playin in a Party with your Guild.

I personally miss the challenges in the Guilds,
Guilds should offer something what you cant get if you are an Solo gamer.

PoE lives from Community, and I do miss the focus on community playing in PoE,
I might be wrong but imagine it, Maps and NPC which you only can run and kill in a Guild?

maybe the Aura builds might have an bigger advantage and could be more attractive for some,
neither the specialisation for "Tank / DD / MAge" role

Waiting for your reply
regards
Thomas






Thanks i dont need it dont want my loot or something else depend on some idiots. Im very well alone.

You get enough bonus from partying:
Each player after the first adds a bonus +10% Increased item quantity and 40% Increased item rarity to the party. For skill gems and currency items, party members add 50% Increased item quantity and 0% Increased item rarity. Bonuses to Increased item rarity or quantity from modifiers on player gear are only counted from the player who lands the killing blow. This bonus is multiplicative with any player bonuses to rarity/quantity.[1] Any quantity bonus from a map is multiplicative with all other modifiers.

http://pathofexile.gamepedia.com/Partying

If you dont like this balance between solo and party playstyle then you can find tons of MMO where guild and party worth "more", but i dont want a game where im forced to partying.

"
coolwhiksy wrote:


NPC restore 100% life if a player leave “combat rang"
NPC can only be killed in a group
Each player can damage the NPC for 3 seconds then another player has to damage it otherwise NPC heals for 100% life < would be fun to see it with necromancers

Or mods like NPC can only be hurt by Phys dmg, Fire DMG countless opportunities.



If the game not enough hard for you then create an 1 hp build and play out the game with it... You have a lot of choices, but your limited mind and other game experinces dont leave u to break your habits.

(Intresting thing about you: Joined in July 6, 2016. Im sure you have a lot of game experience...)
"
What are your thoughts on bringing set items to the game? Path seems to be one of the few big ARPGs that doesn't have these types of items.

The problem with set items is that they encourage you not to swap out your gear. If we created a specific set then the whole set would either be good (in which case every build with it is identical) or bad (in which case it's simply not used). We don't think that sets promote the type of gameplay that we want.


I'd like to suggest an alternate view of set items that would work the way you want.

There are two typical functions of ARPG sets:

1) Unique look. You have demonstrated ability to implement this as a custom skin on involved items.
2) Synergistic benefits.

I'll argue that you can implement the 2nd part without falling prey to the concern you express. Instead of fixing set items the way you do unique items, consider this system:

Set membership is an extremely uncommon prefix/suffix which can roll on rare items. Having one member of the set confers nothing (so it's a substantial net disadvantage to wear just one part of a set, since it eats an affix for no benefit). Each subsequent piece of the set yields 1 affix worth of benefit. (So you never have quite as many benefits as you would get from wearing straight rares, BUT you can gain benefits that aren't available in the rare pool).

You are still motivated to swap gear (you can always find a new set of gloves that might synergize better).

Anyway, food for thought.
Thanks for doing these Q&A threads.
What the hell is Shavronne's Mutant Fish? I cleared Vaal Temple quite a lot of times, did I miss something :o
"
sdfesdfe wrote:
What the hell is Shavronne's Mutant Fish? I cleared Vaal Temple quite a lot of times, did I miss something :o


You have to fish off one of the endless chasms. There is water beneath and you can catch one of the top tier unique fish there (if you are lucky).
"
sdfesdfe wrote:
What the hell is Shavronne's Mutant Fish?
The Fish is a Bait, Exile.
And worst change is putting almost all bosses in new version of maps into fucking small areas, where you can't kite well or dodge stuff. What a terrible idiot invented that I want say to him: dude flick you, seriously flick you very much.
i got a question do you like your game ? are have you all stop playing it because with that league is
really seem you give up.... fucking moron
Thanks for all the feedback!!!

I love GGG's stance on most bullet points especially consistency of lore, gender options (resources better put elsewhere) and set items (dont belong in PoE at all).
Heart of Purity

Awarded 'Silverblade' to Talent Competition Winner 2020.
https://www.youtube.com/watch?v=NDFO4E5OKSE
ign: Reinhart
"
Currently, they are the best place to find items and gain experience if you have the currency to support it. Many players are doing this, especially in Standard leagues where there's less risk of character loss. They also represent a difficult challenge, and we're totally fine with the average player deciding not to play the most challenging content. It's better that it's available as harder content for them if they do want to push themselves.


Did I ever tell you what the definition of insanity is? Insanity is doing the exact... same fucking thing... over and over again expecting... shit to change... That. Is. Crazy. thinking: "This time is gonna be different. No, no, no please... This time is gonna be different."

-Path of Exile

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