Content Update 2.5.0 Patch Notes
" ES or uninstall )) |
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Good Patch GGG.
Here are few suggestions for upcoming patches based on my years of POE experience. * Improve the leveling rate so that we don't have level 95-99 within few days in a several month long leagues - How to do it is a challenge, but you are on good path by nerfing most OP and abused mechanics. * Improve player synergy and player grouping experience. A lot of players feel same way I do, and that grouping is sometimes disadvantageous rather than advantageous because monster HP goes up, so they do end up surviving longer to get those hard hits in. Just an idea, but maybe some form of progressive group XP that would reward a group with minute XP bonuses the longer or more frequently they group. * Buff underused skills ... but very slightly each patch as to not disturb the balance. An example - Say you want to buff spark but don't want it to be better than lvl 28 skill gems. (I suggest you close the gap in difference of skills between lvl 1 , 4, 12, 28 etc skill gems so that more lower level skills are on par. Most of gameplay is in level 28-99 range, so it is really irrelevant that some gems are level 1 , or 4, or 12, or 28 because virtually all players can pick amongst all of them - so my suggestion is to avoid using skill gem level base/requirement as a means to say these are top notch and others are "leveling oriented". Anyway, here is my suggestion. All the small less used, and weaker skills, slowly buff up EACH patch. Very easy to do if you do it very cautiously. With spark for example, just add like 1% chance to shock or +0.5% projectile speed per quality, or buff the damage by 3-5% etc. Don't need to do major changes like +- 10-20% DPS changes, but rather small ones, and as patches come, each patch will have more fluid balancing rather than gigantic changes that aggravate players. * I suggest you prevent instant log out - it defeats the purpose of HC and is abused where players are focused on just fast leveling and zooming through content. * Make it so that players are rewarded for adventuring more than just linear progression towards endgame as rapidly as possible. I mean by making side zones have something similar to IIQ/IIR bonuses that are scaled based on your level (similar to XP/currency scaling with level of player), I suggest you add IIR/IIQ as it is in maps that is scalable to side areas so that players end up doing more side content and enjoy the game more. * Work towards changing the meta from fast&furious theme, to more enjoyable slower pace adventuring with more player interaction, synergy, cooperation, and perhaps incorporate some form of "Beyond" league as permanent feature to reward partying in ways to create more memorable encounters that are more in line with powerful groups. * I think you need to nerf movement speed by about 50% across the board, to allow for more ambient immersion of players. Improve audio themes and warnings so that we are more immersed via audio too (good example is hearing Kole's chains when he is near, or some rare exiles could create various sounds to lure us towards them) * Add more exotic and rare encounters, similar to tormented spirits. Also add more "deep zoning". What I mean is.. it is really awesome when we are able to go deep into side areas and inside a side area you find Zana, which then opens a map that is even deeper. I suggest adding a rare encounter NPC that allows you to enter a pseudo-map area (similar to say entering a building, or a cave, or a side-alley), where a new map would be created for player to go one step deeper (+1 map level), and inside of that map, allow this system to be randomized so that we can go several layers deep (no limit preferably), just like movie Inception where you have a dream inside a dream inside a dream, etc. same here, zone inside a zone inside a zone, all randomized etc. * Improve your map randomization to not create maps out of large component parts that we easily recognize and instantly know which way to go - Try create more randomized and unique maps so that re-playability is improved. ... basically improve immersion, cooperation, adventure and keep the game difficult. It is the best game out there, and it is free, so kudos! Its niche is the HC mode and this is the best part of it, as it delivers exactly what we want, adventure and rush and risk is always there. I think you should make it so we have more memorable and randomized experiences each re-play. Thank you for great game and don't give in to majority of forum haters on new patch who are way too self centered. We all enjoy seeing global player RIP messages, and keep bringing that :) Last edited by Sasham#7714 on Dec 1, 2016, 6:39:15 PM
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What the hell are you doing with SRS?! Now single totem could easily pump maximum SRS, making this link an absolute must!
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/sarcasm
totally balanced blade flurry - https://www.youtube.com/watch?v=jW8tsmdf3HI /sarcasm gg(g) )) Last edited by rrurrer03#2001 on Dec 1, 2016, 7:07:27 PM
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Cospri's Malice and Mjölner now have 250ms cooldowns on triggering socketed skills (up from 100ms).
go more nerf coc facepalm Last edited by elektronique#1382 on Dec 1, 2016, 7:37:26 PM
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Rather looking forward to this new league. First time I have been here for a start of the league so I am all giddy lol.
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Keep making patches like this you won't have a player base anymore.
https://www.pathofexile.com/forum/view-thread/2651223
YouTube: Demonix Gaming |
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" Next ascendancy class incoming: "The tour guide". "Guide your friends through the world of Wraeclast,ignore hundreds of monsters that are after you and enjoy the scenery." Some unique items could be Kaom's tied shoelaces or Eramir's wheelchair. |
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" " You are too smart, found us all out! [Removed by Support] The amount of people here crying liar, when you tell them something they don't know is amazing. Pathetic children Last edited by Ethan_GGG#0000 on Dec 2, 2016, 2:38:49 AM
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" The Lionseye Watch pod cast it was stated that holding shift and using an attack would only seek targets in a straight line; this distance has been corrected and a secondary sweep to the sides would be made to find targets. This comes with the weapon range corrections and modifications. It means standing at a doorway or other choke point and holding shift to stand in one spot and swing actually works now! |
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