A Few Specific Balance Changes in 3.2.0

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Dedisdead wrote:
Concerning sextants you only have two kinds of players : the ones who abuse them, and all the others who just sell them. Think about this huge difference. Why some people don't find sextants interesting enough to even use them ? And why some people have to abuse this mecanic to make them interesting to use ?

People are looking for density. But because there are so much uninteresting mods that may (often) appear, sextants represent so much investment that people fear using them ; so they sell all their sextants to get money rather than playing the russian roulette to cover their cost, and may be have returns. Furthermore even if you spend a lot of money to reroll mods to get some that you really find fun to play with, you'll enjoy it for . . . three maps. And there you are, ready to redo all the stuff again.

So dozens of mods wherease players look only for density, only enjoyable for three maps in a game which requires to farm hundreds and hundreds of ones ? In that cas of course they are not satisfying at all ! They are almost only source of frustration. I think you should consider focusing your attention only around density modifiers mods, and rework completely the system charges which doesn't make any sense.(or even just remove it, after all having a buffed map with only 5 sextants possible doesn't sound that extreme)


Good Points!

I kinda feel like the sextant issue is along the lines of the Labyrinth issues that were addressed in 3.0 -- if it's gonna be kinda onerous and difficult, at least make the RNG baseline rewarding instead of trash. The "all positive Darkshrines" in the Lab made a HUGE difference for me in running Labs... and I'm not even a Lab runner, just use Merc Lab for leveling 60-75, and chaos recipe.

Likewise, when Ascendancies came out and many of them use mechanics typically only found on certain unique items... that was awesome. More ways of creating interesting builds without having to be a rich player or a very lucky player.

It'd be nice if for the sextants, ALL of them would increase rarity, quantity, and density somehow... even just a little bit, like chisels do. I agree that the sextant blocking meta creates a huge disparity in the economy and the way people use their atlas. If Sextants were more reliably positive, then everyone would use them... conceivably as intended.

Nothing addressing the non-chaos damage added as extra chaos damage double dipping with conversion shenanigans? Guess it really will be the League of Tricksters this time around then.
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Drimli wrote:
Tbh this league sounds like it can become the biggest grindfest in the history of PoE... bigger and bigger grind almost every league is not fun GGG... everyone loved Breach for the action after all this genre is called ARPG and not P(Pokemon)RPG.

Last league could have been fun if it was not bugged over 2/3 of the league... i saw 1 necro in all of the league because i gave up after the first two weeks... i am not a streamer i don't have 24/7 to join the mindless grindfest this game have become...

AT least Breach was good because it was instant action that you didn't need to grind to have fun... even if you didn't have time to get into the bosses you could log on for some hours and still run a lot of breaches... The last 3 leagues have felt like work and not action/fun.

Ohhh and the freaking masters... i mostly get them to rank 6 or 7 and that is it... and Zana only go to 5... people with work and family don't have time to grind that crap every 3 month... you seriously need to cut that grind down too unless you only want to cater to the streamers and unemployed.



I dont play that many hours either..but your msg is just sad..youre a whiner..im trying to stay objective..but its hard..
POE need to be hard, if you buff the drops, makes masters easy to lvl to 8, make everything that much easier as you want..then you gotthe recipe for diablo 3...something thats only fun for a few hours.
Watch some videoes - mathils / ziggyd...you dont have to play a ton to become rich. I strogly dislike ppl that want everything served on a silver platter - for shame sir !
Thanks god, i haven't spent too much on this game. RIP fun.
I understand the need of a Sextant nerf, since it really needed one. Looking at an atlas with a ton of sextant mods on, just to get tons of currency, is really not the way the game should be played. On top of that, it completely goes against the way War for the Atlas was designed, made to do several maps in order to influence the outcome between Shaper and Elder. But I feel like the nerf was done incorrectly. Only 5 mods now? Some players wouldn't use sextants because they didn't understand how to use them properly, and the way they were used before has been eliminated completely. Basically, it just makes someone say, "What's the point of using a sextant?". Pretty sure that sextants will drop in price, to be honest. Sextants needed a change, but this was definitely done wrong.

Another thing is Bisco's. I never used that item, nor did I ever plan to use it. I always felt it was over-hyped. But why make it in the first place, in order to have the rarity of it increase dramatically, so that you can reduce the stats of it by half afterwards? I've only ever read two patch notes, but when nerfs are made to this game, it seems that things go down straight halfway down (The Baron, Mistress of Sacrifice, Bisco's Collar, etc.), and not actually try to balance things in a precise way.

I'm not mad at these changes, to be honest. I'm just, confused, I would say. I thought Zizaran was joking around when he said that GGG Devs crank the lever all the way up and down when they make changes, but that really seems to be the case.
Hue
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Sale93 wrote:
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Sarno wrote:
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Bex_GGG wrote:
Needless to say, people with Oni-Goroshi can level up very quickly. At its 3.1.0 spawn rate, a popular strategy is to farm the Twilight Strand for four hours to get the sword, and then having an easier time with the playthrough.

We're happy with people doing this if they want, but it's going to take longer than four hours. We've both made it spawn a lot less often and also added a high degree of variance to it.

While I can appreciate the need for it to be less common, I'm a little disappointed in the execution here. I would've preferred similar variance than previously, but it being moved to higher levels. This way some people will be disproportionately lucky, but that'll go in other direction as well - and being the victim of harsh RNG is never fun. This will really frustrate some people. :/


Yeah even in abyss i wasn't able to find one, now the chances of it dropping are even slimmer.... great... and here i thought i would start oni goroshi build for beastiary... pretty depressing imo..


Try and farm more...why the long face? accept the challenge..farm harder..nobody likes a quitter/ whiner !
See you in 3.2 :D!
Well, these changes look reasonable to me! I like them.

But why increase boss damage? Ofc you want the separation between normal mobs and bosses.
Increasing boss damage means the boss is harder to fight and is more dangerous.
Then, if you do not simultaneously increase kill rewards (drop quality), why shouldn't I just skip boss fights (after first kill for atlas progression)?
IGN: ??? (Fips_PoE - Conquerors Of The Atlas, Metamorph League)

Originally joined: Jan 29, 2013.
Last edited by Fips_PoE#5499 on Feb 26, 2018, 6:22:57 PM
xoph amu price ?
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z1mbabve wrote:
Thanks god, i haven't spent too much on this game. RIP fun.



If you want an easy game, higher drops, no challenges..then stick to diablo 3..
Poe is supposed to be "hard"...so dont whine..accept the challenge..accept that you might not get rich in an hour or two..work hard - grid = get rich..doesnt take long..i usually manage to get a certain amount of wealth every league, without that many hours spent :)

and no i dont sextant spam / shape atlas - i always consider that a newb way to get rich.
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Fips_PoE wrote:
Well, these changes look reasonable to me! I'm ok with that.

But why increase boss damage? Ofc you want the separation between normal mobs and bosses.
Increasing boss damage means the boss is harder to fight and is more dangerous.
Then, if you do not simultaneously increase kill rewards (drop quality), why shouldn't I just skip boss fights (after first kill for atlas progression)?


Because you like the challenge - a real man will face the challenge..screw it if the boss hits harder, we will just be that more defensive !

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