A Few Specific Balance Changes in 3.2.0

"
vhapter wrote:
Look, I'm all for harder bosses. I love challenges. But for that to work, these bosses need to be WORTH killing in the first place.

The way things stand now, players have already reached the point of skipping bosses. It saves time and yields more currency. I honestly thought GGG had realized this by now.

What players need right now is encouragement to actually kill bosses. Making bosses more difficult without properly rewarding players is even more discouraging. It's high time bosses actually dropped worthwhile loot.


nah, spend 2 minutes watching the crab dance for a portal scroll.
''The increased quantity of items from slain normal enemies has been reduced from 50-100% down to 35-50%. ''

Thats kinda dumb, sorry.
In my opinion: the game is far too hard for casual players. I dont know how many players (accounts) can kill Shaper in the end of the game, but I think is less than 50% of then. For a casual player, 4 hours os game is all what he have in a week...

I think this game have focus only in players who can play more than 20 hours per week. Anyone who play less than that cant finish the game in 4 months.

In resume: I want Buffs and I dont whant nerfs... the game is far too hard already...
I mean I'm still going to use sextants because they are still very juicy when the right mods come up and combine them with vaaling maps. I don't mind that they are limited but ffs the reroll your oldest sextant is just straight up a bad design and lazy.
Usually I roll my eyes at the over-the-top gratuitous brown-nosing obsequious flattery and adulation of Chris and GGG whenever any type of significant announcement is made.


But in this case...ugh...Ok...Thank you for the on-going review and consideration of PoE and well-intended tweaks to keep it an A+ game.
Are you removing the bad sextants mods with that new limits ? and/or increase the drop rate?
"
danger16 wrote:
Are you removing the bad sextants mods with that new limits ? and/or increase the drop rate?


Unlikely.
Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
My 2 cents as usual:)

Bisco > well, to be honest i really would like iq to get removed completely, since as now builds can be categorized in boss farmers, map farmers and racers. 100% of the second category and likely a good chunk of the third use bisco's collar and probably several other pieces of iq gear. That mean that if someone want to play efficently you already know the items you will end using, and consequently the best build to exploit these.

Sextants > Meh, i really don't like hard caps. But whatever, at least improve mobs density for maps as some really feel too empty without the sextant boost.

Oni-Goroshi > It had to be done, but again i would just removed it from the strand and put it somewhere else. The twilight strand farming was a novelty for a while, but really, it force the player to do some unnatural things to get it done, and the sword feel really weird for the whole ssf-concept in general, for obvious reasons.

Breach and Zana > less xp to cap her is good, was a bit too tedious before. About breaches, well, zana's mods rotate, so i have nothing to complain (and i love breaches sooooo much). Also cards for breach stuff will be implemented so we will not miss any build enabler stuff in that regard.

k, this is all :) Good luck guys

can u make a teddy bear pet?
"
YordansRage wrote:

Still the follow things remains so far :

- The Witches are dead.
- The CI's are dead.
- The ES is dead.
- The direct clean casters are joke.


So. overall so far no changes. The game went since 3.0 one big hack and slash with FX's, and constantly forced build deprecations and pokerfaces on the players in "Standard".

I am sorry, but I am not a masochist.


Witches are dead? Really? My 3.1 witch melted all content except for grandmasters. Atlas at 156/157.
That, that is, is. That, that is not, is not. Is that it? It is.

Report Forum Post

Report Account:

Report Type

Additional Info