How we Made PATH OF EXILE: ROYALE
I missed it and fell sorry about that, i would gladly try this way of playing poe, seams fun on some videos i watched on YT. So, yes , if you could bring it back some times i would really appreciate it. I am an eternal returning player, playing a bit, leaving, returning etc etc so leagues are not really for me (just finished my regular merchants and still at the begenning with zana).
I would enjoy this kind of decontracted way of playing but just from time to time, not even necessarily on a regular basis, to change, to do something different. I insist on the decontracted aspect, i've never tried a thematic race like get to the highest level possible in two hours, they appears so serious to me like, you have to start at this hours precisely, and oh man, oh man, if you lose two minute it's over, you'll never do it lol. Here, you could just make it run for a day and on a monthly basis (i fear that too often would ruin the pleasure cause, let's admit it, it's definitly not as deep as the main game is). During, that day, everybody could connect whenever they can or want, play as much as they want, no reward just be there to play and wait the next month to do it again. No loot, no currency, no optimization, just the pure pleasure of playing, a totally assumed baba cool way of poeing, peace men.... And all that by happily killing each other in bloody pvp sessions :D |
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Yes, Path of Royale has a future I think. Once you balance skills and early loot distribution as well as more (or better) character customization, it will be my way of playing PoE. Would be cool to have an MTX-template though...
As for ideas, I think it would be kind of cool to not start @ lvl 1... There really isn't much one can do with a lvl 5 passive tree to be honest. So either start at lvl 28 or have the ability to choose ANY skill on the passive tree while leveling up. (Maybe have Keystones cost 3 points?) This way, one could utilize the most prominent aspect of PoE: The mother of passive trees. Other than that, I cannot guarantee that it will be a success. All I can guarantee is that I will play that mode once it launches. |
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Never played PVP until Royale. most fun i`ve had since Legacy league. Bring back leaguestones to standard league only and make Royale a monthly 1 day event.
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It came in a bad timing i guess, with beastiary league goin. I entered, got raped by a split arrow duelist and never came back. Not that im playing the league much, hence the bad timing. My opinion would be to focus on the next league so it can retain more players this time around. Im normally a completionist, the portal reward this league didn't manage to overcome the burnout.
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I enjoyed the mode, almost broke my keyboard actually, but I think it was a good start on making a "Minigame" kind of mechanic to build around in PoE..
I just didn't like the Split Shot > Chance to Bleed > Mirage Archer/Pierce overwhelming dominance in all matches... I believe range attacks are too powerfull for the starting levels in this kind of PvP match, with rare exceptions of players going for other ranged/projectiles approach such as freezing pulse, but no melee chars.... |
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" You just hate new things. |
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It's great people are giving you ideas about how to make it a useful alternative playstyle. Really, can you make a decision based on just one day of play? I like a minimal about of gang interaction. I mean, this is a dark fantasy world of undead so I'm not going to sugarcoat what I consider team play in this game. Just base your decision on how many paying users like the new style and try it a few times before you give up on it. I wouldn't complain about anything in the standard or beastiary leage since I'm not paying to play. Thank you for this opportunity. I try and help other players and give uniques to them also.
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Of course we want it back!
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I'd love to see it as a permanent mode: one that is actually used as a balancing tool.
The rapid data/meta shifts can show you who is farming with what, who is killing with what, and which skills are underperforming at their role on a basic mechanical level. If you take the "royale has a different skill tree" idea further and use it as a melting pot to try out new ways to refresh and revitalise skill balance mechanics (with limited pressure to keep anything broken) this can allow you a rapid test environment which you can balance faster, with less anger if you nerf/remove something that was super strong/fun but also broken, and then when you get things that feel right for live, you can cherry-pick the good stuff and bring it into the main game. It will also provide you a direct data set to show when and where melee/casting fail vs bow projectiles and rapidly test new options for how to balance the playstyles independent of live "real" servers. Things like offscreen farming/kill potential of bows vs the difficulty of getting into range to use a namelock skill become rapidly apparent in this style of mode. Also: I'd like to take a moment to mention just how much I appreciate the difficulty level of the monsters in this mode. It's SO refreshing to have trash packs that represent some level of challenge, and I'd like to see much more of this in the game at all levels of play, from twilight strand to endgame maps. I remember playing one match and exclaiming on mumble "Why aren't the monsters this hard in the main game!?" on Mumble as I ran away from several packs I'd accidentally aggroed together. | |
Played about 3 matches and quit. Even if I only have 5 minutes of playtime, I'd rather run a channel map. In the time span it was out you could watch the amount of players on twitch streams dropping from 100 to 40-70 per match by the end of a single day. I watch a few streamers that play royale style games and either the game just put out a new map, feature, weapons, patch or they are moving onto the next game that just put out a new map, feature, weapons while constantly bitching about wanting a new map, feature, weapons, balance this, balance that, this game is shit now, that game is shit now.
Keeping it as a 1-3 day event at the end of league is fine. Barely anybody does the pvp ingame already and without a reward mtx I'd be willing to bet even less players would have played more then a few games. Then there's pvp balance where you either create completely new skills and balances only for pvp or have to re-balance everything else in the game so that skills aren't op/weak in pvp but also aren't op/weak in pve. WoW is/was constantly fucking one side over to try and balance skills and they still cant. Theres always going to be the best top couple of skills/builds. Edit: I'd be willing to bet that the vast majority of people that do jump into sarn really dont give a flying fuck about pvp, they just want a craft that Leo has or the hideout since its awesome looking. Last edited by Iznuts#2110 on Apr 3, 2018, 10:40:53 PM
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