Synthesis Week 2: What we're working on

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Imaginaerum wrote:
i really like how most of these synthesis league updates are betrayal updates


:(
Man the goal post moving is real.

GGG: hey guys we heard you still can't handle the betrayal bosses so we've nerfed them yet again and finally fixed the lag along with adding a failsafe.

Community: Well great...but, but.....Muh goal post moving Reeeeeee

GGG: sigh this is why we can't have nice things
Last edited by AldarisGrave#7629 on Mar 20, 2019, 8:04:23 AM
ok ok ok..some good changes here..now i have an idea here for the intervention stuff.make it happen like how the enemy flame golems spawn..as in you see a marker on the ground(you can make it look like the betrayal icon on the minimap)and it gets more brighter kind of like showing you when the intervention will spawn.
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Adding a "release" option that players can select if they don't want to make a choice at the completion of a Betrayal encounter.


Options should be Interrogate, Execute & Bargain.

A release option would be similarly frustrating to just walking away from an encounter that presented bad options. We defeated the syndicate member, they are now at our mercy. Either we choose to interrogate or execute as suits our whimsy unless they propose a suitable alternative to spare themselves.
So this is the "new" Tencent/GGG where leagues are released on schedule,but without QA or testing?
How about actually refining a new league mechanic
*before* releasing it?? You're still making adjustments to the LAST league,several weeks into THIS league,meanwhile the Synthesis system needs a LOT of work to make it playable.

Will you still be adjusting synthesis balance,through next league,while we're complaining about the latest broken league mechanic?? I realize the game is free
but it's supposed to be a finished product,last few leagues it's felt like we were all Beta testers.

Take your time,do REAL testing before releasing,if you can't make the scheduled date,WAIT until it's actually ready,I'd much rather wait for a finished product than struggle with a bugridden POS that was rushed out the door to meet a deadline!
Some mornings it's not worth chewing the straps off...
Can you maybe Concider buffing Hall of Grandmasters map?, it really sucks to only get tier 6 maps out of the chest, makes it totally not worth farming anymore as the Divination card drop rates are abysmal
Thinking about betrayal some more I've come to the conclusion betrayal content needs to be removed from the game entirely. As the betrayal one-shots highlight everything wrong about PoE.
In allowing macro instant-logout scripts for a small group of hardcore players, you have changed the game to become a one-shot hell. Players who use those macro's are basically doing content they are not good enough to play. Yet to incorporate this game-style, you(GGG) changed the game so much into a one-shot game that it basically is no longer worth playing for regular players.

In my opinion the trade-off is not worth it. Especially now with the unavoidable betrayal multiple monsters with large one-shot area-of-effect at once appearing in regular content.
The fact you guys go back and touch up problems with previous releases makes me love this game more. Not only is IT good, the Devs are too :)
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Areas prior to Maps will only spawn a single Betrayal encounter. Map areas will continue to spawn three encounters. While we understand that players have been able to somewhat deterministically find Betrayal encounters by repeatedly creating new instances of areas such as The Quarry or The Foothills, we don't want this to be the correct answer. It is both bad for server load and not exactly the intended avenue to gather Intelligence. We are adjusting Intelligence-gain values towards Safehouse unlocks and Mastermind unlocks which should give players quicker access to these without having to resort to creating the same area repeatedly.


Dear community / Dear GGG

To my knowledge Path of Exile is a grinding game. It is all about the precious loot and the most effective way to acquire it. There are countless loot-games on the market and PoEs concept is far from unique, yet highly addictive and equally profitable.

What makes PoE shine is the overwhelming mass of possible character-builds. The playerbase constantly tries to come up with the most sophisticated builds. Metas are established every league even though most of them usually won't survive more than two leagues in a row due to constant changes to the game. I my opinion a good portion of these changes are simply made just to keep the creation of new builds going. And this is perfectly fine by me. It keeps me motivated to try or create new builds and therefore continue playing.

Unfortunately this seems not to be enough for GGG. This game is ridiculously loaded with an unmatched amount of RNG walls, yet more are added every league. In my opinion RNG forces(!) the playerbase to look for any kind of step-stone in order to get over these walls. But instead of removing the culprit named RNG, the step-stones are removed.

It doesn't take much imagination to understand that only a masochist enjoys running "The Quarry" hundreds of times in a row. GGG forces the player to do it. Get rid of that frustrating RNG and the playerbase will stop looking for these kind of step-stones. Hell, Players might even start to play PoE because it is enjoyable and not because it is highly addictive.

Just my 2 cents.
Last edited by Zerialchilla#5735 on Mar 20, 2019, 9:31:02 AM
betrayal = shit
synthesis = shit

delve = very good, but cant find sulphite = cant play delve = shit
Playing marauder @ Hardcore leagues

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