Developer Questions and Answers

GGG , why there isn't a 2 factor autentification on the official website, you want your game to be played forever, you care alot about security of our accounts but in 2019 we don't have 2 factor autentification option, I'm playing the game for like 6-7 years now, I can't imagine losing it and how bad will that feel like.

Is there any intention of adding something like that, please?!
Why not Balance more skill every big patch? It is possible to see by statistics that a lot of skills are really been underused because they are under-power, making a big part of the content not used.

You could make small buffs to all underused skills every patch if they are not receiving a remake or big changes, to at least not abandon them.
Many of the past leagues seem to be formed around content which is only available for a short period of time (Incursions memories and to a lesser extent delve betrayal abyss ) which makes it hard for slow, or players with low DPS to properly engage in league content.
What is the purpose of these mechanics? For the most part they have little impact on the top end of players who are able to clear the content well before the timer while many lower end players are unable to engage at all, it's not so much a difficulty curve but rather a theta function.
And looking towards the future, is the formula of frequent (e.g. once per zone) time gated content one which you intend to stick to, or are you also looking at other methods to balance content?
GGG mentioned a while ago that Elemental Equilibrium and Elemental Overload were way too powerful for an individual node. Any timeline for those changes?
https://www.ForeverExiled.com/: Forever Exiled, A Path of Exile Podcast

Annnnnd

Wrecker of Days' One-Stop-Shop: Stress-Free Builds (& Filters): 1-Button, HC SSF, Item Freedom: https://www.pathofexile.com/forum/view-thread/3467875
Is there a plan to be released on PSstore in Japan for console version poe?
Does the team feel required to "1-up" in both scope and scale than the league before?

Personally the leagues I've enjoyed the most rarely had much to do with that leagues mechanics rather than balance / skill / ascendancy changes etc.

I'm impressed at the ability to stretch the very genre of ARPG and do things within the game systems never thought possible especially every 3 months but I'm worried the aim of a league is sometimes too large for just a 3 month league rather than a full on "expansion" we've also seen numerous balance issues at launch that isn't addressed for weeks.


Live to play.
If you could go back in time, what things would you change about synthesis league before it launched.
How do you feel about the current state of unlocking crafts via veiled items?

Currently we have to find a syndicate encounter, hope the right member shows up, hope they drop the right piece of gear, and hope it has the right mod. Then we have to repeat this process multiple times per tier and up to three times per craft.

I also feel sticking crafting recipes in tier 3 temple rooms is ridiculous. I spent of all last league trying to see each tier 3 room once and was not successful. Why was the implementation of Incurision never changed to allow the same room to appear twice in a map, or to simply make it easier to get tier 3 rooms.

All of this wouldn’t be so bad if there was a way for me to purchase crafts from another player. Currently there is a high chance of being scammed with no solace other than the “Wraeclast is a harsh place,” nonsense. Why is there no crafting via trade window such as WoW had from launch?
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SlaserX wrote:
Why do you refuse to budge on improving Trade, despite the fact that the Trade Manifesto is entirely based on false assumptions and bad guesses?

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Why do you refuse to budge on improving Trade, despite the fact that the Trade Manifesto is entirely based on false assumptions and bad guesses?

I'm going to out on a limb here, and say that GGG isn't doing much of anything base on assumptions or guesses of any kind, let alone false or bad ones. They'll be using data, which they have in abundance since they know everything that happens in game.

Better questions might be:

A) What percentage of active players currently engage in trade of any description?

B) How does that percentage change, either up or down, as a league progresses, on average?

C) How does trade prevalance compare between Standard and Hardcore in the same league? How does that compare to the permanent Standard and Hardcore leagues?

D) Of players who are not trading at all, how many of them are playing in SSF leagues, versus simply playing a solo self-found style in the "regular" challenge and permanent leaguesz?

The pro-trade faction is working on the assumption that trading is the only way to play the game, or that the majority of active players are trading. If correct, that would make facilitating easier trade something of a no-brainer. The fact that GGG keep refusing to make the changes suggests, however, that they have data which disproves this assumption; i.e. that they're refusing to facilitate easier trading because more the game's active players never trade, so that rebalancing the game to enforce a trade meta would ruing the game for more players than would find those changes to be an improvement.

The problem is that the forum debate on the topic is happening without the benefit of the data which could allow an informed debate; GGG can fix this by giving us a peek behind the curtains, into the data which is informing their decisions on the subject.

How about it, GGG? Can we have some stats on this?
Remember, remember the 6th of December...
Map drops, progression and sustain is balanced around the player engaging with not simply the base game, but also incusion, delve and synthesis, even if the effort put into doing the base content is multiple times that which others put into engaging with sub-content on a superficial level.

In that context please elaborate what you consider "optional" content?

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