Development Manifesto: Legion as a Core Game Mechanic

"To that end, we have increased the rewards for the first cycle of monsters, reducing them each revive cycle."

WHY ?

Why not make monsters a lil bit harder with every spawning ? So that they start ez to kill for the lil Joe...and become more harder later on for the Monster Trucks ?

EDITED : AND BTW - the number of monsters that spawn with icons above their head is never the same...its like RNG...at least make them the same if u gonna increase them....cause if 5-10 items spawn, u increase by 5....5 incrased by 5 will still be 10...which i can currently get...

Most normal imo would be to make enemies harder with each spawning...or at least have more % hp per each spawn...or maybe MORE monsters spawn after each number of items stacked....
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Last edited by TheBUNGA#1777 on Aug 19, 2019, 5:22:15 AM
"
DecayingBlonde wrote:
Honestly, the game is becoming too crowded. You can't keep packing every league's mechanic into the core game (I know a few didn't make it). It just ends up feeling overwhelming.


Your overwhelming is my I barely have anything to do, especially in Standard. You don't approach PoE like other games, you unwrap it over the span of years. Its not something you just get done and over with in a few sittings, that's an attitude that's asking for needless frustration.
~ I am Wreaclast middle class and proud of it!
~ Poor investment =/= entitlement to compensation.
~ Build smart, build S-mart!
"
We will, however, be adding a diminishing return for rewards from monsters from the encounter. The intent here is to normalise rewards somewhat, so that every player experiencing this content gets good rewards, and character power doesn't have as significant an impact on how valuable Domain of Timeless Conflict encounters are.

Why the hell did you not do this while the league is running?
Last edited by madriz#3565 on Aug 19, 2019, 5:37:56 AM
"
madriz wrote:
"
We will, however, be adding a diminishing return for rewards from monsters from the encounter. The intent here is to normalise rewards somewhat, so that every player experiencing this content gets good rewards, and [/b]character power doesn't have as significant an impact on how valuable Domain of Timeless Conflict encounters are[/b].

Why the hell did you not do this while the league is running?


Profit yo.
~ I am Wreaclast middle class and proud of it!
~ Poor investment =/= entitlement to compensation.
~ Build smart, build S-mart!
"
madriz wrote:
"
We will, however, be adding a diminishing return for rewards from monsters from the encounter. The intent here is to normalise rewards somewhat, so that every player experiencing this content gets good rewards, and [/b]character power doesn't have as significant an impact on how valuable Domain of Timeless Conflict encounters are[/b].

Why the hell did you not do this while the league is running?

Because leagues was just a beta test, & that's their conclusion that's need to change after running the beta test. And based on their experienced, it's bad to significantly change something especially related to builds in the middle of the league. Could you imagine the uproar of those players who invested too much on those builds to run efficiently on timeless conflict, & then nerf the timeless conflict in the middle of the league?
"A game IS supposed to waste your time but it's not supposed to make you FEEL like you're wasting your time:
It's supposed to make you WANT to waste your time."
Nice, now just remove the buff stealing mechanics.
Sales/Services/Stuff:
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Wait so drop rewards, which didn't always even give enough returns to make up for the cost of the 5 Legion Stones are getting nerfed, but EXP, the reason why the 5 way HH builds were OP is staying the same?
"
madriz wrote:
"
We will, however, be adding a diminishing return for rewards from monsters from the encounter. The intent here is to normalise rewards somewhat, so that every player experiencing this content gets good rewards, and character power doesn't have as significant an impact on how valuable Domain of Timeless Conflict encounters are.

Why the hell did you not do this while the league is running?


https://clips.twitch.tv/FreezingOddGaurFailFish

that's why ! so they can steal the FUN from the game, the competition....and it's very sad...cause PoE's mechanics is mainly based on Real Life if u delve deep with ur mind with it...its like...exactly after real life...just in another FORM....;) and in real life...there will always be competition and FUN...cry about it
🎥 Twitch - https://www.twitch.tv/thebunga_
🟢 SC League Thread - https://www.pathofexile.com/forum/view-thread/2576251
🔴 STD SC PoG SHOP - https://www.pathofexile.com/forum/view-thread/2936410
☢️ Discord - https://discord.gg/m9vHQjJxXU
I love it the way you posted it. It was pretty fun and with the diminishing return I might be able to clear my ignore list, full of all the emblem carry spammers and scammers in 820. :-)
What troubles you bring now?
"
ELEKTROLL wrote:
Wait so drop rewards, which didn't always even give enough returns to make up for the cost of the 5 Legion Stones are getting nerfed, but EXP, the reason why the 5 way HH builds were OP is staying the same?

Yup, that's what my concern on my previous post. Imagine a player running for 100. A player with regular build & no HH could do 1 bar in a 5-way, & a player with "that kind of build" + HH can do 5 bars in 5-way easily. Atleast in Betrayal Pure breachstone, you get the same amount of XP per breachstone. But with this, 1 bar vs 5 bars definitely have huge XP disparity.

Edit: change 4 to 5 bars
"A game IS supposed to waste your time but it's not supposed to make you FEEL like you're wasting your time:
It's supposed to make you WANT to waste your time."
Last edited by boyandroid#6548 on Aug 19, 2019, 6:15:07 AM

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