Boss Balance Changes in Path of Exile: Conquerors of the Atlas

This looks really shitty for melee players, look at those area skills. Im kinda hoping that melee builds get life and damage buffs because if we don't invest in damage we cant push into endgame either :(
"
crunkatog wrote:
Chris has repeatedly stated he doesn't want this game to be universally accessible. He envisions a hardcore game with a steep attrition rate, and doesn't view acts as the "tutorial" most of us do.

Remember that he was designing PoE when acts were the endgame. Hence, Chatters, Brutus, and Piety difficulty. Only after bloating up to 10 acts + a long RNG-gated endgame did players start viewing the storyline as training-wheels for mapping.

Since then, early acts bosses got neutered for convenience sake. Streamers dying in HCSSF Axiom Prison is hilarious the first few times, but makes for shitty product placement - in the long run, you want more people to see more content, not less.

What GGG is trying to do here is simple. When Chris says, "Only X% of players make it to Act 2", he may currently see analytics showing them getting bored and abandoning the game, a gradual dropoff in playtime per account starting with the ship graveyard.

His goal may be to invest mature, serious players in Acts by directly challenging them. If he's right, and the gradual dropoff is the shape of boredom, then the dropoff will be sharp and severe at boss fights, but more players retained overall as they internalize the challenge and rise to meet it.

If this is also the philosophy behind the Poe 2 campaign, then it's only fair the original campaign get some buffs.

As for boss area denial and stun locks coming back, and BA and ranged totem cheese being the only way to get around it, that's been PoE in a nutshell since day 1. Ranged >>>> melee. There are other games for players who don't want to use what works.


Well said
"
attronach wrote:
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Utukka wrote:
I believe they mentioned somewhere that they were making the bosses stronger in order to match the increased difficulty that is coming with PoE2.

Harder? SO then I'm happy PoE1 will continue.
And making story harder? Why? It's hard enough for casual players.
Forcing players to play meta build w/o fun?

Very bad move :(


Some players will always flock to "meta". Even if you could beat the game with the worst build possible, they will still flock to "meta" because they are competing in a game they aren't competitive in. God forbid they farm 30 seconds slower than the other guy because it means they are behind on farming more for farming more!

Others like myself play what we enjoy.

Big difference between unable to beat the game vs farming efficiently.
"
crunkatog wrote:
Chris has repeatedly stated he doesn't want this game to be universally accessible. He envisions a hardcore game with a steep attrition rate, and doesn't view acts as the "tutorial" most of us do.

Remember that he was designing PoE when acts were the endgame. Hence, Chatters, Brutus, and Piety difficulty. Only after bloating up to 10 acts + a long RNG-gated endgame did players start viewing the storyline as training-wheels for mapping.

Since then, early acts bosses got neutered for convenience sake. Streamers dying in HCSSF Axiom Prison is hilarious the first few times, but makes for shitty product placement - in the long run, you want more people to see more content, not less.

What GGG is trying to do here is simple. When Chris says, "Only X% of players make it to Act 2", he may currently see analytics showing them getting bored and abandoning the game, a gradual dropoff in playtime per account starting with the ship graveyard.

His goal may be to invest mature, serious players in Acts by directly challenging them. If he's right, and the gradual dropoff is the shape of boredom, then the dropoff will be sharp and severe at boss fights, but more players retained overall as they internalize the challenge and rise to meet it.

If this is also the philosophy behind the Poe 2 campaign, then it's only fair the original campaign get some buffs.

As for boss area denial and stun locks coming back, and BA and ranged totem cheese being the only way to get around it, that's been PoE in a nutshell since day 1. Ranged >>>> melee. There are other games for players who don't want to use what works.


That's exactly what is happening. The game has peaked and is in decline. This constant meta chase bull crap and nerfing every effective build into complete shit is what is destroying player retention. When people work hard for their achievements, only to be crushed a few months later by the nerf brigade, they leave. Once the new player pool dries up, the game goes into dust bin of history.

https://steamcharts.com/app/238960#1y

PoE peaked in November 2018. XBox players are transient at best. It's only a matter of time before a strong competitor to this game comes along. The glimpses into D4 at Blizcon should send shivers down the spine of Chris (Or should I say Tencent?). Blizz is returning to the roots of what made D2 so great. By the looks of what they've let the public see, when D4 is released, there will be a massive exodus from PoE.

https://www.youtube.com/watch?v=6ZtmNAMxwMM

Ignoring the desolation wake of people quitting PoE and the sounds of competing cannons off in the distance will be the downfall of PoE.


"
Xentrix666 wrote:
"
crunkatog wrote:
Chris has repeatedly stated he doesn't want this game to be universally accessible. He envisions a hardcore game with a steep attrition rate, and doesn't view acts as the "tutorial" most of us do.

Remember that he was designing PoE when acts were the endgame. Hence, Chatters, Brutus, and Piety difficulty. Only after bloating up to 10 acts + a long RNG-gated endgame did players start viewing the storyline as training-wheels for mapping.

Since then, early acts bosses got neutered for convenience sake. Streamers dying in HCSSF Axiom Prison is hilarious the first few times, but makes for shitty product placement - in the long run, you want more people to see more content, not less.

What GGG is trying to do here is simple. When Chris says, "Only X% of players make it to Act 2", he may currently see analytics showing them getting bored and abandoning the game, a gradual dropoff in playtime per account starting with the ship graveyard.

His goal may be to invest mature, serious players in Acts by directly challenging them. If he's right, and the gradual dropoff is the shape of boredom, then the dropoff will be sharp and severe at boss fights, but more players retained overall as they internalize the challenge and rise to meet it.

If this is also the philosophy behind the Poe 2 campaign, then it's only fair the original campaign get some buffs.

As for boss area denial and stun locks coming back, and BA and ranged totem cheese being the only way to get around it, that's been PoE in a nutshell since day 1. Ranged >>>> melee. There are other games for players who don't want to use what works.


Well said


Well said my ass... If this is the direction PoE 2 is going, then my interest on it will be totally gone.

"Ranged >>>> melee. Don't lke it? GO play something else."

Lmao, stay forever apologetic, I guess.
"
Xentrix666 wrote:

Just another example of whiny, completely off topic BS.
The games structure is based around FREE to play. People who are SUPPORTERS are a big reason you have a game at all. stop complaining.
If you think that is somehow being "elitist" you really need to wake up. Fact's are fact's.
The only thing people are entitled to are the points and skins they BUY which helps.. guess what.. SUPPORT GGG.
Honestly
People just love to be keyboard warriors these days.

Fortnite is also f2p but nice try, boomer.
For your information f2p vs p2p is a business decision targeted at greedy suckers like yourself who are greedy to the point they won't pay $20-60 for a game but once they got you by the balls in some f2p schtick you have no problem throwing hundreds or even thousands of $$ at the screen. This is how dota, lol, poe etc make bank.
Last edited by Black__Dawn#3783 on Dec 2, 2019, 4:18:36 PM
It's not bosses that need to be boosted, but the regular mobs. The difference of HP and damage is too large between them. Danger should be everywhere and not just in boss area.
Last edited by FNX_Heroes#6628 on Dec 2, 2019, 4:25:03 PM
"
Black__Dawn wrote:
"
Xentrix666 wrote:

Just another example of whiny, completely off topic BS.
The games structure is based around FREE to play. People who are SUPPORTERS are a big reason you have a game at all. stop complaining.
If you think that is somehow being "elitist" you really need to wake up. Fact's are fact's.
The only thing people are entitled to are the points and skins they BUY which helps.. guess what.. SUPPORT GGG.
Honestly
People just love to be keyboard warriors these days.

Fortnite is also f2p but nice try, boomer.
For your information f2p vs p2p is a business decision targeted at greedy suckers like yourself who are greedy to the point they won't pay $20-60 for a game but once they got you by the balls in some f2p schtick you have no problem throwing hundreds or even thousands of $$ at the screen. This is how dota, lol, poe etc make bank.


Think that says it all about how any discussion will fare.
People who thinks the game is too easy should really try HCSSF mode, it's a whole different game.

The game isn't a challenge when you can just grind currency and then buy some leveling gear and finally some broken streamer build (that you have no idea how actually works) while at the same time expecting the occasional one shot, because outside XP penalty there is no real deterrent for dying. (yes 10% xp loss sucks when lvl 95+ but still it doesnt matter)

When you play on easy mode, the game is obviously easy!
This is bad news for HC, something i've ventured into recently. Unless there are some buffs or changes for those modes. (like extra IIQ/IIR would help a lot!)






"
Smear wrote:
"
crunkatog wrote:
Chris has repeatedly stated he doesn't want this game to be universally accessible. He envisions a hardcore game with a steep attrition rate, and doesn't view acts as the "tutorial" most of us do.

Remember that he was designing PoE when acts were the endgame. Hence, Chatters, Brutus, and Piety difficulty. Only after bloating up to 10 acts + a long RNG-gated endgame did players start viewing the storyline as training-wheels for mapping.

Since then, early acts bosses got neutered for convenience sake. Streamers dying in HCSSF Axiom Prison is hilarious the first few times, but makes for shitty product placement - in the long run, you want more people to see more content, not less.

What GGG is trying to do here is simple. When Chris says, "Only X% of players make it to Act 2", he may currently see analytics showing them getting bored and abandoning the game, a gradual dropoff in playtime per account starting with the ship graveyard.

His goal may be to invest mature, serious players in Acts by directly challenging them. If he's right, and the gradual dropoff is the shape of boredom, then the dropoff will be sharp and severe at boss fights, but more players retained overall as they internalize the challenge and rise to meet it.

If this is also the philosophy behind the Poe 2 campaign, then it's only fair the original campaign get some buffs.

As for boss area denial and stun locks coming back, and BA and ranged totem cheese being the only way to get around it, that's been PoE in a nutshell since day 1. Ranged >>>> melee. There are other games for players who don't want to use what works.


That's exactly what is happening. The game has peaked and is in decline. This constant meta chase bull crap and nerfing every effective build into complete shit is what is destroying player retention. When people work hard for their achievements, only to be crushed a few months later by the nerf brigade, they leave. Once the new player pool dries up, the game goes into dust bin of history.

https://steamcharts.com/app/238960#1y

PoE peaked in November 2018. XBox players are transient at best. It's only a matter of time before a strong competitor to this game comes along. The glimpses into D4 at Blizcon should send shivers down the spine of Chris (Or should I say Tencent?). Blizz is returning to the roots of what made D2 so great. By the looks of what they've let the public see, when D4 is released, there will be a massive exodus from PoE.

https://www.youtube.com/watch?v=6ZtmNAMxwMM

Ignoring the desolation wake of people quitting PoE and the sounds of competing cannons off in the distance will be the downfall of PoE.




Didn't they say that each league release has beat the last? D4 wont even be out for most likely minimum 2 years....and quite frankly, I don't believe anything they are currently saying. What they have shown, looks like a dark reskinned diablo 3, except they have skill trees which eventually unlock every skill regardless, ending up just like D3, and a few "talent" modifiers that you can respec. They still lock you into spenders, generators, and long cooldowns on a 6 spot locked skill bar.

That and their rune system which we will see if it even gets in, yet alone if it does anything interesting, or if it's just D3s current runes but in item form.

Please tell me I'm missing something.
Last edited by Utukka#5444 on Dec 2, 2019, 4:32:07 PM

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