Game Balance in Path of Exile: Expedition

Keep nerfing everything GGG instead of coming up with better solutions, and soon you will be having another WoW/FFXIV situation.. How about cominf up with new challenging content instead of making everything feel shitty
Cookiemuncher
I'm the kind of "bad" player who play the game since Beta, around 100-200h per league approximatly (mostly SSF SC).
I still play the game because there is a toon of Bosses i've still never saw and defeated (Uber Elder, Aul, the Harvest One, Cortex).

I've only manage to reach and kill Shaper once since it was release, i've only manage to reach Sirius a few times without a chance to make it past 50% life.

I don't care, i like having content still available because i need to get better or luckier on drops.

But the last 2 leagues i gived a shoot for SC trade league (from the end and then from the beginning) to see if with the few exalts i had, i could make some more progression, i did fully completed the Atlas for the first time and was "almost" able to reach Maven, "almost". But it would still have required a few more hundred of hours dedicated per league so....

Every big nerf (or balance like you love to call this insanity) since à few leagues just make me realize a will probably never reach that content at some point. It just make it more tedious.

I really think you don't realise how much time your game requires, how much knowledge, and you seems to only judge your content base on 10 streamers and a few ppl buying exalts, abusing mekanics or even bugs/macros, the same ppl being more vocal than the mass on every media, to "balance" your game.

I don't really mind having even more difficulty in the end, but for the Potato Sakes !! At least make something about gearing ourself, feel like we do have upgrade our characters after 100-200hours put in it. So sometimes we can find some real usefull pieces of stuff even Bind to the character, instead of 100% more punishement at every new steps and Gambling/RMT as the only way to make some improvement while playing.

Looting feel blank, crafting feels like requiring big Gambling addictions and a PHD at the same time, killing bosses feels as rewardings as killing a zombie on the Beach...

I don't know, maybe introduce some big "first time kill on this character reward" so people reaching those bosses for the first time each league have a chance to upgrade something. And people farming them can't abuse this.

Maybe you could even introduce stuff like the more time past between killing the same boss, the more he replenish his loot chance, so ppl farming them quickly don't see much difference but ppl farming them only a few times per week/month can see an improved chance to drop stuff ?

On the first time you kill each of those uniques Bosses like Atziri, Maven, Shaper, Elder, the Breach ones and so on, you get a usefull upgrade like +50 perma life, +1 extra tree point, unlock a usefull crafted mod, get a worthy full juiced map, get a guaranted Uniques/ special loot this Boss usually gives randomly, upgrade a dedicated new "Boss Tree" with special perk about defeating Bosses, i would love this one.

You could also remove those phoquing "reflect damage" "mecanics"/modifiers on maps wich just lead to random stupids insta kills.

Since you also love to "cap" thing for players, well you can use this amazing skill to also "cap" stuff like "bleeding/poison/DoT damages from monster can't reach more than 10-20% of your life pool per second", why mobs insanity should be uncapped in this way ?


You also don't seems to realize that the real problem is that ppl stacking months of currencies can make a regular build just 10x more powerfull, that the issue, not ppl playing an "OP" build in its unleashed version of 10% of his power because he doesn't have every shaper jewel, every perfect rolls, every orbs in hundreds of time to gamble the values and so on. Maybe you need to figure out how to "Hard Cap" some values, to prevent some spells to hit more than thousand times per second by something else than mana cost which can be nullified with top end investment.

You could just make it impossible to stack more than X times the same modifier, instead of nerfing all the value bind to it.

You could make things like getting exponentially more numbers on stats can also give exponentially more counter-stats/debuff so it doesn't affect thing for regular values but kinda hard cap to much stackings.
For example if you judge than 200% more physical damage is the soft spot, make it so every 10 more extra% reduce life by 1%, just a random value example.

Instead of having the mass being collateral damages for your lazy global numbers cuts.


Anyway, i guess like the last league and some other ones too, i will vote/disapprove your blind changes with my wallet after trying the league for a few days. Maybe its the only solution that can affect those decisions mades around the elite only...
Last edited by Bakudan#2344 on Jul 20, 2021, 4:40:22 AM
Well I am not so good at POE and being already a "slow" and only SCSSF player, I guess I won't see too many differences or nerfs :D
I guess I will die more often even knowing most bosses mechanics ! But who cares, it's just a game.

Very impatient (and a little worry) to see the patchnote and what you've done with the skills I like.

Just hope a smooth league start... Keep up the good work.










Wow...

I wish you went with a MTX price rework instead.
The league mechanics looks really good, and so does the new skills.

I am very worried about all the nerfs and the effect it will have on the enjoyment I use to get out of the game.
I will give it a try

oh and by the way, left ultimatum because of the boring and shallow league mechanic. NOT because I achieved my goals or progressed too quickly.

I really hope for this league to be good.
See you on the twilight strand
The nerf doesn't make the game more challenging or fun.
The nerf kills the build variety. People will only play meta builds.
Of course, we have to spend more time to get the same things. For a full-time worker, it might not be worth it anymore for a relaxing pastime.

If you think that in many of the previous leagues After just 45 days, the people were all gone. That was the shortness of the content and running in circles around the pole. Why are you throwing this sin on the players? Blame them for playing too powerful build

You should make it more fun. If it's fun, people will come back to play longer. Don't use a whip to hit players in every league like this.
Last edited by _i2x#0021 on Jul 20, 2021, 5:03:54 AM
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AstroSloth wrote:
yea for real ive been playing since 2013, there could be kids looking to play this game that were born after then lmao


Well yeah how they are treating things in this game, those kids will not be playing this game in future.
Cookiemuncher
Не хочу много расписывать, игра бесплатная че вы еще хотите. Бтв какают в гемплей еще сильнее и усерднее, хорошо что не убрали механику фузов чтобы сделать 6 линк, ведь сидеть и тыкать по 20 минут в шмотку самый сок пое, или те же альты, ну крч)
Why does GGG hate Melee
"
AstroSloth wrote:
"
magpye wrote:
"
With the changes to the Diamond Flask, we didn't want the Sulfur Flask to be the best critical strike flask, so enemies on Consecrated Ground no longer have additional base chance to be critically hit.



Does this change apply to consecrated ground across the board, or just to consecrated ground that came from the flask?


It has generic wording, so this change affects all conc ground. Major inquis nerf


This is just so brainless imo, they want to balance the consecrated ground flask, so they nerf consecrated ground. They could have just made it so consecrated ground created by the flask didn't apply the increased crit chance, but they removed it entirely, nerfing a whole bunch of other things entirely unrelated to diamond flasks in the process. Makes you wonder how much thought is really going into all this?

If they decided consecrated ground was too powerful in general, why not just say that, instead of only mentioning it as a part of flask balancing?

I'm honestly fine with this kind of nerf in theory, as long as the collateral damage is also addressed.
I've been playing path of exile since 2013. I've seen this game grow every year. New players must accept that the GGG has been trying, from various leagues, to balance the game to make PoE2 nearly perfect. Personally, I had more fun in the early years when the challenge, even during the story, was greater. Now it's all a "run-run" (if they also fix the drop system
"at levels" maybe the game becomes less "build-shop" and more self-creation). I really hope that before PoE2 it goes back to a high level general challenge level; which does not necessarily mean making it difficult, but demanding, reasoned. Gameplay in a hack & slash is everything.

Don't look at the single league, look to the future.

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