Changes to Rewards in Path of Exile: Scourge

still no change to dead mods on items ?
Praise the Sun !! for real this mechanic was feeling ridiculously slow going ...

We need you to remove or raise the cap on how many times we can roll an item too..

FEELS BAD BRICKING GOOD GEAR
"
Sarno wrote:
Thanks for listening. :)

This format can feel a bit weird and forced tbh, though.

it's easy to read and process the information quickly though so I appreciate it even if it does come across a little bit silly
Oh great, now I have to learn the league mechanic again after deciding to skip it.

Seriously though, this is impressive. I'm still concerned about how it quickly gets absurdly rippy, but at least it should be rewarding if you pull it off now. Or just don't go past 100 or somesuch.

And I'm really liking PoE 3.16. Just not the scourge mechanic, I'll try again this weekend.
Overall these are bad changes.

The good changes are the quant/rarity in nightmare to encourage people to actually engage with it, and the fix for counter mods (phys/deal no phys).

Scourged maps are actually quite rewarding according to what I've been hearing. I also don't think the reduction in scourge XP is warranted. Not many league mechanics in this game have been self-sustaining, so chaining together scourged maps shouldn't be a thing.

As others have said, the tiers of scourged mods haven't been the problem, but the items themselves. This change to increase the number of T3 mods is actually bad, since if something drops that is potentially usable, but has bad T3 mods for your build, you can't run them through scourge to try for a new set at T2 or T3 in order to make them usable.

One of the things that should have been changed, but wasn't, was the "take X damage upon shifting in and out of the nightmare" mods which could roll well over 10,000. If this mod is physical, it's a problem for most of the builds in the game due to relying on other methods to avoid physical damage rather than straight up physical damage reduction.

IMO -

a) keep the scourged map modifier changes, revert the 50% change.
b) keep the quant/rarity inside nightmare, revert the T3 mods increase, nerf the dmg entering/leaving nightmare mod

This would leave scourge more rewarding, with scourged maps something you do frequently, but not back to back to back. If you are always in a scourged map, scourged maps are no longer special.
Good start. You might be able to break even engaging with the content now, assuming you have both slots unlocked and are playing a speed clear build. Otherwise it's still a net loss to engage with the league mechanic in any way. Still a league mechanic that's only for 0.000001% of players.
Scourged items will no longer be able to generate downsides that would directly counteract their upside. For example, an item with "Added Physical Damage" will not be able to generate "Deal no Physical Damage" as a downside.

Just tested this after the patch and as I said, the items are still not worth picking up. You fixed the funny meme drops but not the drops overall, 99% are not worth picking up.

I'll put the league on hold until I see an improved change to this mechanic.

/sigh
The nerfs will continue until morale improves.
"
Setharial wrote:
Good first step. But the powerlevel of Pre scourged rares as well as scourge modifiers in general need to be looked at. The pre scourged rares will still be 99.9999% garbage due to the inherent flaw of the item system producing vast quantities of trash.

This will not be fixable unless you implement the same system that is used for Heist Curio rares. Make them better and rarer so we're actually excited to see them instead of filtering them out.

An item being pre scourged is also a downside in and off itself with it being not able to be crafted on so it NEEDS to be actually decent/usable to some extent.

I for one will NEVER choose to scourge my existing items that i carefully crafted in order to get MASSIVE downsides on them with garbage "upsides" like stun/block recovery , reflect, minor resistances, etc.


+1 This ^^

Thanks for listening to the community feedback and the updates with the improvements :)

p.s. get rid of the stale "upside mods" on gear like stun and block recovery/reflect that hardly anyone wants/uses.
Last edited by AShugars on Oct 29, 2021, 12:02:19 AM
"Scourged items will no longer be able to generate downsides that would directly counteract their upside. For example, an item with "Added Physical Damage" will not be able to generate "Deal no Physical Damage" as a downside."


I love this change. I also love this problem/solution format. The changes have gotten much smarter
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Last edited by Nichisi on Oct 29, 2021, 12:30:33 AM

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