[April 12] Initial Development Manifesto Feedback

Just a comment about an added physical damage effect. A very large portion of melees take resolute techniques, so giving an on critical effect will not show any real improvement to melee. Honestly though I personally play melee, I have no issues and think everything has been fine, multistrke / splash being added were amazing, but the duelist tree revamp and ranger revamp imo were not needed, they were more than powerful enough before if the player built the character properly.
Seem to hit heavy patches of desync when there's a room full of..well..anything >.>

But its -especially- prevelant when the room is full of casters, sparkling mages at the very top of that list.

And im not dying because i suddenly find myself surrounded by mobs in room that was clear just a second ago.. im dying because i keep getting RB'd (rubber banded) BACK INTO the group that i was running past/thru, in order to position myself better for attacking (as a maurader) Or it'll be a hybrid of the 2.. i run into a room that only has a small handfull of mobs, and a few seconds later im dead, and the number of enemies has suddenly doubled or tripled (from the surrounding rooms)

Roughly 90% of my deaths (and ive lost prob a solid 2, 2.5 levels worth of xp to this bs, and im talking levels that are 55+) have been from this. GGG says they want us to think about positioning and whatnot when in combat...

Ive been playing online games for over 15 years now, and i agree that this is THE absolute worst lag/desync ive ever experienced. Its like im back to trying to play the origional counter-strike on a dial-up modem.. >.> (in the above mentioned instances)

And its not my connection. Im on comcast, mid-tier speed package for gaming and high-speed streaming. Really doubt thats too slow for this game :P


So this ever-present issue w/ desync (and to a lesser extent, the lack of substan. content updates.. you still havnt finished act 3..really?) are whats keeping me from reccomending this to my more casual gaming friends.. the more dedicated ones (like myself) are still playing it.. though i honestly say im not sure how much longer im going to stick w/ this if no real, permanent improvment in these 2 issues are made..especially with games like ESO around the corner..
-Zombie#1- "That guy has passed right over us 3 times now..shouldnt we be popping out to attack?"
-Zombie#2- "No way, you saw what he did to our friends. Lets just stay down here where its safe.
Besides, you heard how angry he is..keeps shouting something about needing the last 2 to clear.."

This is regarding the melee/ranged disparity

One of the main things that stuck out in my mind upon reading this was the elemental/physical damage disparity.

Most of the bow/melee people using elemental damage already have some physical damage, so giving physical crits a buff would only buff the people already using elemental damage (with a small physical component).

What I suggest to solve this is a new keystone passive near the middle of the south side of the map. This keystone would give -75% (or -100%?) to elemental damage and it would give a nice physical buff. Perhaps it could increase physical damage by 10%-20% and give physical crits a reduced stun threshold on enemies while also applying a dot.

If you give reduced stun and a dot, then it would not only increase physical damage, but it would also help increase melee survivability. So the benefits would be two-fold. Also, it would reduce elemental damage enough that people who are elemental could not simply take this passive and benefit.

My 2 cents. Thanks for reading!
PERMA SUCKS

SHORT SUCKS

FIX SHORT OR ADD A NEW ALLOCATION MODE THAT IS EITHER
1: 10 SECONDS SO PEOPLE CAN FINISH A MOB PACK AND NOT HAVE TO WORRY ABOUT THE EARLIEST MOB DEATH AND THE DROPS ON THOSE MOBS BEING PICKED UP BY OTHERS WHEN THEY ARE GOOD WHILE YOU ARE DPSING
5 SECONDS IS JUST WAY TOO SHORT

2: THIS ONE IS A BIT MORE COMPLICATED, MAKE A PERSONAL GAME ASPECT OPTION WHERE YOU CHOOSE THAT YOU WOULD SHARE CERTAIN DROPS THAT ARE CURRENTLY ALLOCATED/ROLLED TO BE AUTOMATICALLY FREE FOR ALL LIKE A BLUE ITEM, AND CHOOSE ITEMS THAT YOU DON'T WANT TO SHARE AND WANT TO HAVE SO THEY ARE GOING TO BE LIKE PERMA ALLOCATION, I,E, YOU WON'T GET ROBBED BY PEOPLE PICKING INSTEAD OF PEWPEWING

THIS WILL GREATLY INCREASE THE GAMEPLAY ASPECT, AND DECREASE THE RETARDATION THAT IS A BUNCH OF PEOPLE WAITING ON THE 5 SECONDS OF A DROP THAT IS GREAT, WHILE MAYBE THE ROLLED PERSON WAS LIKE WAIT WHAT YOU GUYS TOOK IT?
One thing that bothers me about the game's economy is the fact that items carry over to Standard when you die in Hardcore. This causes a large overflow of items into Standard that normally wouldn't be there. Can you please have Hardcore characters die for good and get automatically deleted once they die in Hardcore and all of their gear dies with them? Other games already do this and Hardcore in Path of Exile doesn't really "feel" Hardcore because your character just transfers over to Standard with its items.
"
lyrilljackson wrote:
PERMA SUCKS

SHORT SUCKS

FIX SHORT OR ADD A NEW ALLOCATION MODE THAT IS EITHER
1: 10 SECONDS SO PEOPLE CAN FINISH A MOB PACK AND NOT HAVE TO WORRY ABOUT THE EARLIEST MOB DEATH AND THE DROPS ON THOSE MOBS BEING PICKED UP BY OTHERS WHEN THEY ARE GOOD WHILE YOU ARE DPSING
5 SECONDS IS JUST WAY TOO SHORT

2: THIS ONE IS A BIT MORE COMPLICATED, MAKE A PERSONAL GAME ASPECT OPTION WHERE YOU CHOOSE THAT YOU WOULD SHARE CERTAIN DROPS THAT ARE CURRENTLY ALLOCATED/ROLLED TO BE AUTOMATICALLY FREE FOR ALL LIKE A BLUE ITEM, AND CHOOSE ITEMS THAT YOU DON'T WANT TO SHARE AND WANT TO HAVE SO THEY ARE GOING TO BE LIKE PERMA ALLOCATION, I,E, YOU WON'T GET ROBBED BY PEOPLE PICKING INSTEAD OF PEWPEWING

THIS WILL GREATLY INCREASE THE GAMEPLAY ASPECT, AND DECREASE THE RETARDATION THAT IS A BUNCH OF PEOPLE WAITING ON THE 5 SECONDS OF A DROP THAT IS GREAT, WHILE MAYBE THE ROLLED PERSON WAS LIKE WAIT WHAT YOU GUYS TOOK IT?


There are 3 options and you serously can't find one that you like?
Standard Forever
Just some feedback on maps and group play.

I think the map idea is great. A way to extend the game with new content fairly easily. I have a few issues with maps though.

When playing in a group, it gets real confusing getting to the right lab instance. When running several in a row, its stressful trying to sell your loot and get back to the right lab so you don't miss the next. I've sometimes entered maps that I really shouldn't have because I was in a rush and didn't have time to read the mods on it. As much as I think D3 was trash, the flag system was pretty convenient. Is there some better way for the lab to work?

I like how you can roll random mods on maps, but it does get tiring playing your character gimped. Playing with reduced mana regen or temporal chains is aggravating. I don't mind the buffs to monsters, just get tired of the permanent curses. Those give nice quantity rewards so you're kind of forced to play them, especially if you join random public games.

There's also the issue with visual effects in group play. It would be great if there was an option to tone down teammates spell effects so I can see whats going on. When I play my melee shadow, I need to see what I'm attacking and what's around. It's real difficult with zombies, skeletons, lightning, ground slams all going off. Heck even my decoy totem makes it hard to see. Having an option to limit public games to less than 6 players would also help.
About desync and solutions:
http://www.pathofexile.com/forum/view-thread/520392

"
DE3me wrote:

"

Wait until data arrives back from the server before doing anything. This is a very common strategy in RTS and MOBA games. If you click to move, the unit will only start moving once the server says so, which is 50-250ms later. If you are close to the server, you'll quickly get used to the lag and everything feels pretty good. If you're far away (New Zealand, for example), it feels like you're playing drunk. Every time you issue an order, nothing happens for quarter of a second. This does not work for Action RPGs.


And here comes the problem. You eliminate the best option to fix the problem by default with an garbage argument and here is why:
If you play a AoS/MOBA you can easy play on US servers from Europe or otherwise. Even the 300ms, you probably get, aren't worse than the whole pre-calculation thing, because they are STABLE and you get used to it. Especially for a game like PoE (hardcore player focused) stability is fucking everything. Even players in bad connection areas will get used to high pings and it will be way better than this uncertain "Am i where i think i'm or i'm already dead?" thing.
Yes, i'm a in europe so i probably have a ping around 25-50ms to servers around here, but i experienced higher pings playing on other continent servers and it may feel bad at first, but you always get used to it.

The main thing you need for a flowing game experience is stability! You can get used to play on high pings like another contintal server, but with your way the player is extradited to the whole desync problem. Plus you get the option to ease things for players in bad connection areas when you get more money pretty easy with new servers in new areas.

I really hope GGG is reading this an rethink the whole problem, because the way the game is now and the hardcore approach (which i really like) will probably never work in this game.
Last edited by DE3me#2347 on Sep 11, 2013, 6:36:35 PM
loot allocation: please make it so that you can see only your allocated items highlighted when pressing Z in perma (just like in short allo mode).
IGN: @ShocklerMolesh

Map Management Resource:
http://www.pathofexile.com/forum/view-thread/339977
Ranged VS Melee Desparity

Chris this is inresponse to your thread here Ranged VS Melee Desparity


Most of the current successful high level Path of Exile character builds do not use melee attacks. We have identified a number of factors behind this:
  • Any character (melee or otherwise) who gets close to monsters is likely to die. Being ranged is the best defense.
  • The best current builds use heavily supported ranged attacks because they can do a lot of damage from the safety of distance. The recent Multistrike and Melee Splash gems may have improved options for melee characters but we don't have data on that yet.
  • Until combat synchronisation is improved, some melee attacks don't feel impactful enough.
  • Physical damage (closely associated with melee characters) is currently seen as inferior to elemental damage. One of the factors contributing to this is that it has no "on-critical" effect like the elemental damage types do.
  • Players do not usually pick the passive skills that affect melee damage or are melee-weapon-specific.


I've since learned what I state below is incorrect by Mark...however I'm looking for the new information.
In the physcial vs elemental situation one thing that hurts physical is the calculation equation. Also any flat physical damage on gear is not in the melee physcial damage equation is just widening the gap. I didn't not know this until recently. It just seemed intuitive that any physcial numbers on my gear would effect both of these to a great degree. However one is not so much and the other none at all. We want better return on physical investment.

As far as life goes...man if you want build diversity and crazy experiments we have to get away from having to grab every life node we can. It's eating our points and we have nothing left to work with because we will die if we don't.

We have to make sure we are capped on all resistances. We have to make sure we get all life nodes we can. We have to make sure we have as much arm/eva and or both as we can. What's left? Not much. After you account for going after bloodmagic you can grab a few lesser nodes to better your main skill but not much. Which brings up mana...well not I won't go into that.

I would love to hear an update on what you have in store for this or what's being worked on now for it.
Last edited by Kochise#0931 on Sep 18, 2013, 3:39:08 PM

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