What We're Working On

I ve reached Red maps yesterday - it, s Awful here, lvl 67 demolition contact gives more currency than 5+red maps,,, loot is non-existent, and harvest is dead
3.13 Was the best league ever!
3.18 Rest in peace my beloved recombinators, I'm gonna miss you...
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We want to increase the number of relevant items that drop.


Oh boy
I don't think anyone from GGG has played the game lately. They are super disconnected from it and their player base.

This league is the perfect example of it too. I actually quit as am tired of the continuous mess they're making, pushing players to their breaking points and only thinking about the 1%.

Seems like they don't want people to enjoy the game. They want them to feel frustrated, like they're not good enough.

This will make players push forward and play more, thinking that later, once they are strong enough, they will actually enjoy the game. But after they play absurd amounts of time and can actually beat stuff relatively easily, players hate themselves because of the absurd amount of time they put into the game. They realize it wasn't worth it.

It wasn't worth playing hundreds of hours to exhaustion. It wasn't worth neglecting their sleep. It wasn't worth neglecting eating and hydrating. It wasn't worth neglecting their physical health. It wasn't worth neglecting their mental health. It wasn't worth neglecting friends, family and their real values and goals in life.

This is the feedback I've been receiving from many of my friends, with which I've played for years. It's exactly what I feel as well.

GGG doesn't want happy players that play moderate amounts of time. They want obsessed, miserable players with no-life, playing the game 24/7. Obsessed people, whose lives revolve around the game spend more money on the game.
To have the audacity to shill your loot boxes after such a blanketed post is heartless.

If you wanted money, actually communicate with your audience.

You say this has been extensively tested. I AM GETTING NORMAL COBALT JEWELS. NOT EVEN MAGIC OR RARE, NORMAL.

If you tested this, knew this was gonna be the case, and decided to hold info like this. That's not communicating at all.

"Sorry, we will look into the problems we think exist and not anything else. Oh look lootbox"

Look at your community, you can't be this blind.
This wont do Chris!
Stop your crusade to slow down poe and make it a sh.tty version of diablo.
You are ruining your game. People will quit even after these changes.

Do you think you can get away with nerfing everything in the game and leaving players in a disappointing state? It isn't just about the loot, it is the characters that are way way way weaker now.
Trust your mind and strengthen your abilities!
I wish these loot changes were transparently documented in the patch notes
"I didn't know we were making a pants simulator." - Chris Wilson
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Orvos__ wrote:
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We want to increase the number of relevant items that drop.


Oh boy


If only they knew what was relevant
Ive been playing since delirium and I have to say, this archnemesis direction is just NOT IT. They are so overtuned compared to all the other monsters on the map it is just rediculous. Half the time if a mov has rejuvenation it just heals my damage every 3 seconds, why do they heal so fast? Archnemesis feels like total ass. I just run from rares or sit there hitting them for 8 minutes. It’s so dumb, even if they dropped some loot it would still be dumb, but they don’t drop anything which was supposed to be the compromise.
Aside from the other already addressed issues in the post, I think another factor where rare & special monsters felt "tanky" is not because they only have high life values. I think one factor also was the "random resistance" mods of Archnemesis based on the damage type the player is using.

Before Archnemesis mods, we can have somewhat control of the monster mods we can have on our map. So we can somehow can manage to avoid these types of resist mods in monsters. As an example, if we are playing a build with a fire damage type, we avoid monster mods that give them fire resistance.

This is no longer the case with archnemesis mods in monsters. They already have high life but can also get more stack of high resistance to the damage type our build that's why they felt more "tanky" because were inflicting less damage to them.

Though, you can say "just avoid/run away from those monsters when you encounter them". But if you do that, you're not killing those monsters that can potentially give you high rewards, & rare monsters are "few" already, which leads you to less loot.
"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."
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zfate wrote:
I love how people spent years complaining about screens of loot and now they fixed it, the world is ended.



Because this is obviously not what those people wanted instead.
(2-3-2019) Buff underused skills (3.23?!)+ selfcast, stop nerfing defense, build in threshold jewels (3.23?!), implement D3-style looting, add death log + MTX preview, actually rework flasks, stop balancing around the .01%, unnerf Harvest, ADD NEW WAYS TO LEVEL, finally implement Loot 2.0

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