GGG ty so much for listen ppl but still core problem not even fixed!!
" Apparently the "CORE PROBLEM" with Path of Exile is that it's haunted. |
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" The damage isn't increased, life from mobs is. You stay together anyways, hence the auras stack, multiplying your damage beyond what would be possible. Not to speak of defensive measures as well. Add an actual aura-bot to the mix and you're nigh immortal, even in the current state of the game. How else do you think does a MF char survive in a 6 man? And a while ago, 3 leagues or so. In a group the game becomes piss-easy, it's not without reason that the first feared kills are with 2 man groups and not solo done commonly. So let me return the question: When have you used the blatant options group play provides rather then just inviting a friend randomly with builds not even remotely meshing together? GGG balance is like getting a pizza which is burnt on the sides, raw in the middle and misses the most of the toppings.
Then upon sending it back you get a raw side, burnt middle and enough toppings to drench everything in grease. Everything fixed but still broken. |
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yep
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Your post was so hard to read with the excessive caps and incorrect grammar. If you want to get your point across, either make someone proofread it or write it in correct english.
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" Play torchlight or D3... xD it's without things (up) Last edited by modemwarr#6858 on Aug 25, 2022, 2:32:46 PM
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why lol you srs?
because of party contect trade dies in a week and this really must be done remove all bonuses to party content or at least add to % oh HP same % of dmg |
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" That's a bad approach as well. First of all there needs to be incentive to run in a group despite the donwsides, and there are a few after all. First of all, everyone gets baseline less loot. This needs to be circumvented. The way the game currently handles it is the following: Player quant. Mob quant. Map quant. We can't affect the quant of mobs, that's a fixed value and a very important one. It's a very important value though as it affects the other values, they are all multiplicative to each other. This is also the reason as to why the results for groups formerly were so disgusting. We can affect our personal player quant though, this one is important, this is the main modifier. Everything else which is already multiplied will then be further multiplied by that. It changes the end-result massively. And last but definitely not least... the map quantity. This one is the dangerous one. And this is the current issue for group play. The group modifier applies towards the overall quant on the map. Since we can barely modify this value though any change there is a massive difference in the end result. So to get rid of this issue the quantity for group play needs to apply to the absolute baseline of loot. Detached from any multiplier and instead added as an additive one in the end to the outcome of everything else. Issue solved, low-scale group play functional and high-end group-play not over-scaled. GGG balance is like getting a pizza which is burnt on the sides, raw in the middle and misses the most of the toppings.
Then upon sending it back you get a raw side, burnt middle and enough toppings to drench everything in grease. Everything fixed but still broken. |
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ex div swap desicion that was made by devs in 3.19 is not good for trade leagues. also bad for ssf hc gamers.
https://valid.x86.fr/cache/banner/22t8mi-2.png IGN @SexyMilf Last edited by ProGameZ#7389 on Aug 25, 2022, 5:22:37 PM
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" no |
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I disagree with the changes outlined in this post.
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