GGG ty so much for listen ppl but still core problem not even fixed!!

"
Delamonica wrote:
Wtf is you problem with Exile and ghosts?



Apparently the "CORE PROBLEM" with Path of Exile is that it's haunted.
"
xjjanie wrote:
"
Kulze wrote:

6-man groups don't have a higher difficulty for the rewards they get.



Are you sure about that? When was the last time that you played in a party?


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.
yep
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.
"
TreeOfDead wrote:
^ talisman; rogue exile; torment spirits STILL SOMEHOW in core... why they needed? just remove it alrdy pls!

^ harvest still miss MAIN crafts for examp keep suffix/prefix; aug fire/chaos/cold/etc; remove fire/chaos/cold/etc; etc

^ party extra bonus can be deleted/removed or nerfed by alot

^ add REAL craftin alrdy!

like u can upgrade craft bench to max or progress veiled mods to be in row with mods from gamble (like T1/T0 mods etc) u can balance cost for adding new mods in craft bench and how fast ppl get it

^ balance move speed somehow... so default ms not as slow as tired old turtle and max ms NOT as super sonic on boosters

^ aurabots/cursebots should have less effect in party

^ remove most debuffs that slow down and DOTs

^ how slow down ppl? ez just make REAL crafts, like add ALL mods to craft bench with balanced cost and how/where ppl get those mods (from veil items or somth) buff most mods on gear and nerf gems! thats how slow down game

^ ADD mobs HARD cap! if mobs has HARD CAP on attack speed/cast speed/move speed/dmg/etc etc etc game would be SO MUCH BETTER and more balanced! also why mobs don hav hard cap on dmg reductions and max defence too? we have caps while mobs DON HAV ANY??

Play torchlight or D3... xD it's without things (up)
Last edited by modemwarr on Aug 25, 2022, 2:32:46 PM
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
"
SAVAGEisReal wrote:
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


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.
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 on Aug 25, 2022, 5:22:37 PM
"
Bro this has to be troll...
Can everyone stop crying and start playing xD


no
I disagree with the changes outlined in this post.

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