GGG ty so much for listen ppl but still core problem not even fixed!!
" 100% thats why hope GGG will rethink it and change back also rly wanna see massive nerf to AN and remove some ability of AN or nerf their ability too as its insane stong and builds destroyin Settlers master craft service Settlers My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch Settlers veiled crafting all service all crafts mods Settlers SC master craft service Settlers SC craft mod! Veiled crafting Service Settlers craft PM: TreeOfDead |
|
" \ /sarcasm on Because none of my RL friends want to play this game because the game is to dread-full and therefore no-one should have this bonus. /sarcasm off The bonus of difficulty increase is not weighted equal to bonus in rarity e.g unique monsters 6 party has an increase of 500% should be way more because of all the extra buffs the party has. So effectively that group does a shitload of more damage compared to one person who only runs defensive aura's. Not to speak about the damage itself, a group of 6 has alot defensive aura's, yet receive same damage as 1 player. |
|
TOD, they wont listen tou you anyway, its All About money trust me:)
|
|
upd
^ 6 man party with full mf rarity vs some dude who just plays normally. The difference is so enormous it makes it impossible to properly balance the loot drops. so just REMOVE MF or make it HARD CAP so 3-4man party will 100% cap ONLY from party bonus BUT 1-2 affix on gear also will get same bonus. THIS WAY its MUCH EZ TO BALANCE LOOT SYSTEM! discussion here https://www.pathofexile.com/forum/view-thread/3300869 Settlers master craft service Settlers My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch Settlers veiled crafting all service all crafts mods Settlers SC master craft service Settlers SC craft mod! Veiled crafting Service Settlers craft PM: TreeOfDead |
|
-1 ex/divine change because it makes sense (most of this game is actually quite sensible)
-1 making archnem too easy (nobody killed rares before) now they're mad they cant? -1 to removing tormented spirits/rogue exiles, the rogue exiles are a big part of the game and a huge immersive element for me and the tormented spirits while some may think them useless they are actually one of the most powerful farming mechanics in the game if used properly not to mention they make for one heck of an exciting boss fight once a few of them posses a unique. +? on harvest changes in any direction, i like the new system but i see a lot of others do not seem to like it, perhaps it can be adjusted and kept mostly as it is now. " We've been getting more defenses than ever before lately, Petrified blood i mean cmon. -1 to party bonus being removed, none of you can possibly be serious asking for a core game element to be removed +1 to improving crafting though as to how to do that may require a lot of debate since not all of us craft in the same ways. +1 to making speed less of a detriment in some areas of the game (i do think we have a lot of options here but i also play a guardian who gets free onslaught) so whatever, being slow SUCKS period. -1 to aurabot cursebot being nerfed, this again is a core element of the game, Why should party play be punished because people are unwilling to play with others? I join public partys all the time that share loot and there's no issues. +-? Not sure how i feel about removing debuffs that slow DoT +1 to keeping things slow +1 to some quality check on a few AN mods but again (nobody was killing these before) i don't feel like people should be getting so angry that they cant kill these when the majority never did anyway. " Simply not true and I'm going to call this out every time i see it, Literally nothing would change except groups of people who actually do group content would come out and be very pissed off, probably a lot more than the stupid divine/exalt change which actually makes sense just like how party works. Pretty Please TreeOfDead consider how this will affect the core game the very "definition" of PoE and how it will affect others too, a few of these would literally kill the game a lot faster than divine/ex changes or Archnemesis in my opinion. Innocence forgives you Last edited by SilentSymphony#3358 on Aug 26, 2022, 10:25:45 PM
|
|
upd
^ Extend leagu timers for the leagues which have them or more ideally get rid of them altogether! like everywher that has timers pls remove OR HIGHLY extend timers! Settlers master craft service Settlers My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch Settlers veiled crafting all service all crafts mods Settlers SC master craft service Settlers SC craft mod! Veiled crafting Service Settlers craft PM: TreeOfDead |
|
" I dont see any arguments why mf should be not gone and i read some of you´re past posts about it. People are pissed of over and over again, they came back and the game still hit good numbers on league start. That mf is a core mechanic doesnt make it a good mechanic. No one will kill group play. But it should be in line with solo players. The top groups (each player in the group) should get the same strenght/loot as the top solo players. Which is not the case. Group play is faster and stronger. You also dont need a well rounded group. Aurabot is easy to make and in the past the other player has HH. Mf can be good for low tier content, but it should not reach endgame content. There is no reason to play another build then mf, if you can get double the loot with mf and kill the same content. Which is the case atm. |
|
" If targeted farming for the main currency rather then lucky drops were available... yes, I would agree. Not the case currently though. " Sure, keep AN... not in maps though as a mandatory thing to run. A loot based hack&slash needs a distinct balancing. You need to be able to demolish the content you're running before tackling the next part after building up. Also you need to be able to gear up in a sensible time-frame to attempt the next step. At least for the core progression system (maps). This currently is not the case, hence it's broken. " They both need a massive rework. I'm generally against removing any part of the game. I'm always for expanding existing things, or leaving them on the side until their power is reigned in. Releasing vastly too strong mechanics is a very very bad mistake on a dev's side. The Tormented Spirits are only able to be farmed for specific builds, any build which has an AoE clear which goes off-screen regularly or auto-aiming things break the whole mechanic entirely. This is unacceptable. " I like the new mechanic of Harvest. The removal of essential functionality of it though is once again... not acceptable. The community repeatedly said that the game needs more deterministic crafting options to go away from being a simple casino for that part, allow to add depth rather then brainless repetition in the hopes to get the jackpot. This change goes actively counter to the wish of the crafting community and hurts players along the whole range with most not even realizing the vast difference for their own game-play. " Rather then a proper normalization of power-level for both mobs and players GGG has exponentially increased that part for mobs. So no, that argument is simply not valid. " I agree, it needs a re-work, did since always, GGG never addressed it. Literally their own fucking fault it crumbled on top of their heads. The issue was known but never tackled. No surprise shit's on fire hence. " Functionality and uniqueness for mechanics rather then simply adjusting RNG ranges. We have plenty of options which have been removed from the game throughout the existence of PoE. Harvest crafts. Bestiary crafts. Fossil mods. Many of which in the current state of the game would pose absolutely no problem to be re-implemented, actually the contrary, by now they would turn out to be a net positive. Instead we have 'gamble here... a bit differently. And here? Well, another RNG range simply'. That's lazy as can be and you literally always have a single superior mechanic rather then a range of viable ones. " Then the mobs need to be balanced accordingly. The speed doesn't allow to read, hence it needs to be visually glaring even to showcase what a mob has. And if that's not possible because of visibility issues then those mods are not allowed to exist. You can't have both. " That's why the functionality on how parties and IQ/IR work from the basis is needed and overdue. " I get fairly pissed off when my Essence of Hysteria which I tried to farm up is blocked behind a mob which will literally take 5 minutes to kill, with the knowledge I just got fucked over by RNG rather then it being a general choice. I get even more annoyed if something like this happens regularly. I don't care of others can or can not do it. I only care if my character which is set up to literally one-shot map bosses in that tier is able to decently kill them. " Both are broken mechanics in the current state of the game as mentioned above. For parties it's the loot pinatas GGG made out of AN right now for example. The whole system is and was always broken. " Oh yes, many of the named changes are senseless, but the issues behind those 'solutions' he provided are often very glaring. One can exist without the other. And yes, the core game is affected now with people leaving droves. It's the worst league retention since the existence of the game. The last 2 years generally were rough for PoE in terms of retention... but this is beyond rough, this leans towards stiffling. 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. |
|
Hi my name is smudge de Judge and i vote for the damn TreeofDead!
|
|
Reasons why AN are bad for the game:
They are too random to be balance and impossible situations. Create an unwelcome spike of difficulty that hurts casual players. Unfair deads create an stagnation of character development that make players quit. They break Delve, Bright, Altars, ... Concentrate the rewards on high risk monsters, that no all players want to face, dries out the rewards on other activities. Very few players know the meaning of gargantual, frost weaver, etc... and they don't know what are facing. Encourage one particular meta hurting diversity. Reasons why AN are good: Hardcore players need a challenge??? Last edited by B00b#4465 on Aug 29, 2022, 4:14:43 AM
|