What Happened with Items

Chris you have done this song and dance too many times.

Nerf things to death.

Un nerf it just a bit.

"all is fine nothing to see here"


[Removed by Support]
Last edited by Isaac_GGG#0000 on Aug 26, 2022, 6:04:58 PM
I'm unsure if anyone is reading these posts, but I've been a player who has played on and off since the end of 2011.

Some of my best friends played this game, and I had such an incredible time with this game.

Currently my life has been too hectic to submit the kind of hours needed for me to reach maps and have the kind of enjoyment I had with it previously, but honestly I didn't have a problem with the way the game's loot system worked before.

Juiced maps were for people who could afford to put in crazy amounts of time, and had groups set up to do efficient party mapping. Why is it wrong that people in those positions get more loot? Isn't that scaling the difficulty with the rewards?

Upon reviewing your words Chris, it seems very out of touch with the community, and as someone who doesn't play the game very much, the understanding of how a game feels would escape you.

Please do us all a favour and roll back to the previous way loot was being generated, there was nothing wrong with it.
Last edited by Vorde#0901 on Aug 26, 2022, 6:09:37 PM
Chris should resign, he doesn't understand the game anymore, the game hasn't been this hardcore thinking man's game for over 5y.

You taught us to like zooming through maps, with delirium, beyond, delve, and all the other leagues that emphasize speed and fast clear. Now you want to take it away because you want the game to be slower.

POE is not that anymore, if you want that game make another one. The POE community doesn't want that anymore, and it hasn't for years.

Just step down and let somebody who actually cares about the current players opinions and tastes take over and direct the game.

I like hardcore games but POE just isn't it, if you want that game make another one or release some POE classic variant.

Let us enjoy the game you made as you taught us how, rather than forcibly molding it into something we don't want and shoving it down our throats.
Everyone is talking about absolute endgame content. Nobody talks about how the changes are for newcomers and returnees.

Maybe I'm even speaking for a lot of casuals, new players and returnees who aren't otherwise heard because they don't deal with the game so much that they write forum posts or have a voice in the community.

I've been a returnee since this league (last played in 2018 and before that in 2012) and although I've been reading up on all the new mechanics since the beginning of the league, I don't have the knowledge and playtime to add rarity and quantity to my character as it seems is necessary for a divine to drop from time to time.

I'm on the yellow maps now but I'm worried if I'll get enough currency to improve my character at all. From past PoE experience, I was able to at least trade a little currency to buy part of my build.

But a friend of mine who I persuaded to play PoE stopped after 2 days on the Atlas. He's just a beginner. He said he doesn't have any currency to improve his character and that's why he doesn't feel like it anymore.

With all the changes, please also think about how it will affect beginners and returnees.

As a casual, I would wish that I could find some currency during normal play, e.g. when I unlock the atlas, so that I can regularly expand my character.

Many greetings

(PS: Don´t forget to look at my item forum-Shop in the signature. Perhaps you´ll find a good item you need.) :D /Oldschool off
Antiquities from the early days of Path of Exile

http://www.pathofexile.com/forum/view-thread/165953
Last edited by Mahariel#0067 on Aug 26, 2022, 6:24:27 PM
Those changes feels extremely horrible, getting level 100 and im out
Eat Sleep Repeat
I like how you have doubles down and believe that this is still the right choice of action. Im actually quite surprised but also support the decision of the development team. If this is the vision you really want for the game so be it but your going to feel the backlash of the community that has been spoiled for years, old players will leave. New players will joins in a never ending cycle.

I for one will be on of those leaving players if things don't change, I get to play a few hours a day and that's more then some. The game feels like a slot machine. People liked that, when something dropped and made a loud noise it was a good dopamine hit. Now, we bearly feel that as like any slot machine you move on to the next that pays out better.


Im glad you guys are sticking to your guns with the changes good on you but I will be moving on to something else. I hope to see some changes in the future and will check back to see updates but playing this league or future leagues like this feels slim for me.
Uninstalled, thanks GGG for your "hard work", you lose so many players is that a good indication of how much you destroyed your game ?

Dead League

I'm sad, but here is the reality all the good things can end.
Regarding the 3 philosophies and rare monster normalization:

Perhaps the best way to achieve what you are aiming for is to make the distinction between normal trash rare mobs like we are used to and exciting loot-explosion mobs like you have introduced with AN:

- Make a type of "elite" rare that is visibly distinguishable from normal rares that can roll from a curated list of AN modifiers designed to provide a challenging and very rewarding fight, guaranteeing at least one of these loot-explosion type mods. These monsters should be restricted to specific base types to prevent unkillable/one-shot-offscreen encounters.
- Either remove "trash" rares from the game or revert them back to the way they were before. These mobs (if included) should function as rares did before AN was introduced. You can use AN mods here if you deem it necessary, but the combinations/basetypes should be heavily curated and playtested.

The key point here is to make it clear to the player that the enemy they are approaching is difficult but rewarding, and allow them to choose whether to pursue that encounter. Visual clarity is key here.

This idea does lean into the "loot goblin" issue many people have brought up, but I think it is the simplest and fastest way for GGG to remedy this particular solution.

I know that this will probably get lost in the sea of outrage here, but I think that providing purely constructive feedback is the fastest way for PoE players to make the game they love more fun for them.
"
Andvareel wrote:
"
Mahariel wrote:
"
xirik wrote:
the ole quadruple down. We want steady, reliable loot. not some EXETREMLY RARE rare mob that MAY drop us multiple divines. I personally am sitting at 600,000 monster kills this league between two lvl 90 characters and have never seen this rare mob.


Is there a way to see how many monsters i have killed?


/killed was added recently.
It might also be /kills
I forget. It's something obvious.

Edit:
It's only /kills
When you said killed it led me off thinking that was right.

/played
/deaths
/kills


Thank you! :)
Antiquities from the early days of Path of Exile

http://www.pathofexile.com/forum/view-thread/165953
The game should be exactly as the developers design it, not as hysterically screamed here by haters and Blizzard Internet trolls. I 100% agree that the game should be hard and with the exactly methods as written in the assumptions of the author of the post / game creator. If someone wants to hold a hamburger in one hand and clap two buttons and have a legend drop every minute, let him play Diablo III. This is Path of Exile, a game not for everyone, the best game in the world.
Death is only the beginning..

\\ Only HC Ruthless mode player. //

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