What Happened with Items

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ogur4eek wrote:
What i want to see is Chris going from 0 to Uberbosses , on stream ofc. Just to get an idea what his vision is and how it works on players


Exactly this. Less talk, show us on stream how YOU would play the mess that is your game right now and backup your comments.
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I… didn't actually understand the impact of the change. It was mentioned to me in passing (that we were removing the league monster bonuses and replacing with just quantity), and I didn't ask any more questions. I was busy, distracted, and should have sought more information. Had I understood the consequences, we likely would have still gone ahead with the change, but hopefully with better communication and maybe some pre- rather than post-release counterbalance elsewhere. This is a massive internal communication fuckup and I take full responsibility for it.



That's a great position. I believe nothing speaks about lead dev more than his willingness to take responsibility for his work. How could you not love this guy?


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For example when playing Breach, the reduction in currency items found is around 7% (when comparing 3.19.0d to 3.18.1f). In 100% Delirium maps, the difference hits 17%. In Incursion and regular non-league content, you'll find 25% more.



Nope. There is something wrong on your side, maybe you testing it wrong. I don't believe it. I played this game long enough to understand that this league was far worse.


Also, I think that GGG misses the fact that their most valuable asset - is trust of the community. Why people buy MTX, why people invest into the game which they can't really control.

Because we believe you and in you, guys. Even if it is shitstorm - to be transparent is the best way.
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For regular players who are just alching their maps and adding difficulty where they feel they can handle it, we think that drops are in a pretty good place after this week's changes. They should have been like this at release, and I am deeply sorry that they were not."


Ah. Ok.

I just did 10 rare maps from T8 to T10. My best drops in those 10 maps were 2 alch and 1 chaos orb. I'm not joking. And this is not me being crazily out of luck.

You think this is fine ? I feel like not dropping an ex or a divine per map is pretty okay, but not even an alch, chaos or vaal orb ?

Ok. Then if drops are in "a pretty good place now" to your perception, I'm assuming very little change is going to come (if there are any).

I tried to brute force hoping you would get your shit together even when everyone of my friends stopped already but this is the end of the league for me. Probably of PoE if it stays that way in the future.

Thank god D3 new season is coming out today, and I can't believe I just wrote that. It's trash, but it's at least going to bring me a few days worth of fun, which PoE's new league hasn't been able to bring me for a few hours.

See ya.
great the drop is intended after the patch, i cant barely sustain my alch to use for my maps hahaha
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This is a massive internal communication fuckup and I take full responsibility for it.


I'll buy an MTX now just because you acknowledged and took full responsibility for this.
Last edited by OrganicPotatoes on Aug 26, 2022, 6:14:17 AM
Maybe stop coping with your philosophy and start analizing what happens right now and move from that?
Thanks for the clarification, Chris. As a solo player this league now feels exactly as I would expect any league to feel.
I played both SC and SFF so the first few days is hard to sustain currency feeling okay. But after 10-20 white map I could see that the nerf to loot is quite obvious and clearly. I understand the nerf and it feel okay now after the patch but it'll need to take a while to get used to it.
However I think that the drop are too focus around Archnemesis. I like the idea of Archnemesis but I think the way it was implement not in the right way. In my opinion, Archnemesis should like an extra content like breach, strongbox...... Sometime we get one rare with 1 or 2 mod on it, make it special (exactly like rouge exile or rouge metamorph). Then we have passive tree to increase number of mod, chance to get, number of monster on map. Also get a keystone for turn all rare to have Archnemesis mod in exchange for more chance to get top tier mod like Innocence-touched, Kitava-touched.....
I think this way of implement of Archnemesis is good overall and keep it unique. Hope my idea help you developer figure out something.
And I really miss those jewel implicit please bring it back to harvest.
I have read it twice, just to make sure, that Iwhat I write is written on cool head.

Firstly: I like, that Chris is admitting openly mistakes.
BUT I strongly dislike that basically the only mistake he is admitting is the lack of communication.

There is zero, totally null, complete lack of understanding WHAT made a lot of us unhappy, frustrated, even angry.
There is not a single one "we made a mistake in the choice of direction", no, for Chris and GGG everything done is correct, it just had to be communicated better.

If this basic understanding, that the majority of players, of PAYING CUSTOMERS are not willing to play and to pay for this "direction", vision and whatever selse they want to call it, will not appear soon - the game will become unprofitable and will be turned off.

I am writing it specially for all those "boowoo you all whiny, go away, dont play it"-individuals. We all leave - the game is done, for good, perhabs only in china will continue to exist.

Secondly: In this looong post there are not a single mention of other problems, that are called out in nearly EVERY adequate comment here, on reddit, in steam, in youtube: Minion survivability, damage output of the new rare monsters basically oneshotting players and AGs, permamnent nerfing of everything that makes fun for not small part of players, harvest crafting becoming some blank shadow of what nit was, economy problems due to the switcharoo of exalts and divines and so on, and so fort.

We, the people, who repeatedly asked for some EXPLANATION, reaction, acnowledge of basically existence of us, are ignored. And we are not just some dozen people in some reddit subpost.

It is... frustrating at least, simply being ignored.

At last, my personal vision.
I am in minority here, but i actually like the archnemesis concept. I understand, why GGG went in this direction and i Bbelieve, that IF POLISHED, it will be a great addition to the game, rare monsters in some cases will be fuullgrown minibosses. But their reward, survivability and damage output are ridiculous.
Still, i do not agree with the callsto remove it. Polish it, paying attention to your PAYING CUSTOMERS!!!
Now to nerfs.
I play since the introduction of Strongboxes i believe, in the time when there were 3 acts only, that was the time I played POE first time.

And i remember well first time i learned about quite a big nerf to minions, i was pissed as hell. But I understand now, that for balancing and as a game that gives maximum freedom to players in choosing playstyle (like a witch that uses twohanded hugeass axe and meelee skills, whatever), you cant allow that some builds are per se always stronger.
I just find your approach to this problem in core wrong.
Instead of making every strong skill weaker to adjust thew equality of builds and skills I would make all other skills stronger and then the enemies aswell. Pushing upwards, not downwards!
Yes it is a little more complex than your approach.
But the result would be that from league to league we would see bigger and cooler numbers in allkind of different builds!
We would get not our favourite build getting weaker, but other builods getting stronger, those motivating us in pursuing better stats, than forcing us out of frustration to move to other builds!

I am currently learning gamedev in unity, and i have learned from you, from what i see your mistakes. FOr that i am grateful.
Do you play your own game? But do you play seriously?

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