Following up on Recent Feedback

You know that you could make reforge keep pre/suf cost 50k lifeforce + oshabi and nobody could really complain right.....
Or 20k without oshabi, or 100k + 5 oshabi

Like, for sure there is a price tag that makes this balanced right

For sure there is a price tag that makes old more likely balanced right
its been a while that you guys launch a league without obvious QoL in the mechanics and after 2 weeks you implement that, you need some average players in your test team to help fix these things before launch. and i trully hope that POE 2 (4.0) its really made from scratch, without this patchwork code that is POE right now, at least you said on exilecon.
Lake in this moment feels like a waste of time, takes about 7-8 maps to build one lake.

The only island that really feels nice, is.. of course, paradise (PLEASE, DON'T NERF it!) And it would be awesome if you guys make it at least more common, its the only actual Poggers tile to run.

The essence tile is fine, but every other give almost nothing related to what you actually get from a map with it. For example, one expedition on a map gives you way more currency than one expedition in the lake that took you 8 maps to build.

The reflection feels really bad as well.. again, 8 maps to get a shit ring/amulet 90% of the time..

The biggest problem with the lake right now is how long it takes to build a lake, in terms of what it can give you. I think the solution would be to make the reflections appear more AND with better chances of good outcomes. Also, the chance to 'pick 3' in high-level maps should be standard.

Now about why I think so many people quited this league:

Overall, I really like how fewer trash items are dropping, but the difference in between a juiced (chisel, alchemy, chaos) to a not even alchemed one, is ridiculous low. White and yellow maps dont drop shit, even if you full juice it. Something's wrong, especially the white ones. And this is the main reason why so many people quitted, because the campaign drops are terrible now, not even alchs dropping..(no joke, I ended act 10 with 8 alchs, 2 chaos, 18 alterations). Than you get to the maps and the first 25 maps still terrible. Red maps are okey.. but the other ones...

Well, this is my take about this league, I hope and I believe that you guys will manage to make it nicer, everything else is good. I'm looking at you QoL team, nice job with the highlight trade thing.

Oh, I almost forgot.. WHYY, WHYYYYYYY KALANDRA IS A BIRD? with no lore, no boss fight.. I can't get over it. This league could be called The Lake and thats it.
Last edited by MTheGuy#2296 on Sep 1, 2022, 11:35:34 PM
Regarding Archnemesis and Horticrafting...

Is there a possibility of going back to that Heist/Talisman thing where Rare Item drops were more likely to have good rolls?

I mean, I think if 90% of drops WEREN'T filler trash just to make the desirable drops rarer, people might be less obsessed with criticizing the increasingly-difficult-to-balance gamble of risk/reward difficulty and RNG.

A lot of people filter out rare drops, save for specific basetypes and/or itemlevels. Crafting becomes the Endgame obsession -- either to make a build that is capable to completing the most difficult content, or to min-max a build that already has. I don't know what percentage of players actually make it this far, but I certainly never have, at least not all Endgame content in a single league.

Would it be possible to have Rare Items that drop from Archnemesis monsters or just Bosses perhaps, drop with increased chance of "good" rolls? Or maybe just item level 85+ or only from pinnacle bosses, something? Only on drop -- chaosing the items would act normally like any old item, but the initial drop rolls rares with a batter chance of only getting like, maybe the top half of possible mod tiers for Bosses, but the top third tier of mods for pinnacle bosses?

So long as using chaos orbs on a 20% 6-link itemlevel 100 chest can still give me tier 9 mods alongside tier 1 mods, yeah, I'm gonna want those great Harvest crafts back.
"
We understand that there is a call for us to bring those crafts back but it isn't really possible while allowing Harvest to remain tradeable.


I'm sorry but I can't sympathise with this concern. Harvest was always "tradeable" but via services. Balancing around trade leagues also hurts SSF.

I'm no game designer but it seems like the happy medium is to somehow keep the lifeforce mechanic but go back to being non-tradeable. Perhaps a meter like the original Harvest league, or the same way sulphite is stored?
Guys, If you have to start turning off AN mechanics so they work in specific content...

Please, just cull the bad designs. Remove the RNG on RNG effects and massivly improve visuals so players can see what effect each rare has before they start using it. This is esp bad when you have 4k in MTX. There's little visual indication and absolutely 0 audio indication.

What are we supposed to do with that? AN is unfair by nature due to this.
Specific situation will just amplify the underline problem with them.

- Blight is a nightmare. RNG paths, RNG AN, RNG Bosses, RNG resists.
- Heist is literally 10 AN on the screen at once.
- Delirium same as Heist but with extra AoE booms.
- Metamorphs are just auto block on the Atlas.

I just don't understand why decent leagues like Ultimatum and Scourge were left out for... This.
"Never trust floating women." -Officer Kirac
Archnemesis are still too hard.

I have 3.5k life and capped resists and can't kill an AN on a T1 map with minions. In previous leagues this wasn't a problem.

I have played minions since closed beta and this is the first league that I am going to quit without completing my atlas.

I know I am casual and probably bad at the game, but obviously you broke the game for me.
Last edited by Gymrat313#1427 on Sep 1, 2022, 11:33:52 PM
sounds interesting, can't wait :)
I am very close to quitting POE. Everything is going in the wrong direction. Game was challenging enough without Archnemesis and reduced loot. Market is so screwed up this league.
revert harvest changes.

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