New resistance mods feel bad and the meta is as stale as ever.
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I think this patch is kind of a flop. League is interesting, but these changes weren't enough. (League doesn't really work for me either, because my standards for Roguelites are HIGH and you just didn't reach that bar.)
New mods feels crap. Reflecting freeze/shock/curse onto yourself isn't fun. High resistances aren't fun. They're cheesy way to kill the player or slow the player. Very lacking in creative design. You caved to the Reddit-community and now your core monster mod pool feels like shit. Good job, at least your PR team is happy. To be clear, I loved the last system you had in place. It had depth, glance-readability, defense/offense balance, rare-monster hunting, and clearly just way more man-hours than the current system. Now you have: mod-clarity, no readability, no monster damage, and generally mobs that take forever only to yield a random amount of nothing. How the fuck everyone thinks that's better is beyond me. I clearly don't belong here. Didn't feel like I belonged to the community and now I don't feel like I belong in the game. I'll naively hope that this is all just bad placeholder decisions until PoE2 comes out. Last bumped on Dec 20, 2022, 8:08:38 AM
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The resist mods definitely feel terrible. They're just a dice roll on whether they mean anything to your build, and aren't really interactive in anyway even when they do.
Would've been way better as a smaller general resist mod. Instead of arbitrarily punishing using a specific damage type, that would still bring value to -res and penetration. First two days I was happy, thinking they'd removed the weird annoyance mods, executioner and droughtbringer, but then I started running into the main effects of those too. If those mods end up being a problem, the counter play option is to leave the fight, which is just not interesting gameplay. God touched are still the best mods they have on anything. Not random annoyance, don't punish you for playing a specific type of build, let you play around telegraphed AoE, and don't force you to spend unnecessary time dealing with ground effects or volatiles on your ass. |
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" With the old system, each AN mod tended to have 4 mods in each of them, meaning you could potentially face a rare with up to 16 total mods. In situations where you fight an essence mob at T14+ maps with 5 essences and 4 AN mods on it, you're potentially fighting something on the same health and damage scale as aspirational bosses, but getting fuckall loot for the time spent. God help you if you try making a Metamorph with 5+ AN mods. GGG took those mods and split them up, meaning you'll instead fight a monster with up to 4 mods from a heavily diluted pool which may not synergize well together. With the new system, you're far less likely to run into a monster that has each high elemental res mod than you did before. You're less likely to run into one spawning toxic balls, volatile blood, or heralding minions. You're less likely to run into one with ridiculous damage reduction paired with high regen. Yes you can still have incidents where there will be a rare that's a bitch and a half to beat, but those occurrences are a lot fewer and far between than they were last league. I'm definitely feeling it in Sanctum after managing to make it to low red maps on nothing but a 4l. The old AN system would've kept my ass on T8 due to being unable to afford better gear. PoE players: Our game has a wide diversity of builds. Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build! And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley Last edited by Pizzarugi#6258 on Dec 20, 2022, 9:46:09 AM
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