Path of Exile: Settlers of Kalguur Teasers
I like turtles
|
![]() |
Of all the quests that could grant that one bandit passive... hand? Really? Why not Great White Beast? Great White Beast is GREAT.
|
![]() |
" I am aware what i wrote, again my disagreement was as stated, regardless if it was understood or not. you can accept that or not, but i believe i have a certain advantage about knowing what i meant or not ;) Not sure what you bring up the whole 'nerf' thing again, we already agreed that nerf and viability are different things. We disagree on the viability of the options pre and post 3.25. Which is fine, the future will tell. Again I dont think its as clear cut as you make it sound, but we will see if the end result will be more bandit choice diversity or not. I half agree, or at least sympathize with your point about making the optione more 'unique' in usage instead of general useful buffs. I can understand why GGG went with the general approach, to not open up another 'bandits only for corner cases' situation, but i also think it might have been more interesting. |
![]() |
Okay, VERY nice change with Simulacrum farming.
I've been wanting this change for so long... EZ Clap |
![]() |
Could you add some more space in Simulacrums too? It's a bit too tight, with Kosis creating bubbles everywhere...
|
![]() |
Quit crying about bandits game is fine as always
|
![]() |
cool change. Simulacrums is boring af.
BringBackTota
|
![]() |
Something that seems very obvious to me regarding the bandit changes is that it is intended to make the campaign important. It seems that GG want players to chose one of the three bandit rewards for early campaign, then respec them later on.
Definitely a missed opportunity to add something truly valuable to the bandits quest, but then a quality RPG would provide a genuine decision point by tempting players with a really strong power, but then consequences for supporting a bandit would play out through other quest lines. Here, you get lip service and an inability to carry through a concept. The same with compelling players to engage with content that has been left behind and not really relevant anymore (cough, Lab, cough). Rather than make the gameplay interesting and compelling, they just whack an incentive at the end of it, forcing players to pursue it. Once again, poor design and sunk cost fallacy driving decisions. We seem to have strayed a long way from when GG streamlined portions of the campaign because they didn't really add anything to the player experience. I am certainly reluctant to laud GG for any form of QoL improvement when they are well overdue, still fall short of genuine quality, there are many more issues of greater importance that remain unfixed, and when some of these teasers are just change for the sake of change, not really adding anything to player experience. I just wish they'd stop frittering around the edges and actually produce some meaningful content for PoE instead of using all our payments to produce PoE 2. |
![]() |
" Redditor player found. |
![]() |
Simulcrum change is kind of meh for a vast majority of POE gamers. Hey GGG, how about some more changes that are good for everyone, not just the top 3% or less?
|
![]() |