it's a job not a game

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Rippster wrote:
I think one of the problems is that the GGG design philosophy is to force you to play the way they want you to play instead of providing the freedom to choose between many options via various design options. If they really wanted more players to enjoy the game the way we want to play they'd buff non-desirable skills and create more avenues for player build freedom.


Literally the best ARPG in the market, with the most freedom by a mile to do whatever you want, build whatever wacky build you can possibly imagine and do the content you want and someone says this.

"I'm playing LA for the 10th time, poe has no build variety!"
Last edited by Satan on Feb 10, 1692, 10:00:00 PM
You know that.....you get to control your own experience with the game. If its no longer fun, then don't freaking play!!!

If you are complaining that it is a "job" and not a game then you have failed yourself. No one else can control what YOU do with your time.

Also gotta say.....if it feels like a "job", you have absolutely no experience working a real job.
Last edited by mefistozxz#6750 on Sep 26, 2024, 4:47:15 PM
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mefistozxz wrote:
You know that.....you get to control your own experience with the game. If its no longer fun, then don't freaking play!!!

If you are complaining that it is a "job" and not a game then you have failed yourself. No one else can control what YOU do with your time.

Also gotta say.....if it feels like a "job", you have absolutely no experience working a real job.


Maybe they work a voluntary job with no salary? :)
The opposite of knowledge is not illiteracy, but the illusion of knowledge.
^that's also somehow the opposite of "game"....I never knew that these two things were mutually exclusive.

And I know you were joking, but volunteering literally can't be a job. For something to be a "job" it has to be a PAID position. Those actually ARE mutually exclusive.
Last edited by mefistozxz#6750 on Sep 26, 2024, 5:39:00 PM
for some people, poe is their life.
a short game isn't what they're looking for
age and treachery will triumph over youth and skill!
For those of you saying this league has made characters tankier then before.

How tanky can you be when map mods remove all leech, all regen, 75% reduced block, 50% reduced physical damage reduction, 90% reduced evasion, 100% reduced defences if you have certain charges up, 100% reduced recover (this is redundant and the same as no recovery, so essentially 2 separate rolls that effectively do the same thing just makes maps more likely to have a roll like this 99% of the time). I have included only a fraction of the mods which make up 99% of mods present when trying to roll maps for higher quantity and rarity.

They also removed phy taken as other element and added crushed status which is just phy pen with a new name.

Like yes I can agree running white maps you will be tanky. Good lucky progressing a character at 1000% reduced currency generation. (I'm being very conservative with the 1000% btw)

That grind wouldn't let you see any currency to progress a character in a season let alone the year.

if a season is 3 to 6 months, and to farm a mirror worth of currency takes 2 years, how many people would grind out white maps then?

yes they got beast farming, essence farming. But then if you want to beef up those strats to get more out of them, gl in an 8 mod map that removes typically 4 out of 5 defence layers 99% of the time. ironically the only thing in the game that overcomes mods that remove 99% of your defences is just dps. So the best defence is off screening with a bow character or other off screen projectile with nothing more then dps built in.

these problems exist due to the ideas of the developers. those ideas will be transferred over to poe 2. those problems comes from designers not the game.

Poe 2 will have the same problems just a different flavored game.

They are relaunching a new game. In hopes to overcome their lack of designing a game more people are enjoying vs more people are getting turned off of.

they are trying to appeal to hardcore gamers whom play their game and show off the goods and make "it look like fun" then when someone tries the game, not knowing that there has been a tremendous amount of hours vested by enthusiasts trying to help GGG's game be more understandable. GGG continually introduces unknowns into the game and depend on the enthusiasts to invest hundreds if not thousands of hours putting together tools, or information to make it possible for the average playing to even make it to maps and feel like they are getting the hang of the game.

in reality the average player will never make it to end game content nor will they ever really engage with uber bossing, or any high level content as it's barred by time commitment, knowledge know how of game mechanincs, currency generation, character compilation, gear accumulation and so forth and so forth.

So when i mean a job, it really is a job. You have to do all this prep prior to even feeling like the game will feel good.

I've helped very new players get going, as fresh as helping them get their 1st 6 link with tainted currency. And their main fustration is they kept dying and they just dropped their character, and then looked online to follow a build guide. Why is the game constructed in this way? they the only way it feels good is if someone who played before took the time to explain how this game works? Why is the attitude "leave it to our loyal volunteers to explain our game to new people". They really lean on people in their community who volunteer their time in tremendous amounts to decipher a game that the developers actively try to keep parts of it secret. It's like GGG loves to see people squirem rather then have a good time smashing the monsters in it.

Being a glass cannon is like playing a game with all the cheat codes on. Things that just disappear before they show up on the screen I guess is fun for maybe 10 minutes.

I mean I guess you see the boss for a few seconds and then he is dead.
at least that ignores the minigames installed in boss fights.

I come back to the point of why go through all this time and effort to make defense mechanics and then put maps mods which on average remove 4 out 5 defenses 99% of the time you try to get any level of juice into a map.

as a suggestion, if GGG put out a survey to figure out what people wanted for items, defences, character skills, or whatever. With a community so engaged with providing useful tools to make the game "playable" they would at least be able to find out directions to build towards that would appeal to their community vs guessing what will be cool or be interesting. This would also build a strong relationship with their community because the community then would feel their input would actually matter.

Of course 99% of the stuff here goes on deaf ears. but the hope is that with the 1% it helps GGG be able to grow the game in a direction their community actively speaks towards instead of them trying to "think and guess" how their community wants the game to be designed.

I do look forward to their continued success. The survey suggestion is one for business in real life which is totally applicable to helping them find out how to appeal to their player base and grow player retention and engagement. So far they are guessing and hoping things turn out. The survey will help them not get leagues like lake of kalundra or gravekeeper.

Anyways hope amrk or someone from GGG looks over these posts. I do believe the survey would be of tremendous help to them in realtion to developing content or designs.
^
Agree with pretty much all of this, the reason I play a glass-cannon build is because even if I had any defenses almost all map mods get so ridiculously scaled by atlas modifier effect(which is basically mandatory now if you want good loot from t16s) that stuff like 60% less recovery becomes 100%, so essentially the same as cannot regen. And many other mods become worse like that. It's just easier to instantly delete the enemies and bosses in this game than to try and make a tanky character when you're just gonna die 75% of the time to random oneshots anyways no matter what you do. And I'm talking about an average leaguestarter where you invest max 100 divines, not multiple mirrors with perfect gear.


And I've also thought an in-game survey would be great for the game, it would let players actually give feedback directly while playing the game.
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tafonso wrote:
For those of you saying this league has made characters tankier then before.


They are, the fact that determination/defiance banner and grace have now been completely not required or a staple of nearly every build tells you this.

Tankiest 2h user, twice, and summoner I have ever made.

Working on a retal build that will probably be just as insanely tanky.


Again, this is another example of where its probably true for you but not really true for people that play this game.

Much like Melee-bad, New Spectre-Bad, T17-Bad, Veiled Drop rate-Bad. These represent a very small and struggling skill-issue wise playerbase, that no matter what changes happen, simply cannot acknowledge work to be done on their end.

If you need any more proof the most popular builds this league were all insanely tanky. There's even a thread complaining about how silly Trickster has it at the moment.
Mash the clean
"
tafonso wrote:
...


I agree with u on one point and that is new players. It is certainly hard for new players to understand defenses in PoE. It's also very misleading how physical damage reduction and even chance to evade is shown in the tooltip. I really hope GGG improves on that for PoE2.

Other than that I still disagree with ur opinion. Maybe it comes down to definition of "average" player, but u can build a very well balanced character in this game and I'd argue it's even the best state it's ever been in.
I've only built 2 characters this league, but both are very different since one is melee (slam) and one is pseudo range/melee hybrid I'd say. (Wintertide Brand)
But they are still very durable and in most cases hard to kill.

Both builds have different strenghts and weaknesses and so can tackle different map mods. Also Recovery and Regeneration are not the same in terms of map mods. Some builds can run one, but not the other depending on their way to get life/mana/es back. Map mods always were a currency sink and the more ur build could handle, the better.

I'm not a fan of glass cannon builds btw., played one for Sanctum in Affliction I believe and it was horrible to level him. (couldn't do sanctum until a certain point) The damage was fun for a bit, but overall the character was boring to play.

/edit: Also keep in mind PoE was never meant for the "average" player, so of course the bulk of PoEs endgame is not designed around those.
Last edited by Sadaukar#2191 on Oct 1, 2024, 11:23:56 PM
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vio wrote:
for some people, poe is their life.
a short game isn't what they're looking for


and so many of these people are forum regulars...this is why every thread that suggests making the game a little easier or less grindy, gets shut down immediately.

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