Patch Behaviour so Far - Why even bother playing?

As you have seen, people are unhappy with changes.
The change itself is not the problem but the execution.
People invest 30-50 hours with no broken skills to get to maps.
Then you decide to "Patch" something with no compensation.

- Change skills behaviour fundamentally and breaking characters:
-> Not able to kill groups of white monsters properly, one by one needed.
-> Not providing respec/reset for those who's characters are broken.
-> Expecting to play again 40 hours to get to maps with another build.
-> Expecting players not to expect that the new build will be "patched".
-> Making campaing and leveling as it is T14+ Maps in POE 1.

Instead of giving the Playerbase alot more time and freeway to accumulate
ressources to have easy access to other builds, skills and characters to
test them. It feels like that GGG forgot that this is supposed to be a Test-Run,
they treat the Early Access likte its a live game.

I don't see any enjoyment to level a second or third character, probably patch it.
Last edited by jakobkaminski#0365 on Dec 12, 2024, 3:12:55 AM
Last bumped on Dec 12, 2024, 3:08:38 AM
How on EARTH GGG think respecs being this inaccessible and full nerfing is acceptable I have no effing idea.
Yeah, this is ridiculous.
I was so fed up by the slog that was warrior I went mercenary, looking forward to good feedback from poison grenades, spent 20 hours leveling that, and then they nerf it to the ground.
Gold costs for respecc'ing beyond silly high.
With no good weapon and drops the only thing Merc achieves is wearing out my spacebar.

No incentive to go back for more runs, campaign is just plain boring, and a chore.
Last edited by eldheim#2436 on Dec 12, 2024, 2:54:33 AM
Oh no, a skill that I was using was nerfed!

Clearly it's an indication that I quit and never bother playing this game!!!

(c)
what do ppl expect when they play blatantly overpowered builds?
"
auspexa#1404 wrote:
what do ppl expect when they play blatantly overpowered builds?

More likely "what do people expect when they play an early access game?"

Seriously, they think there won't be balancing or something? It's just nuts.
Blatantly OP with investment... otherwise just an enjoyable experience for a change.
"
auspexa#1404 wrote:
what do ppl expect when they play blatantly overpowered builds?


For them to be nerfed, not made unusable. This wasn't simply a "we tuned this down 20%".


Time to proc CoC or CoF pre nerf- 1 white pack, almost instant.

Post nerf: Time to proc CoC or CoF- 90+ seconds, usually after killing 7-9 packs. What the fuck good is a single proc 9 packs in when your ENTIRE build is heavily invested in energy generation, retention, crit chance ect.

This wasn't a nerf, this was intentional to make it unplayable, not simply tweak the numbers. They showed us they wanted us to play cast on "x" builds with talents in monk, and on the tree and there being nodes on the tree and then rug pulled so hard. Not one build that was centered around cast on "x" is able to even kill white mobs 10 levels under your character level. Maps were a slog before due to size and narrow hallways, now every white mob pack takes 2 minutes to kill.
Last edited by Redemption6#4716 on Dec 12, 2024, 3:05:20 AM
"
auspexa#1404 wrote:
what do ppl expect when they play blatantly overpowered builds?


There is NOTHING wrong with balance changes.

However, the context of the situation means that you should consider:

Spirit gems are uniquely uncommon.
Respec points are prohibitively expensive.

3 procs on an entire boss fight.
Last edited by MyztikalD#1561 on Dec 12, 2024, 3:09:19 AM
"
"
auspexa#1404 wrote:
what do ppl expect when they play blatantly overpowered builds?


For them to be nerfed, not made unusable. This wasn't simply a "we tuned this down 20%".


Time to proc CoC or CoF pre nerf- 1 white pack, almost instant.

Post nerf: Time to proc CoC or CoF- 90+ seconds, usually after killing 7-9 packs. What the fuck good is a single proc 9 packs in when your ENTIRE build is heavily invested in energy generation, retention, crit chance ect.

This wasn't a nerf, this was intentional to make it unplayable, not simply tweak the numbers. They showed us they wanted us to play cast on "x" builds with talents in monk, and on the tree and there being nodes on the tree and then rug pulled so hard. Not one build that was centered around cast on "x" is able to even kill white mobs 10 levels under your character level. Maps were a slog before due to size and narrow hallways, now every white mob pack takes 2 minutes to kill.


I didn't look at the numbers and you could be right, but I'm pretty sure people will find a way to make the new gems work within the context of different builds

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