Explanation of some changes in 0.9.13h
" God can you imagine trying to vendor for like 50 alchs starting from alts.......haha IGN: BoomFirez
IGN Alt: BoomDischarge |
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" Nah I think he quietly owned a few faces there. |
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Haha gotta love how the biggest upcoming change to the currency system is just casually referred to in a post.
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I am new to action games and would like to suggest a possible tweak before going public. In a game like Exile there are tons of enemies coming at you in droves, even from out of the screen view, and this requires really good character builds to deal with. I play a Ranger (my standard from Fantasy games)and have built a fairly decent character to level 19 so far. When trying to complete Act I I finally started a group because I knew I could not solo this fight with Merveil. I looked forward to teaming up with other players and going after this difficult boss but I realized rather quickly that the usual role of range characters managing support from the periphery of the hand to hand combat was basically non-existent. The other characters (one was a tank and the other magical) could walk right into the middle of a crowd of enemies and destroy the lot in seconds where as my Ranger (we were all lv 16 - 19) would struggle to survive. My characters presence in any way made me a primary target of the enemy as if I was standing right next to the fight (they would actually seek me out). Long story short it would be great if the Ranger either had skill types and strength comparable to other melee characters at similar levels or presented itself to the enemy as a lesser target to allow for actual contribution to the combat in a support mode.
My character performs great during solo adventuring but the Ranger falls seriously short in team combat against difficult bosses. I was able to execute about 30 seconds of good Ranger support during the fight with Merveil who would then target my character and wipe me out. At the character levels my group was playing they had the same number of passive skill points as I did yet the builds were completely lopsided versus the threat we each faced. Other than that I think the game is awesome and I have thourughly enjoyed my time playing. Thanks. Things that make you go Hmmmmm!
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" Epic troll, or serious thread bomb? |
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" yes, suck ass first, think later. Good job. @devs: good job. Why not just remove crafting all together? Diablo 2 was your "reference" (so to speak) and horadric cube was a good thing, it was easy to craft with it. Epic items (in terms of stats) still needed to be found. What you are doing is now waving a carrot in front of our noses. Everyone who played enough to have at least one lvl 70 character KNOWS that yellows (rares) are a junk that is only worth for name matching and sometimes, very rarely, it turns out good. Why nerf this further? PEople were not using crafting orbs for crafting as they were, now you are making them even more scarce without boosting their effects? Why? I asked Chris once before is he even playing his own game, he said he and others did on their own realm(s) I think I need to reformulate this question: Are you playing it (at least trying to) competitively? Are you trying to craft the item you need? Are you trying to make 5L or god forbid 6L items? Are you? Sure they need to be rare but a thing such alchemy orb is is just a gamble item, nothing more. I spent thousand of them and created nothing of value. Their are devalued because their effects are crap, not because they were easy to get (they were not easy to get unless you spent 100$ and got 342 stash tabs (pay to play sort of), but because they were as valuable as next rare of that type that was going to drop. Lottery. Personaly I think you should either: 1. Make crafting viable 2. Remove crafting you are now at number 3. Crafting sucks, it's a huuugee lottery, people rather trade then craft and it all comes down to few players that actually want to risk crafting something but 95% of orbs are NOT used for crafting (as intended) but for swaping hands (trading). You might as well put gold into game instead of them. edit: 19 out of 20 of unique items suck. You cannot enforce their usage. Look at trade forum and see their value. There are 3-4 that people will pay for handsomely, and tons of them that just drag around. Ask veterans here (exclude me, I am already giving you my opinion :) ) why. They will tell you "because most of them (19 out of 20) are only good until lvl 15-20" hence - bad. New player is not likely to find them on first run, and is not likely to use them after lvl 15-20. Shield with 50% block chance that reduces your HP by 20% is NOT going to be used. Shield that blocks 30% and doesnt nerf you is MUCH better. Yet, you continue to insist on hard nerfs that counter some minor buffs on unique item pieces. People vendor them, or give them away in normal diff to new players. Now dont get me wrong: PoE is GREAT! I just tend to ignore what I wrote up there bcs we can live and play without any regard to that. But "that" could be something great great instead of something lame. Look what people have done with orb mirrors... they were so scarce that they were a joke in the end. "Path of Exile be a online Action RPG set up in tha dark fantasy ghetto of Wraeclast. Well shiiiit..." - Uzicorn, for teh children. Last edited by Ludak021#0643 on Nov 30, 2012, 9:18:25 PM
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While I agree that it was too easy to get Alchemy Orbs from rare matching, it's kinda sad it get's changed after I blew all my currency on probably now useless stash tabs.
Oh well, I certainly won't regret paying for the game ;) Zaanus:
Global chat: Mechanics for A work one way, B for another, C for a third but also with A, B uses C but not A, and D uses A&B but not C ___ Isn't a "no" better than an ignore? |
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" I seriously doubt they will be useless. In OB, when there are no more wipes, your tabs will fill up just the same, only it will all/mostly be stuff you care about, instead of a bunch of crapola. |
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Ludak
You seem to forget that not everyone only plays one character. I slap those low level uniques on any alt I make. They're a great tool for getting them thru the levels at a faster pace, and if found in a race can be a great feeling. Every orb is used for crafting eventually. Otherwise, we would see people stockpiling things that are never traded. The only example of something that is not traded frequently for lack of use are blessed orbs. Every time you see WTB exalt, guess what, they're going to use it. |
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" well like I said, they were easy to get if you spent real money on tabs. If you just played for free and had 4 tabs, they were not in any way easy to get, especially after all those new names were introduced at one point. F2P player just couldnt afford to store rares for name trading (I tried, I had 3 tabs full of chests and boots on letter "D" and no matches) @SL4YER: that's what I Said. Uniques get tossed to low levels, yours or someone elses. :) And some of them are not even worth on new char, but that's beside the point. As for orbs, there is a higher chance that someone will be selling item that I need then me crafting it. Chance is - I am going to pay a way way less for it then if I were to craft it. General behaviour is to save orbs for trade and not WASTE them on crafting. At least it was some months ago. I am still waiting for OB to start playing again :) edit: There would be way more crafting and "WTB exalt" if the damn thing actually dropped. Problem is - they don't (as often). Another problem is that I for instance want exalt but I have no currency to pay for it. Because problem is - crafting orbs that would make currency also don't drop (as often). Alch were droping rarely, but were around bcs of name matching. you needed a stash of alchs to buy exalt bcs no one wanted alch, they have no real crafting effect, just a gamble. I wouldnt sell you exalt for 20 alchs. Fencing those 20 alchs wouldnt yield exalt back. "Path of Exile be a online Action RPG set up in tha dark fantasy ghetto of Wraeclast. Well shiiiit..." - Uzicorn, for teh children. Last edited by Ludak021#0643 on Nov 30, 2012, 9:35:15 PM
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