Further Update to Map-only Uniques

Path of No Loots.

I'm very sad with 1.0.0.
Boss run only if you want to loot something useless.
IQ/IR nerfed, really hard to loot rare and uniques without running bosses in solo play.

The game was clearly better during the beta.
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Mahesys wrote:
And again, another stupid update to make the game easier and more noob friendly.

What's so bad in finding the highest tier of uniques in map only? they are supposed to be hard to find, damn.

This game is making the exact same mistakes of D3: listening to the continuos casual wines. Over and over again, i'm tired to see every game ruined by casuals. I want the game to be hard, to be HARDCORE like GGG states, i want the best drops to be hard to find or only droppable in high level content (and thus hard to find)

Why always this policy of "everyone are equal"... NO damn, if you can't farm 70+ maps you deserve to not have the very best equip. and Don't say that items like Kaoms/shav are NEEDED for 72+ maps because is not true, and you know it. Maps until 72-73 can be done with a 4L.

SCREW THIS now i'm pissed

You don't get the main problem. As far as I see, it isn't the casuals who are pissed off, but those who play in solo. Why would any content be only available for 6-men premades? Or to those who spend hours on trading daily? What if I prefer to play in solo, and the item/gem/passive system is deep enough for me to ignore the trading, or make it minimal? It looks kinda impossible to constantly play on 74+ maps without a party, which seems to be bad.
A forum post should be like a skirt. Long enough to cover the subject material, but short enough to keep things interesting.
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Mahesys wrote:
And again, another stupid update to make the game easier and more noob friendly.

What's so bad in finding the highest tier of uniques in map only? they are supposed to be hard to find, damn.

This game is making the exact same mistakes of D3: listening to the continuos casual wines. Over and over again, i'm tired to see every game ruined by casuals. I want the game to be hard, to be HARDCORE like GGG states, i want the best drops to be hard to find or only droppable in high level content (and thus hard to find)

Why always this policy of "everyone are equal"... NO damn, if you can't farm 70+ maps you deserve to not have the very best equip. and Don't say that items like Kaoms/shav are NEEDED for 72+ maps because is not true, and you know it. Maps until 72-73 can be done with a 4L.

SCREW THIS now i'm pissed


At least one person who has the same opinion as me.. Unfortunately the majority dictates what GGG should do.. This game will slowly become what D3 is.. Causal game for casual players, nothing special. When casual players will get bored cause having all the things they wanted ( served on silver plate by GGG), they will leave and game dies.

..Road to hell is often paved by best intentions..
Last edited by nikoon#7616 on Nov 6, 2013, 5:47:35 AM
The chance part is my favorite. Was really weird not being sure if you could roll something or not.
Best news since full launch,thank you for listening common players,maps are great thing and i really enjoy them,but it will be unfair to not allow some players who are not so good-and maby never will be for high lv maps to acquire some speciall unique-more happy people and that s the point :)
i m happy
Chris, the game still is broken regarding endgame since CB. Risk/reward is more broken than ever.

1) Item progression curve is too exponential at the higher end, period. It starts getting parabolic at act 2 cruel and gets horrible at merci act 3 and "endgame". Difficulty should be adjusted along with mod brackets so character item progression feels more natural (the way it feels until late act 3 cruel). Flatten the damn curve, this is even good for your fixation over in-game economies (terrible feature of new generation of game designers, specially if featured in non-competitive environments, and time sinking is not competition sorry GGG), specially for the first weeks of a fresh league or a lot better for 1-week/month "races". Stick and carrot, not just grind grind grind (stick^3) and eventually a carrot.

Widen the mod brackets and adjust the content difficulty accordly. Make it meaningful to try find rares at low tier maps (<72), not boss runs, maybe then the 'gating' you want to achieve will mean something bellow the lvl 76-78 maps. Because right now, it means nothing (the fact that you can achieve a similar level of gearing farming Merveil merciless and Piety, or even lvl 68-69 maps, is a joke).

2) Content difficulty progression is broken at endgame. Is absurd there is not an intuitive feel of difficulty progression in maps, because bosses are absurdly balanced at higher maps (specially with some of the ridicule refactoring and new abilities some bosses use). Yes, I get it, you want the players to feel like there is always danger no matter the level of a map you are running. Yet is completely random and unnatural, some 66 maps bosses are more dangerous than lvl 72 maps bosses, is screwed. The difficulty should be dictated by the combo of the boss and map affixes (wasn't this the original design intentions after all?), and there should be a natural difficulty progression in maps, just like there is outside of maps.

3) Why the hell doing 'boss runs' yields more items than clearing maps? Map bosses should have the same multiplier than outside-map bosses and then multiplied by the map bonuses. If you combine this with (1) then you will feel rewarded by doing difficult content (map affixes need further rebalancing regarding difficulty though, 'demographic' affixes should be further decreased in importance, if you want to keep currency sinking for gating content, IMO a terrible idea, but whatever, skew the rarity of affixes towards the harder ones, and increase their yield even more).

4) Again, gating is poorly implemented. People still will be selling crafting whites for a chaos in no-time coming from the no-lifers supply in no time, and you will deprive players from playing fun content and stick with boss runs or low tier maps, the endless mindless grind. If you want to make it sense, gate the drops of items within maps, factored by map rarity. Make the ranges way more extreme, if you are running a blue map with a couple of ez mods, you should barely get some whites out of it. But if you run a difficult map, your IIQ and IIR should increase exponentially, yielding you lots of rares and blue items. You make the item progression parabolic yet you make the potential item acquisition linear (when it should be the other way around). This will also decrease the importance of fucked up mechanics and bad ideas copied from other games in the genre (IIQ/IIR in gear) and drive it towards risk/reward balance in actual gameplay.

5) The map-unique thing was spot on, the implementation was poor. The idea is fine, is your obsession of gating endgame content that prevents the players of the opportunity of getting these uniques. Players have no choices, you try to dictate too much how we should play with artificial mechanics. It's all about the risk/reward, something that still is absent of endgame. Time-sinking shouldn't be the measure of risk (sinking your currency into rolling maps, for example, is effectively a time sink), actual gameplay should be the measure of risk (risk of death, with harsher penalties for SC players btw, for example if you die inside of a map the remaining portals should evaporate).

Decouple map acquisition and other-items acquisition totally. Make it reasonable to progress within maps levels at a reasonable pace; I get it, you want higher maps to be 'special' thing. All right, but maybe you have gone far too extreme, don't you think? Have you tried this as a single player which does not play the market 24/7 at all and has million of currency to roll maps? Make it meaningful to run more difficult content. The map 'coolness' should be more dictated by the rolled mods than by it's level, again.

6) You don't want everyone getting to >lvl 90 quickly. It's ok, I get it, if everyone has access to higher level maps, they will level up faster. Then rework the XP formulas and how it works so grinding higher maps will not yield you XP way faster. New map drop ratios & the formulas should be tuned so people does not level faster than now. Then what about people outside of maps? I don't see the problem of people doing more difficult content == gaining more XP (just like now), but in any case, I'm sure it can be tuned so at lower levels the penalty is not that harsh.

Sorry for the long post, but I believe I had to give this feedback. Someone besides Neonspyder (following the no-lifer profile, playing more than 12h a day) should be doing late endgame content in your balancing team, it's too obvious you ARE NOT playing your game at these levels in a real environment (the one players experience). Spreadsheet balancing is insufficient. If you care about player retention you should do it.
Last edited by knac84#3886 on Nov 6, 2013, 5:49:10 AM
So I have to get iLvL 71 imperial bow to chance it and get lioneye's glare?

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khemintiri wrote:
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Finnien wrote:
My problem is that I feel that the higher maps are not realistically obtainable for a person who primarily plays solo and doesn't do extensive trading. From what I understand, using large amounts of currency (exalted orbs, etc) on maps is almost mandatory at the high end. That is something that is prohibitively expensive for a solo player. I've got multiple level 80+ characters, and the highest maps I ever run are a few 72-73's, then I'm back running 66-68's. That essentially means, to me, that the best drops are forever barred from me just because I don't run in a six-man faceroll group sharing the expense of items then selling the raw white items on the AH to fuel more map construction. I just play the game.

The items I really want to get - Thunderfist, Void Battery, Votaxic Rift - just aren't ever going to be reachable. It doesn't matter how good my build is, how much I play, or what level my character is, with the current system I don't foresee ever being able to do 75+ maps, because I can't afford to spend exalted orbs on maps. And that is frustrating beyond words.

I love the passive tree, the challenge of making new builds, and the concept behind the endgame, but every time I start playing again after a break, I level a new toon or two, get to 75-80, run maps for awhile, hit a brick wall, and quit. I went through this exact process back in May, and now I'm doing it all over again. It's frustrating, and I'm already feeling the pointlessness of grinding maps again, knowing a bad streak of luck will send me back to the 66's to start all over, having never reached a point where I could see the highest content. Now, with items being locked to the maps I never get, it's even worse.

PLEASE change the map system somehow, so that challenge is the determining factor of running endgame maps, not currency availability.


i know im talking to deaf ears , it feels like i always am but i would recommend you to look at lower level maps as Mf areas , just farm them for fun and build a solid base of maps , keep on doing this while going slowly upwards and replay your lowerlevel maps that drop once a week or so.
after a while you have a humongous mappool which does not run out as the lower level maps will keep on growing.

for me this is the most fun way to play and makes it so i don't have to invest so much currency in getting higher level maps


Just how many 66's should I run in order to build the base of 67's necessary to get the 68's necessary to eventually get to a single 76 or 77 map, assuming I use at most alchs and the occasional chaos orb? From what I understand, the answer is somewhere between 'thousands' and 'bazillions'. I've been grinding 66-68 maps for about a week solid. It's netted me about 12-15 69's and a couple 70's. (It's also netted me zero Exalted Orb drops, which seems to be something that is required in order to properly roll endgame maps.) The collection of 69's and 70's I've farmed up through running maybe 60-80 level 66-68's might, if I'm lucky, translate to maybe 6-8 71's, which would lead to maybe 3-4 72's, then one or two 73's, then I'd start all over. Should I have to spend a month running 66-68's? Two months? Just how much mindless grinding on pointless maps that can't roll high-end mods and can't drop high-end uniques should I have to do just to spend 30 minutes on one map that can drop the items I want?
Last edited by Finnien#5444 on Nov 6, 2013, 5:56:12 AM
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players both have appropriate rewards for the risk and item/time investment that they undertake. Thanks for your continued feedback.

What risk reward?! PoE has no Risk reward. Before you find certain uniques you have grinded months and found better rares! Most uniques are too underwhelming to be a goal. Others got nerfed far too hard to be a goal.


"

Kaom's Heart: 78 -->See Shavronnes
Shavronne's Wrappings: 78 -->While I am fine with powerful uniques being found at level 78, level 78 would be better if there weren't any nerfs level 71 should be a better level.
Voltaxic Rift: 78--->Lioneyes 71 that Bow 78?! They should be at last the same level->71
Void Battery: 77--->level 71 like all map only uniques
Thunderfist: 76-->71
Mon'tregul's Grasp: 75--->Somebody also claimed to have found it on Dominus
Rathpith Globe: 74(This really shouldn't be a map only unique)
Devoto's Devotion: 74(This really shouldn't be a map only unique)
Lioneye's Remorse: 73 I am a bit confused somebody claimed he found it at Dominus Merciless
Ming's Heart: 73 -->71
Auxium: 72 -->71 It got 71 as level req!
Andvarius: 71 ---> Really? At last remove the 20% resists then! This is the equivalent of Nagelring and Nagelring never dropped Cows Hell/Diablo only! That's pretty much the worst idea for a Map Only Unique!
Lioneye's Glare: 71
Divinarius: 71--->(This really shouldn't be a map only unique)




Not a single unique is worth grinding months and months because they get outclassed by rares at the same time.
If you want to create Uniques for level 78 only those have to be High End require levle 78 and offer mechanics rares can't offer or surpass by stats.
I like this argument that this game is becoming diablo 3 by making map uniques to non map unique.

THE UNIQUES HAS BEEN NON MAP UNIQUES SINCE BETA BEGAN AND THIS GAME HAS ALWAYS BEEN AWESOME

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