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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" 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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" 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
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The chance part is my favorite. Was really weird not being sure if you could roll something or not.
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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 |
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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
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So I have to get iLvL 71 imperial bow to chance it and get lioneye's glare?
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" 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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" 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. " 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. |
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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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