Content Update 1.0.1 Video Preview

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entropus wrote:
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Alternalo wrote:
Stop whining about Purity, roll resists on your gear! You can get capped resist without Purity, bypassing the loot system to easily get max allres is OP and should be nerfed, well done Chris.


So... assuming noone runs 'old' Purity, and noone gets +2% max res, then on average, the damage bypassing resistances will increase from 100-80 (don't remember if it's 3% or 2% from the 'old' Purity? EA gives 2% max res) to 100-78. That is an increase from 20 to 22. That is a net increase of 10% then.
Elemental damage will go up by astonishing 10% guys!
a lot of people either ran empower, alpha howl or took increaser effect of aura and/or inner force to get +3 or even +4 to max resists. and plus4 is nearly 20% increase, may very well be the difference between magaera oneshotting you and you surviving
i think purity of elements should have a little bit max res, the other ones higher in their element. only +res is a little bit weak 40% mana are too much for that.

and please dont change the look of charges! if i need to know how much i have i look at my buffs! at a fight you dont see the charges, too much skill effects and explosions around.
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grepman wrote:
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Alternalo wrote:
Stop whining about Purity, roll resists on your gear! You can get capped resist without Purity, bypassing the loot system to easily get max allres is OP and should be nerfed, well done Chris.
most people not liking purity changes are talking about +max res, which you cannot roll on gear besides uniques


They should just add another +2% max res node in the other side of the tree.
"I'm programmed to say something that is kind and uplifting at this point, but there is apparently an error that is working in my favor."
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vinsimbulan wrote:
I can understand why a game which earns mainly from cosmetic mtx would like to encourage group play. After all- how else would you show off all the cool horns, scintillating effects, glowing baubles and pets that you have? Having other players see how cool you look could encourage them to buy their own shiny things, and thus the game earns money to keep going.

But seeing as how the game is much easier and rewarding when played in groups makes me think that the turnover rate for group players may also quicker- mainly because they reach their goals faster, faceroll end content, find best uniques etc.

The solo player takes longer to reach his/her goals and thus stays around longer in general. And this is a good thing because they tend to become more loyal to the game and stick around.
As a mostly solo player, I've spent a lot, gotten some effects (even though I don't have anyone to show them off to). I did this because I'm loyal to the game and want to show my appreciation and support for GGG. But all these recent changes really feel like punishment for solo players and make me feel like there is little interest in keeping the solo playerbase.

TLDR: Please try to find a better way to balance the game and keep it challenging for groups without making it virtually impossible for the average solo player to play.


My thoughts & feelings exactly.

GGG, read this post a few times over and stop trying to make a MMO out of this ARPG.
When night falls
She cloaks the world
In impenetrable darkness
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Mune wrote:
GGG, please do your players and paying costumers a big favour and let us know what you want your game to look like in the long run.

Spoiler
To me it starts looking more and more like a huge overly complicated scientific simulation coupled with an insane RNG.
Yes a simulator, not a game.
Some simulators can cover that up with enough *fluff* features to function as a game still, but lately I'm having doubts for our beloved PoE.
It's getting too mathy and shallow in terms of immersive gameplay.
People will spend more times on the planer micro-managing their builds, spending time in trade chat, just to grab new items I wouldn't call upgrades, but to compensate for the next nerf around the corner.
Your *balancing the game* approach is going down the PvDev fight more and more.
Plus decisions that don't help solo players.
Summoners still aren't favoured in teams and Purity is a must have for minions, so how do you balance solo summoners?

How about you drop your nerf hammer for a moment, drop your M:tG card decks too, sit down altogether at your round table and storm on actual new game concepts?
How about a trade interface for listing items with a mail function?
How about improving guild features like lairs to hang out with your buddies?
How about adding a not so random *real* endgame instead of cropping act 3 merciless areas to stay just in tune with lowest level map content?
And last but not least, how about adding fishing?

Yes, I think the game could use some fun activities that don't evolve around endless grinds, stats or re-rolling maps.

/rant end


There is some really good suggestion in this post. I like the guild hall feature a lot.
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grepman wrote:
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entropus wrote:
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Alternalo wrote:
Stop whining about Purity, roll resists on your gear! You can get capped resist without Purity, bypassing the loot system to easily get max allres is OP and should be nerfed, well done Chris.


So... assuming noone runs 'old' Purity, and noone gets +2% max res, then on average, the damage bypassing resistances will increase from 100-80 (don't remember if it's 3% or 2% from the 'old' Purity? EA gives 2% max res) to 100-78. That is an increase from 20 to 22. That is a net increase of 10% then.
Elemental damage will go up by astonishing 10% guys!
a lot of people either ran empower, alpha howl or took increaser effect of aura and/or inner force to get +3 or even +4 to max resists. and plus4 is nearly 20% increase, may very well be the difference between magaera oneshotting you and you surviving


From what I remember of playing with HP based melee builds soon before relase, even on lvl 76-77 maps, even rolled to 100% quality, they would be able take the 20% more damage from elements with no problems. Hell, even 25% would still be doable on a 'faceroll' mode.
Nowadays, after 1.0.0, hp-based characters have even more life (lets say 10% or 15%?). Damage of bosses was not modified.
So net increase of damage is 1,2 vs 1,1, which is around 10%.

Problem? You gonna faceroll it still, don't be silly.
Not using Purity will make character suffer:
13% more elemental damage for base all res 75%
15% more elemental damage for base all res 77% (EA)
20% more elemental damage for base all res 82% (EA + Saffel's Frame)
IGN Kinnat (S) / Sihaam (S) / Aedhammair (S) / Ranulfr (S)
☄ 1.0.0 The Butchery of Mages Patch
Last edited by entropus#2713 on Nov 11, 2013, 4:33:53 AM
Really, whats up about all these nerfs over nerfs? What about making some changes in a positive way instead of all negative?

I understand we need a good balance, but hell, the last patches are just a rampage of nerfs over nerfs, and the comments reflect that, massive negative atmosphere from any change you make.

Solo play is getting punished again and again and thats sad. Chris, can you clarify if we will get any love in the incoming patches? And I dont want a politically correct answer like that joke about Blood Magic being stronger than ever from aura changes (lol...). If GGG don't plan anything to make solo play more enjoyable and less frustrating comparing to group it should be clear right now, the balance in that regard is just out of control.
♠RaGoN♦
What's the reason behind making group play even more preferable to solo play?

most of what I would say had been said but maybe not enough regarding item filters and d e s y n c :-)
Race event sounds awsome can't wait to try it.
"Don't Tread on Me"

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