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Amalaira wrote:
Legacy items are such a terrible idea in the first place. In fact, I strongly believe that the only items which should EVER be limited are alternate art items. Just like microtransactions, the legacy items should have no effect on gameplay. It is not only incredibly unfair to any players who actually PICK UP the game after the change, but it just doesn't make any sense in the first place.
Basically, if something is overpowered (let's use Kaom's for example) and is worthy of a nerf (as it was), then there SHOULD NOT BE ANY that have the old stats on it. Do you honestly think that some exclusive group of people are worthy of having an overpowered item, when the majority of players are not? One of the main points of playing in the permanent leagues is to obtain the best items, and that just isn't possible for many people due to the legacies. It's technically possible, but they would have to pay an absurd amount, which is stupid. It's punishing your new(er) players, who are, I imagine, a fair bit of your income from microtransactions.
BUT
I also do not think that item quantity should be in the game either. The rate that people get items should be ENTIRELY based off of how well and efficiently you kill the monsters, and not having a IQ/IR-stacked culling strike character who does ALL of the kills (or killing blows). That isn't fun, nor is it "skill-requiring". It's just silly. So, I guess it's nice that they are considering removing the gem...?
Completely disagree. While I would definitely support some way to "obtain" legacy uniques, removing existing ones hurt the players who earned them fair and square. I think of it as a reward for playtesting in beta, but if GGG choose to remove them purely for balance purpose then that's fine, but if and only if those that owned the legacy items are compensated for the item lost.
The game should NEVER be based on how fast you can kill things, but how efficiently you can kill things. Its a balance of power and reward. Fast clear reward you with character progression and ladder ranking, smart clear (with mf) reward you with gear progression. If fast clear reward BOTH character and item progression, then PoE becomes d3, where dps is the one and only thing that matters. There will be no build diversity anymore, highest dps wins. Don't like culler? Wait till you see party title like "xx maps, dps <50k = kick".
IGN Vermillionillusion
GMT-4, usually 8-12 pm
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Mivo wrote:
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Chris wrote:
Old mods and items will not be removed or changed for players who currently have them. Powerful legacy items are a feature of the permanent leagues.
And the feature that makes the permanent leagues an unattractive place not only, but especially, for new players. Functionally irrelevant fluff items like kiwis are one thing, items that are functionally far more powerful than anything that's presently available are worse than overpowered cash store items in P2W games (because these would still be equally obtainable by everyone).
I feel that legacy items are a really short sighted design, and for me, they are the biggest minus of the game. Sure, I can play 4-months leagues, and will do so, and maybe HC because at least some of the legacy toxic gets purged if someone doesn't press alt+F4 fast enough, but I shouldn't have to avoid the "main" league if I want to play on equal footing (especially with PvP on the horizon).
I wish you wouldn't put the interests of a tiny fraction of your player base over game balance and "fair"play.
This x 1,000.
Last edited by feyith#0081 on Feb 12, 2014, 8:58:53 PM
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Posted byfeyith#0081on Feb 12, 2014, 8:58:45 PM
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Fuglen wrote:
OMG Yes! I absolutely hate shrines. They just slaughter my legacy computer!
It itches!!!!!!!!!!!!!!!
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Posted byLordItchy#3979on Feb 12, 2014, 9:11:21 PM
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The same unique gear has two versions with different attributes.It's big problem. it's unfair for new players.
IGN:NicolasWei My Shop( www.pathofexile.com/forum/view-thread/272067 ) Selling high Q high lv Gems
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Posted byjackwei86#6487on Feb 12, 2014, 9:12:16 PM
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Sheriff_K wrote:
I think Shrines go against GGG's philosophy behind Parent/Child Leagues. They said that a Child Leagues "Mod" shoudl NEVER make the game easier than the Parent League, only harder, yet Shrines effectively give "Godmode" and extra mob density...
How is that "harder"? <_<
Then a while after you start thinking about shrines that way, you run square into the middle of a pack of invincible mobs that you can't leech life from and die.
But yes, on the whole, shrines are just pure "meh" factor and some wonky usually useless bonus for you after you clear a pack. 99% of the time you just run into the mob and clear it without any real added difficulty. About 15% of the time after that, you turn into a 60-second god, either by ridiculous move-speed, ridiculous huge AOE, or outright invincibility. Would not be upset to see shrines gone.
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LordItchy wrote:
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Fuglen wrote:
OMG Yes! I absolutely hate shrines. They just slaughter my legacy computer!
This too. The shrine aura thing is an awful framerate killer. If it weren't that all but one of the shrines does practically nothing to actually make the monsters around them difficult, the frame rate drop would make them all dangerous on its own. As it is, you just blow through it with right click button held anyway.
Last edited by Sayyid#1990 on Feb 12, 2014, 9:19:35 PM
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Posted bySayyid#1990on Feb 12, 2014, 9:16:38 PM
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HEY GGG!
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Item quantity will be revisited in 1.1.0. We are highly likely to prevent the Item Quantity support gem from dropping in 1.1.0 and to prevent the Item Quantity mod from spawning on magic or rare items. Item Quantity will continue to exist on Unique items, but we may review its magnitude.
WHY THE FUCK.
This was the ONE thing I was looking forward to on Standard.
Seriously, why the fuck?
What does it hurt having this in standard?
Now all your going to have is more legacy shit where people have this item, and it's gd incredibly powerful against those that don't.
WHY THE FUCK.
Leave this as a drop in Standard FFS Jesus H Christ.
Thanks for reading.
Last edited by gr00grams#5298 on Feb 12, 2014, 9:19:27 PM
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Posted bygr00grams#5298on Feb 12, 2014, 9:19:14 PM
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Pam wrote:
domination is so bad
I really hope that the power of the shrines are going to be adjusted in hardcore ... Little point to progress if you can transform your character into a god for several minutes
So seeing your comment, you have played a whole lot of Domination? First of all 90% of the shrines are crap. Second of all, it doesn't last "several minutes" but only 1 minute. Then again, its in some occassions a bad idea to use a shrine, for reflect purposes or desync purposes.
Well done sir,
You are the first ever HC vs SC comment I respond to in 7 months of playing PoE(obviously not a compliment)
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Posted byJaymetiary#4410on Feb 12, 2014, 9:19:48 PM
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Really don't like that shrines are being added into the base game...it just makes things more easy. I don't like a single thing about their concept.
Everything else is good to hear, plus it sounds like I have been vindicated for stockpiling every item quantity gem I have seen drop since the current temporary leagues began.
Creator of the Praxis ring.
Want to stop power creep? Gut crit chance and crit multi.
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Dev Rhys wrote this informative post about legacy items:
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Rhys wrote:
"Legacy" items are a natural consequence of our implementation of the mod system. When a mod is rolled, the result is stored in the item. The maximum and minimum values are never used except for the initial roll and any subsequent rerolls (Blessed Orb, Divine Orb, etc).
This means that if we change the max/min values for a mod, e.g. the +life mod on Kaom's Heart, this does not directly effect any existing items, only new ones that drop or old ones that are rerolled. Another way to create legacy items (at least for Uniques) is if we add or remove entire mods from the item.
This also means that we do not have legacy items of skill gems or currency, because they do not have mods. We do not have legacy passive skill trees because we do not support multiple trees.
So legacy items only happen when we make numerical changes to min/max values of mods, or if we add/remove entire mods from a unique. We do not create legacy items when we change what mods do (this is fairly rare, though).
If we really wanted, we could painstakingly go through every item on the realm and perform an "item migration" to update legacy items to their modern equivalents. However, this is something of a last resort; it has several downsides:
-it requires substantial downtime of the entire realm for an unknown-but-lengthy period of time.
-it requires manually looking at every individual item we wanted to update and writing a custom upgrade script for each one.
-any mistakes or reversals of balance affect the entire realm's items, rather than a handful of new items dropped between patches.
-pissing off often long-time players by (potentially) destroying significant wealth right out of their stash.
-we'd have to do it all again every time we made changes that would result in a legacy item.
I'm not saying legacy items are all sunshine and rainbows, but they are at worst a necessary evil.
from http://www.pathofexile.com/forum/view-thread/789062/filter-account-type/staff
This message was delivered by GGG defence force. Last edited by mazul#2568 on Feb 12, 2014, 9:46:42 PM
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Posted bymazul#2568on Feb 12, 2014, 9:29:47 PM
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Terrible idea adding shrines to the game, even if you drop the frequency. But a good way to balance Nemesis mods.
"why kaom still in game?" - crazytrain411
"cos noone kill him yet" - Rhys
http://www.pathofexile.com/forum/view-thread/532639/page/2
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Posted bydaisaku#7254on Feb 12, 2014, 9:33:43 PM
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