2.0.0e Patch Notes

The drop table values should be nerfed instead of the drop rate of the card itself, meaning make more valuable uniques rarer to acquire and less valuable uniques more likely.
They should take a look at the Endgame Only 1 Level 74 Map and i dont look at the Rolls i Alch them and go.......
registered since September 8, 2012 played 892 Hours pays 0$ (need to change that)

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Sportfreunde Wraeclast (best Guild in PoE)
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Drumheller wrote:


I agree, but I also don't know that it matters. I don't believe GGG reads most of the feedback.

Path of Exile is easily the best ARPG I have played. I've been playing since the open beta started in January 2013, with a few breaks. Every time I've taken a break it has been because I get too frustrated by the overly stingy drop rate. The drop rates are tuned to the no-lifers, which leaves everyone else out for most of the high end items.

I bought into the Awakening Beta and was really excited to both try the new content (particularly the LockStep mode and Item Filter), and I wanted to provide feedback to help the process. I ended up playing through normal one time in the beta. During that playthrough, I had a total of 2 Chaos orbs drop. Those were my best drops AND the second one dropped in Kaom's area in Act 4.

I also spent time reading the Awakening Beta forums and watching the changes coming through the beta and it seemed very clear to me that GGG was not reading the feedback. If they were, they ignored a large amount of it.

I'm glad GGG is doing well and that Path of Exile continues to grow, but I think the playerbase retention would increase if GGG increased the drop rates. For example, say the drop rates increased 50X across the board. The rich and no-lifers would get richer, but the rest of the player base might actually get to try some of the fun toys in the game. So what if the rich get richer? That won't change anything for most players and would probably lead to more stash tab sales for GGG, so GGG makes more money.

On Reddit, Chris said he was surprised there was so little backlash from the removal of Eternal Orbs. I think Chris doesn't realize that removing the Eternal Orb makes no difference to the vast majority of players. Most of us have never seen one. I haven't. I haven't had a single Eternal Orb drop and I've been playing since Jan 2013. So what difference is it to me?

I thought part of the reason for implementing Divination Cards was to give typical gamers (i.e. not the no-lifers) an opportunity to work / farm towards the items that they weren't getting to see or play. If that truly was one goal, I'm going to say the goal was missed by a wide margin.


Finally, I typed all of that out, using part of my lunch hour, because I do care about this game and community. However, I have my concerns about whether I just wasted my time or not.


Amen man, you said everything thats on my mind about this topic. I really dont understand the low droprates of divination cards. Their really useless right now. They should cater more to casual players. I found one exalt in the 1 year of constant playing and thats it, who the hell has time to find eternals????
Coming back to check the new 2.0 patch. Let see whats up.
Closed Beta Member
http://www.twitch.tv/Rugir
I don't know if there is a certain zone to farm these cards in but...



Leveling to 66 in Tempest, and if that's all I get for that amount of playtime. Then they definitely didn't need a nerf. Now if it was being farmed in certain zones like I said, then nerf drop rates in that ZONE. But buff the drop rates for every zone Normal-Merc/Maps so the cards actually have use. I've barely gotten any cards, and put in about 50+ hours since I came back to the game like a week ago(Basically been playing 8+ hours everyday since the launch of 2.0).

When I came back on the launch of 2.0 I was excited to see all the new stuff, seeing new stuff get nerfed, specially these rare cards that I barely got, is kinda upsetting.
Tempest League
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KillzArc - 5x Templar Arc
KillzClone - 6x Marauder Cyclone
Last edited by Killa162 on Jul 17, 2015, 3:33:12 PM
I'm sorry for everyone who gave 1100$ thinking they would add something noticeable and rewarding to the game. GGG doesn't like people dropping and farming good stuff in their game. I don't know why, maybe it's some kind of 2003 policy, where everything was meant to "never drop" and lvl 99 was "the hardest thing ever", but it's sad, really.

Today we have the option of Diablo III where everything gets tossed at you making it boring and Path of Exile where you get no rewards, no satisfaction, no enjoyment in trying to farm or grind for something.

Grinding Gear Games is promoting Trading Gear Games, but with a third-party trade system keeping this game alive.

Meanwhile this game has the biggest potential ever, awesome skill-system and tree but what does it help you if you suffer and suffer eternally and when you find a good build that is powerful you get that nerfed, too.

Why? I really want a GGG statement about this. I wish Ziggy and other people close to them would actually force an explanation.
Last edited by Scorptice on Jul 17, 2015, 3:43:54 PM
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TrueDarkend wrote:
Though I do agree that the droprate decrease is hurting us casuals, and that more post about it might persuade a fix...
I can't help but feel a little disappointed in the community.
Please remember that constructive criticism is good, but that a thread dies as soon as someone starts bitching. Who wants to read that shit?


who wants to read shit like "keep up the good work" on a nerf patch!
since I have no hope for significant game design improvements in this game I am officially done with Path of Exile. done for good
Last edited by LMTR14 on Jul 17, 2015, 3:52:56 PM
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phmn wrote:
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PoX_89 wrote:
Thanks Jack in the box!



Was the item 5L from the start?


I wish but no it wasn't. Took me 5 jewelers and 2 fusings to get that 6S5L.
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PitzerMike wrote:
I wonder why GGG chose to use such small stack sizes for Divination Cards.
If it took 120 cards to trade in for a Mjölner instead of 12 cards for example, they could increase the drop rate of cards by a factor of 10 without affecting the economical impact.

This way the players will actually make noticeable progress towards their goal because every dropped card brings them one step closer to obtaining the item. Right now the Mjölner cards are probably as rare as an Eternal, so people could farm the zone for months without finding one ... making zero progress in the process. The outcry was so foreseeable it makes me sad :(


+1 in that way we feel the progress and more motivated to keep farming
Let's be realistic.

The div cards are a bust. A HUGE bust. This was one of the selling points of the 2.0 release. They don't exist really. I'm serious. I'm just now level 61 and about to start mapping. I've found 5.

FIVE.

These things should drop as often as Chromatic Orbs for them to be anything close to a feature of a release. Right now, they are rarer that Chaos Orbs for me! That's just not acceptable.

I don't know where GGG got lost in the weeds, but they are lost. These cards are just one example.

They really should be buffing the droprate, not nerfing.

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