So .... more (grey) screen clutter/vomit and more powercreep ?

"
Deathfairy wrote:
So how would a league for 5 percent sound?

Funny... PoE actually seemed to work just fine back when each new league was just "here's a few new uniques" and not "Here's a huge truckload of power creep." Game didn't die off at all pre-2.0, meanwhile it's been stagnant for a year or two now.

The truth is... A bunch of extra power creep doesn't even make any improvement for new players. But it does result in balance issues and the horrific power gaps we see, which does result in a situation that drives players to quit, since the game is increasingly balanced around you having one of the handful of "currently broken" meta builds.
My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike
"
Fruz wrote:
And of course, as the trailer says ( of Chris Wilson said ) "rewards" "rewards" "rewards", because carrots are what makes a game interesting and fun, right ???




*sigh*


edit : the new passive tree extension jewels are quite interesting though, but adding more keystones is going to make the game powercreepy, since the balance team isn't actually balancing the game but making a mess out of it ...



The powercreep doesn't bother me that much - the nerfing sure as hell does though.

But the screen vomit, that's something I hate. Playing a necro for the first time this league, it was especially lethal, either in degrading into a slideshow performance or covering the screen in layers of effects that prevented me from reacting to something because I couldn't see it.

PoE is to me is like a Michael Bay film, a lot is going on most of the time, but most of that time its just loud and lacking in substance.
Yep, totally over league play.
"
ACGIFT wrote:
"
Deathfairy wrote:
So how would a league for 5 percent sound?

Funny... PoE actually seemed to work just fine back when each new league was just "here's a few new uniques" and not "Here's a huge truckload of power creep." Game didn't die off at all pre-2.0, meanwhile it's been stagnant for a year or two now.

The truth is... A bunch of extra power creep doesn't even make any improvement for new players. But it does result in balance issues and the horrific power gaps we see, which does result in a situation that drives players to quit, since the game is increasingly balanced around you having one of the handful of "currently broken" meta builds.



One important thing to notice, is that most games that introduce seasonal power creep also introduce new harder content. PoE doesn't do that, we have all the powercreep in the world but outside from deep delve (that has a sulphite wall most players can't climb and i think someone said also has a cap) we are stuck at tier 16 maps for years. And none of the side contents actually raise the difficulty, they just diversify it.
"
Mortyx wrote:
One important thing to notice, is that most games that introduce seasonal power creep also introduce new harder content. PoE doesn't do that, we have all the powercreep in the world but outside from deep delve (that has a sulphite wall most players can't climb and i think someone said also has a cap) we are stuck at tier 16 maps for years. And none of the side contents actually raise the difficulty, they just diversify it.

Well, not QUITE. They have raised difficulty in some really dumb ways, such as making new mechanics requiring meta-tier clearspeed to be playable, as well as, with 3.9.0, dramatically buffing the HP of map bosses.

Around the release of 2.4.0/Atlas of Worlds, most endgame bosses were balanced around a player having something like 100-200k (shaper) DPS. That's been steadily climbing, to now where bosses are a slog unless you're into the multi-millions.

The power creep hasn't affected all builds equally: a lot of older skills haven't benefited anywhere nearly as much, and are still stuck in the 6-figures for their maximum, which means they can't keep up with stuff like impale cycloners, minions, ice shot, HoAg, Blade Vortex, etc. where it's pretty trivial to throw together something with a few million DPS.

That's where this power creep (which on its own isn't as terrible an issue) turns into a power gap. New players that try out the "non-viable" skills and builds will have a much rougher time. (to say nothing of how there's a growing gap alone in "ideal building" vs. not, and a new player is NOT going to make something "ideal") So, naturally, they wind up sucking, and the gap between them and "doing well" has been growing over time.

I've talked with a LOT of players that wanted to give up because of how frustrating it is to just constantly fail. I've kept a few of them along by redoing their builds for them, switching to a more "ideal" arrangement in the same vein, etc., but it makes it clear just how bad a state the game's balance is in. (PoE is the worst-balanced major online game out right now... And I don't say that lightly, nor with much limit on my experience. It's really that bad)
My guides: Summon Homing Missile (SRS) | Act II starter RF | Budget Oro's Flicker Strike
"
ACGIFT wrote:
"
Mortyx wrote:
One important thing to notice, is that most games that introduce seasonal power creep also introduce new harder content. PoE doesn't do that, we have all the powercreep in the world but outside from deep delve (that has a sulphite wall most players can't climb and i think someone said also has a cap) we are stuck at tier 16 maps for years. And none of the side contents actually raise the difficulty, they just diversify it.

Well, not QUITE. They have raised difficulty in some really dumb ways, such as making new mechanics requiring meta-tier clearspeed to be playable, as well as, with 3.9.0, dramatically buffing the HP of map bosses.

Around the release of 2.4.0/Atlas of Worlds, most endgame bosses were balanced around a player having something like 100-200k (shaper) DPS. That's been steadily climbing, to now where bosses are a slog unless you're into the multi-millions.

The power creep hasn't affected all builds equally: a lot of older skills haven't benefited anywhere nearly as much, and are still stuck in the 6-figures for their maximum, which means they can't keep up with stuff like impale cycloners, minions, ice shot, HoAg, Blade Vortex, etc. where it's pretty trivial to throw together something with a few million DPS.

That's where this power creep (which on its own isn't as terrible an issue) turns into a power gap. New players that try out the "non-viable" skills and builds will have a much rougher time. (to say nothing of how there's a growing gap alone in "ideal building" vs. not, and a new player is NOT going to make something "ideal") So, naturally, they wind up sucking, and the gap between them and "doing well" has been growing over time.

I've talked with a LOT of players that wanted to give up because of how frustrating it is to just constantly fail. I've kept a few of them along by redoing their builds for them, switching to a more "ideal" arrangement in the same vein, etc., but it makes it clear just how bad a state the game's balance is in. (PoE is the worst-balanced major online game out right now... And I don't say that lightly, nor with much limit on my experience. It's really that bad)



Yes i agree completely, and that pitiful choice is what created all this hell we are in now lol. Instead of creating a new harder content, they made the old content "harder", but what happened is that people that could already do said content previously, suddenly could not anymore, which is dumb no matter how you think about it.
If they had simple created new harder content people could at least think: "well i just need more power to overcome this new shit" contrary to the: "i was always able to kill this, but now i can`t wtf"

And it still remains that you can comfortably budget do all the game content, as long you choose the right skill. Which is something that, in my opinion shallows the ARPG feeling of strength growth. Not even entering the fact that since console port the strongest builds are those that doesn`t require many button presses or "precision of click" at all lol. (selfcast in 2020? lulz)
I'm bumping this thread back to the top just to remind the folks at GGG who don't read this that many people were concerned about exactly this before the league launch, and everything we were afraid of happened anyway.
at least there's not much power creep in this patch. grey on grey is awful tho.
"
grepman wrote:
at least there's not much power creep in this patch. grey on grey is awful tho.

That seems fair enough, cluster jewels seem to add more horizontal scaling than vertical so far, but let's way a bit more to see what happens with expensive ones in min-maxed builds. Though that should not affect the average player much ...



Regarding the grey on grey, if I recall correctly either rory or Neon said in the last Baeclast that the fog was using new technology ( for poe 2 ) and made things actually easier to see ....
Watching some streamers, I can't say I'm convinced at all LOL.



So far I've been experiencing Metamorph in the core game and their asset already don't load properly on spawn, making them often invisible at first -____- and I'm on a SSD, on NVMe on top of that ), I can't believe this is a thing ...
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
"
Fruz wrote:

However... adding power creep after making the game 3-4 times harder kinda defeats the point of making the game harder in the first point, so i'm kinda lost on that part.



All that achieves is making the game even less accessible to casuals and new players, because it is more complex to make a viable build.
"
karu321 wrote:
All that achieves is making the game even less accessible to casuals and new players, because it is more complex to make a viable build.

That wasn't my post ^^
I do agree however, even though 3-4 times harder is a bit of an exaggeration to me.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Last edited by Fruz#6137 on Mar 16, 2020, 5:32:27 AM

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