It's Hard

I just wonder who tested this patch ingame from GGG. Atm it is too hard/at least on normal/, just 1 example i went into shipyard cave on lvl 13 and i died in 2 sec because 5 cursed mariners came with flicker strike, zero chance for run or anything even if i use potions..., There is no point starting hc character with this situations. Compare with difficulty drop rate is crap, i killed all champions and nameds but about 90% or more time i only got white items, again no point kill these mobs with this drop system.
I'm sort of torn on how I feel about the difficulty right now. On one hand, I am having lots of fun - and it's forcing me to think when entering a fight.

On the other hand, I can see how the difficulty would be off putting to people logging in for the first time. This game has a bit of a learning curve to it - and your sort of thrown into the 'know how to make use of all of your tricks' type situations before players get a chance to learn all of those tricks.

Personally, I kinda like it although I do think some adjustments need to be made - necros summon too fast, resist items need to be available sooner, and maybe a quest reward of a flask with a dispel chill early on - maybe at starting the Medicine Chest quest.

So, I like it - but can see how it may be off putting to total newcommers to the game and scare people off before they even get a chance. Leave the chest-thumping super-hard difficulty for the later difficulty levels, and let new players at least get their feet wet before throwing them into the fire.
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Variand wrote:
I just wonder who tested this patch ingame from GGG. Atm it is too hard/at least on normal/, just 1 example i went into shipyard cave on lvl 13 and i died in 2 sec because 5 cursed mariners came with flicker strike, zero chance for run or anything even if i use potions..., There is no point starting hc character with this situations. Compare with difficulty drop rate is crap, i killed all champions and nameds but about 90% or more time i only got white items, again no point kill these mobs with this drop system.


Well, us alpha folks tested it.

Here is what I learned, the "optional quests" are harder on average than the required quests, so take them on at your own peril. Personally, I would skip them and come back later.

I agree that flicker strike pack mobs are OP'd and should be toned down.

"the premier Action RPG for hardcore gamers."
-GGG

Happy hunting/fishing
"
kaniz wrote:
I'm sort of torn on how I feel about the difficulty right now. On one hand, I am having lots of fun - and it's forcing me to think when entering a fight.

On the other hand, I can see how the difficulty would be off putting to people logging in for the first time. This game has a bit of a learning curve to it - and your sort of thrown into the 'know how to make use of all of your tricks' type situations before players get a chance to learn all of those tricks.

Personally, I kinda like it although I do think some adjustments need to be made - necros summon too fast, resist items need to be available sooner, and maybe a quest reward of a flask with a dispel chill early on - maybe at starting the Medicine Chest quest.

So, I like it - but can see how it may be off putting to total newcommers to the game and scare people off before they even get a chance. Leave the chest-thumping super-hard difficulty for the later difficulty levels, and let new players at least get their feet wet before throwing them into the fire.


After playing a bit with this iteration of the game I must say I totally agree with this comment. To be honest I just died a couple times until now, about to face Merveill.
I might suggest to introduce movement skills for melees earlier and make it a little easier on the mana costs. Otherwise cold mages paired with necromancers, especially if they are magic/rares are deathtraps. Also reducing the freeze effect on normal cold mages would be nice in my opinion.

I must say I'm having way more fun than before the patch, but I can see new players getting frustrated at first. I don't know if the added skills/gear will balance the game in higuer difficulties, but I'm a bit puzzled about how we'll tackle all firepower later on. I can see a ton of potentially one shot kill traps.
Just wait until you hit Merciless. To test difficulty, I grabbed my lvl 74 frost witch on legacy, ran chaos, then ran some of the new monsters in Merciless. Difficulty was about the same as chaos really. By the way, Hailrake is dangerous even with 75% cold resist, and will freeze you if hit. Granted I had no problem since I was epic geared and high level, but people will be struggling I predict. Not saying its too hard or too easy though, until I play through it for real.
Seemed easy enough to me. Only got to the end of act 1. It was much more challenging, as it should be, but was by no means super hard. No deaths, few close calls, necros are kinda annoying when surrounded by frost mages. Overall, three thumbs up so far.
I can only speak up until the ledge in normal. The begin game is fairly rough (not necessarily a bad thing). Hailrake is fairly simple if you don't get froze off guard, it's lights out if you do in most cases. Don't get froze. lol

The Necromancer in Fetid Pool is too much in my opinion. The Roah skeletons hit like a freight train already and with the Necromancer's raising the dead spam rage, things can get out of hand pretty fast for being such a low level area without decent gear in most cases.

The changes are on the whole good. It's more challenging and interesting. It's not too hard- you just need to adjust and use different tactics instead of just omgdpslol.

EG. You know hailrake and merveil do strong cold damage, so you need some cold resist. You can hear when a necro is about and know it's going to spawn everything, so you need to take it out fast. Drop a decoy totem and destroy it.

Needing to think about the fights is better to me than just spamming everything to death with one or two skills all the way through. You have to be a bit more careful now it seems so far rather than just wading in and plowing through everything.

Yeah I like it.
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thepmrc wrote:
Seemed easy enough to me. Only got to the end of act 1. It was much more challenging, as it should be, but was by no means super hard. No deaths, few close calls, necros are kinda annoying when surrounded by frost mages. Overall, three thumbs up so far.

This, difficulty is indeed fine right now, maybe just a very little nerf could be made for flicker strike and cold snap using monsters, but then again its not a must, it just adds new level of excitements and fun.

Never had that much fun even by dying, thanks GGG for bringing us a patch as that greatness !

Now i can call PoE "challenging" it deserves fully !
"This is too good for you, very powerful ! You want - You take"
Last edited by BrecMadak#3812 on May 9, 2012, 12:01:06 PM
Well what to say.
PoE difficulty/challange isnt really what a game supposed to be.

Game that give you challange means its hard if you dont have any skill as a player ,meaning reflexes ,fast hands and coming up with tactics and such.

In PoE difficulty means YOU GOT THE GEAR FOR IT OR DIE!
With is just what ....you can see in game.

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