Comprehensive player's ideas to fix PoE's RNG problems and make it rewarding
There are people who don't like current balance. The 0.9.13 balance was better.
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The thing with CB is also it had some broken builds (like spark totem, which is still currently fairly broken), a lot more potential builds was viable all the way up until maps (and in maps as well).
Right now what we have is a group of 10 or so cookie cutter broken builds, with everything else in comparison being utter shit |
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I've played PoE yesterday a bit, to see how loot works.
I've realized that it's clearly visible that loot is independent from the map's mobs level. So coming from 19 level map to 20-21-22 does NOT increase in quality of your loot. This is just ridiculous. Why should I tire myself fighting with more augmented mobs, bigger ones, with higher amount of life if it DOES NOT RESULT in the higher quality of loot??? I get better loot on 16-17 lvl maps with swarms of monkeys which I kill with one Ice nova hit. The HIGHER AMOUNT of mobs DOES GIVE ME HIGHER CHANCE TO GET BETTER LOOT. So why should I go further? For the "great"story? "Go kill three of the bandits because they're bad"? Sure not. Please GGG balance the loot more, not only according to the map level, but even more - to the level/augmentation/strength of the mob. I want to FEEL that I've just killed a golden stone monster or an augmented golden bear. If they drop the same one slot white shit as monkeys do, it looks stupid and feels unrewarding. So the problem with the balance is not only attributable to the "level of the mobs in the area" - as johnkeys said, but to the level of the actual mob and their diversity too. |
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" my proposal comes from the fact, that both Torin's and Courageous' excellent proposals may be harder to implement and integrate into the game. I had to balance between desired results and implementation simplicity, so I just stole this idea from the people who made the other ARPGs I played :) balancing both level of mobs in the area AND the types of mobs themselves is more tricky, and the results would probably be only slightly better. you don't need a Matrix to get results only 20% better than those achieved by a one-dimensional array :) although I did propose a rather complex balance to loot drops from rare mobs in my "tie drops to difficulty" thread - I still think a more simple solution is more likely to catch GGG's eye. Alva: I'm sweating like a hog in heat
Shadow: That was fun |
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I know.
But I wouldn't agree. First - tieing the loot level with the map level (1) and the mob level (2) needs only two variables. It's a variable - bias relation. Second - tieing it to the mob level is not a cosmetic change. It's a huge change in the player's feel of killing something stronger and on purpose. It's like "why do you generally make stronger mobs bigger in size"? The answer is the same - player must feel that. The satisfaction is directly connected with that basic, primal assumption. So the prize (loot) level is. Last edited by Martinezz123#5213 on Apr 12, 2013, 7:47:51 AM
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The way "crafting" works... really makes me laugh. Ironically.
I'm pissed off. Again. How could you destroy the game so much!!? |
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I'm posting here some collected ideas from other topics.
For now the better explained and argued first proposal from the OP. The better explanation of the proposal: " The argumentation: " A bit of counting: " Difference between PUNISHING and DIFFICULT system: " |
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proposed Orb crafting solution (not mine):
short version: make orb-usage incremental. a bit less short version:
Spoiler
(1)Alteration and Chaos: rolled modifiers cannot be lower than item level. (2)Jeweler's and Fusing: amount of sockets/links cannot be lower than current amount. (3)Alchemy, Transmutation, Chance when not unique, and Regal: amount of mods is random, but none can be lower than item level. (4)Blessed and Divine: numeric values are incremental. for example if an item has "+20 lightning resistance" and maximum value for this mod is 50, result of a successful roll will give it any value between 21 and 50 inclusive. item level gives a higher chance to roll values near maximum. (5)Augmentation and Exalted: still possible to get the dreaded "light radius" and "thorns" mods, but cannot be lower than item level. orbs (2) and (4) will have a wipe-out chance of making no changes. effectively wasting the orb. for more information and fixes see: http://www.pathofexile.com/forum/view-thread/367252 Alva: I'm sweating like a hog in heat Shadow: That was fun Last edited by johnKeys#6083 on May 3, 2013, 9:41:41 AM
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