Game has huge flaws, developers making bizarre choices

The mods that have been requested multiple times by players have always been a minority of the player base. From here on onward I focus on light radius as an example.

Also most that have been complaining about light radius and low life weren't after mod rolls on items to "solve" the issue. Pretty much all low life builds have the focus on casters due to pain attunement, I am wondering why melee weapons have light radius rolls on them or for that matter any gear piece without ES. It is pretty much a niche market for ES users.

I rather see issues like these being solved in a different way, rethink and restructure the fundamental way of how they work now. Adding light radius slows the game progression (longer gear grinds) for new players, which I think is a terrible move. Letting 1 play style influencing the entire game flow, especially with act 1 and act 2 so spot on (it use to be!!!), I wouldn't have done this. I can tell you that leveling and grinding a character now (not using gear from other toons) is a lot more painful and simply frustrating. This will be really something if you manage to pull in new players at the game launch.

In a similar way other hurdles are addressed, by adding game content, but not really opening new possibilities and in fact some that add also take away. The new melee supports are not addressing the mechanics of melee (though these support are interesting and generally add to the game without taking away). If you take however the new totem/ minion resistance support gem, I really see that as a work around to an issue, that takes a socket slot. Some might say: "no you have a choice to put it on or not." To these people I say: "you are not getting it, stop reading."

I would be happy if some of this stuff are just temporary measures against, to help the community out while "bigger and better" is in the works, but I feel that this is the path being taken and it seems like no more is to be expected. Just the way it seems or feels like it now, GGG team would be the team to show me wrong, if this would be the diablo 3 development team I would 100% be sure that these things and methods are here to stay.

It is time to start thinking about path of exile 2, about what mechanics you wish to change as we have found and are still finding the boundaries of the current system.
Last edited by Ozgwald#5068 on May 13, 2013, 4:29:58 AM
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SL4Y3R wrote:
You should have a talk with invalesco, or pneuma for that matter. Both of them have run low-life builds without Shavronne.

As well as a slew of other people (although I would assume they started their build in SC) :P

No, I'm actually staying alive. Killing things as well. It's just that I play self-found. Although my next build should be dynamite.

Been thinking of a low life flicker discharge build.

P.S. If it's the only mod that will benefit me, why wouldn't I be happy I got it? Screw you and your common +1 minion helm too. :)


I've done 61-63 to now 77 as low life w/o shavs. The only thing killing me is the inability to see shit.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th
Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063
Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856
Last edited by Moosifer#0314 on May 13, 2013, 5:14:03 AM
Here's an idea (more resource intensive) to light radius.

Instead of performing 1 check namely how much life you have there are two checks performed a delta_life that is a %of max life and the max life.

This means that only with a certain amount of damage taken to the life pool and if you are on low life, you will have reduced sight (3sec delay orso). This means low life builds are also not immune to the system and are pretty much treated like the rest of the player base. This would also be more like a brawl of fist style, with your sight going hazy after a hit, but you regain focus slowly.

Anyways maybe not the solution, but I like the game to develop along these lines of thought, the item mods and how they are implemented must be one of the worst scenario's, only slightly above "ignoring the issue."
I agree with you Ozgwald.

Disruptive effects (like darkened light radius) should be treated as a message to the player, not as a state indicator of the player's character. The difference is that messages expire, state indicators do not.

Players should never be stuck in a situation where they continue to get disruptive, distracting feedback from the game by doing nothing.
Last edited by PolarisOrbit#5098 on May 13, 2013, 5:35:49 AM
People still talking as if LR was a mod on it's own instead of an accuracy mod with LR as a side benefit.

Make accuracy more valuable, or stick LR alongside something better, and this whole problem goes away.
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aimlessgun wrote:
People still talking as if LR was a mod on it's own instead of an accuracy mod with LR as a side benefit.

Make accuracy more valuable, or stick LR alongside something better, and this whole problem goes away.


yes because the % acc is such a brilliant solution, instead of the fixed number. There is a reason why the fix number is gotten on gear and % from the tree. Notice how ES ties in with INT and how life and str tie in with health nodes, there is a love for detail and logic here and the %accuracy is the 1st to break that. If you say it like that, you might want to notice the finer details already in place in this game.

Instead giving accuracy an in depth look, let's add more accuracy etc. etc. oh another roll this will fix it. This is beating around the bush mate, there is a lot to look at when you look at accuracy (formula). Change the way you think, because we are literally patching this way, you see a cut, but the bone might be broken.
Last edited by Ozgwald#5068 on May 13, 2013, 8:20:27 AM
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Ozgwald wrote:
*gigantic red herring*


Right then...

In any case, I'm not saying that being paired with %acc makes it a good mod. I'm saying that it could be a good mod if thing it was paired with was worth a damn, which could happen via accuracy getting sorted out.
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Mark_GGG wrote:

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HopTortoise wrote:
4) Rare items have actually been nerfed by GGG deliberately adding useless affixes to the game with the excuse of them "helping low life builds." Bullshit. Total lack of honesty from the developer.
I'd like to point out that both those mods have been requested multiple times by different players since closed beta started, and several players have posted saying the like the new mods.


Id like to point out that both these mods have been requested to be removed multiple times by not only different players, but by a huge majority, and several players have posted saying they do not like the new mods.

Going by the logic you just posted, you should remove them again, since you apparently introduced them due to feedback.
If you can introduce stuff based on feedback, you should also be capable of removing stuff again based on even more feedback. No? Thought so.
Last edited by gh0un#3019 on May 13, 2013, 7:42:42 AM
Glad to amuse you!
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aimlessgun wrote:
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Ozgwald wrote:
*gigantic red herring*


Right then...

In any case, I'm not saying that being paired with %acc makes it a good mod. I'm saying that it could be a good mod if thing it was paired with was worth a damn, which could happen via accuracy getting sorted out.


Ok in this way yes, the next iteration, could be better and it might work, but it isn't the solution I would go for, because it still hampers progression/ game flow and I don't think that is worth it.

Spoiler
Sry if I'm so aggressive or overaggressive defensive in my writing, is the fault of these forums I gave up and am caught in the flow. Look how the above two posts, no offense you both had a short fuse there, add nothing to a proper discussion, but basically comes to 90% flame to one another, every thread is like that and it is hard to not caught in the flow, which occurred for me 2 months ago (post history) when I gave up, sometimes I should try better though.


Anyways I still like my idea better ;) and that was made up on the pot I'm sure brilliant stuff can come from the developers. Sometimes I wonder if it is any good they give us so much attention and interact. In a CB format or alpha this can work well, but the OB format just isn't working. To many general quick fix solutions getting support and demanding attention form the development team.

Example: The changes to act 3, that is based on player feedback, however I think with game statistics GGG is capable of doing far better on their own, without player feedback. If you can track how much time is spend in certain acts, at certain levels and in which zones, you get a good image of the progression. Literally a curve (surface) which you can auto tune to deliver the experience you want the player to have.
Last edited by Ozgwald#5068 on May 13, 2013, 9:37:22 AM

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