Game has huge flaws, developers making bizarre choices

I didn't accuse you of never enjoying it. Just that you don't appear to like it anymore or trust the devs.

Also there can be more than one answer to a question. I believe the devs recognize that the mods can be useful to those niche builds and at the same time they recognize that they will generally be regarded as bad mods that make the good mods worth more. Doesn't mean they lied.

I also like that last part where he said "There are more itemization changes coming". Most of us aren't fully happy with the game but we know the devs already have that feedback and we trust them to make the game better as the patches come.
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iamstryker wrote:
I didn't accuse you of never enjoying it. Just that you don't appear to like it anymore or trust the devs.

Also there can be more than one answer to a question. I believe the devs recognize that the mods can be useful to those niche builds and at the same time they recognize that they will generally be regarded as bad mods that make the good mods worth more. Doesn't mean they lied.

I also like that last part where he said "There are more itemization changes coming". Most of us aren't fully happy with the game but we know the devs already have that feedback and we trust them to make the game better as the patches come.


The thing is, that mod is NOT really useful to low life builds, as one honest poster in here pointed out. He would rather have rolled something useful.

That was the main lie that bothers me. It wasn't put in to help anybody.

The only reason those affixes were placed into the game is to water down the item pool, and reduce the overall effectiveness of the orbs which are central to gameplay.

The only "itemization changes" I have seen coming are more unique items.

(see my original post in this thread about the unique item power creep)

Reminds me of Diablo 3. End result: A bunch of people running around wearing mostly nothing but unique items.

When you keep making rare items shittier, and keep making unique items better...the end result is, nobody wants to bother with your shitty rare system. they will gear up with cost effective uniques that:

1) don't have to be "rolled" with affixes
2) accumulate in the economy
Last edited by HopTortoise#6758 on May 14, 2013, 8:35:09 AM
I do not disagree about some of the unique items being too powerful. I don't think any unique should be BIS for all or nearly all builds. Its against the wise design choice that rares should always be possibly superior to any unique. It does make the game worse for tons of players to be using the same unique. Hopefully they somehow remedy this.
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Last edited by iamstryker#5952 on May 14, 2013, 8:54:39 AM
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iamstryker wrote:
I do not disagree about some of the unique items being too powerful. I don't think any unique should be BIS for all or nearly all builds. Its against the wise design choice that rares should always be possibly superior to any unique. It does make the game worse for tons of players to be using the same unique. Hopefully they somehow remedy this.


http://www.reddit.com/r/pathofexile/comments/1e82js/diamond_supporter_newsletter_12/

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Rory is now working almost exclusively on Unique items. We also have a new programmer, Daniel, joining the team. With the additional team member, and a focus on these items, we are aiming to increase the number of unique items we release every week.


It looks like they seek to amplify this, not mitigate it.

The trend is:

Keep making rare items worse. They are probably more difficult to balance the game around.

Create a very large usable "deck" of unique items. Players will primarily use unique items.

As everybody will end up wearing similar sets of gear depending on their build, it will make the game easier to balance.

EZ PZ!!! Just visit your nearest Wal-Mart store for your unique items and build!

Bring on dem uniques...ugh...

Picking a "build" will soon mean "picking a set of unique items." Now that's diversity, and interesting itemization!
Last edited by HopTortoise#6758 on May 14, 2013, 9:26:47 AM
It have never been a secret that the game will get A LOT of uniques. I'm not really against that, I love uniques.

I'm guessing the devs know that they will also be making rares much better over time as well so they aren't really that worried about it.
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iamstryker wrote:
It have never been a secret that the game will get A LOT of uniques. I'm not really against that, I love uniques.

I'm guessing the devs know that they will also be making rares much better over time as well so they aren't really that worried about it.


I do not believe that they will ever improve rares in any way, shape, or form.

The design goal seems to be that uniques are Best in Slot. Period.

Or so close to best in slot, that there will likely never be a comparable rare item.

Note that this goes against GGG's own stated design goals of having uniques be unique.

Rather than being truly "unique" items, the items people go for just tend to be similar to a rare...except, better in virtually every way.

A good example: Taryn's Shiverstaff. There is nothing "unique" about this item other than the color. It does not promote a "unique" build. It's simply a 2h staff with a bunch of really strong stats for cold caster builds.

Is it possible for a 2h rare staff to be better? Yes. Do people actually bother looking for one? No.

They go to wal-mart instead and get their shiverstaff. Done. (Can I get a Kaom's with that please?)
Last edited by HopTortoise#6758 on May 14, 2013, 10:22:44 AM
Except that staff isn't that amazing. It is Possible to roll a FAR better rare staff. Further, that staff is only ever used with a kaoms. A wand/dagger/mace + shield is FAR better than that staff otherwise.
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SL4Y3R wrote:
Except that staff isn't that amazing. It is Possible to roll a FAR better rare staff. Further, that staff is only ever used with a kaoms. A wand/dagger/mace + shield is FAR better than that staff otherwise.


Gotcha, so we only use unique items as entire sets.

Also, even if it is "possible" -- who would bother?

You going to spend 100 exalts rolling a staff better than one that costs 10 exalts? If you even manage to roll one.

As far as I know, no staffs better than Shiver existed even BEFORE they nerfed the rare item system.

Also, my main point wasn't that it is impossible for a rare item to be better....But rather that there is nothing "unique" about the item -- which is GGG's design goal with unique items out of their own mouth.

Many other uniques are similar. Nothing "unique" -- just a bunch of strong stats similar to what you would find on a very good rare.


Exactly like Diablo 3 in some ways. Sure, rares could beat some of the BiS D3 items....If they were perfect in every way.

For literally what amounts to 100% of the playerbase, they just get the unique and call it good. As the uniques cost effectively complete their builds.
Except what you're saying isn't true at all. There is a mod on said staff which is unique.

And yes, some uniques work best when paired with others. Or some builds I should say. There is nothing wrong with this.
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SL4Y3R wrote:
Except what you're saying isn't true at all. There is a mod on said staff which is unique.

And yes, some uniques work best when paired with others. Or some builds I should say. There is nothing wrong with this.


I think you entirely missed the point LOL.

The idea of the staff not being "unique" is because it's just a bunch of generic crap to help with a generic build.

Sure, it has a couple mods regarding freezing enemies that don't exist on rares. However, it's still generic, it's not unique, and it's a cookie-cutter item.

I was dead certain that GGG was specifically looking to avoid the cookie-cutter unique mentality.

Seems that this is not the case.

Also: There absolutely IS something wrong with the idea of a huge percentage of the playerbase running around with identical uniques, all with identical builds. Again, I thought the goal was to avoid this.
Last edited by HopTortoise#6758 on May 14, 2013, 12:22:53 PM

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