PoE Suggestions:
Feel free to add your own!
Add more mods to Monsters and Maps: If you look at the Passive Tree, you can see a lot of neat nodes. Bloodless, Purity of Essensce, Conduit, Point blank, Ondar's Guile, ect... What if rare monsters and maps could roll things like that?! Monsters sharing charges, being immune to leech, dealing more damage to closer enemies (sorry melee!), being able to evade ranged attacks more easily (karma), ect... But lets not stop there, Unique items have interesting effects too! What if some monsters had Shavvrone's Vestments effect? Chaos damage wouldn't go through their ES! Have Monster Mods affect Drops: If a particular rare monster rolls a nasty set of mods, it should have better rewards than a rare monster that only has like 1-2 easy mods. Example: Rare Monster A) Substantial Physical Damage, moves/attacks quicker, more health, reflects elemental Rare Monster B) Grants frenzy charges to allies on death, resists physical, resists fire. Monster A should drop better/more gear than monster B by a long shot. Give us the option to change the chat/trade chat channel we are in: Instead of forcing us to log out/log back in to change channel. Let us return to character select rather than completely log out: Its probably coming, but still it would be a nice addition. Add "Area Contains a Rogue Exile" as a map mod: For other leagues besides Anarchy of course, because having 2 exiles in one map at the same time could be... uh... "Exit Map". Add "Monsters in map have randomized abilities": I kinda doubt this would happen, but it would be a GREAT (and dangerous) way to add difficulty to a map. Suddenly you have random skeletons using firestorm!? A undying impaler casting shock nova?! What madness is this? Map Mod Combos Multiply one another: If Elemental Weakness is combined with something like +100% extra lightning damage, their current quantity addition to the map should be buffed. Change XP Penalties from 5/15% of Maximum XP to 5/15% of Current XP: You wouldn't see much of a difference if someone died at like 90%+ experience, but it would make the experience of death a lot less frustrating at higher levels mid-way through a level-ish. Spawn Monsters than would normally be spawned in terrain next to the terrain: I see it all the time next to the edge of a map or next to terrain. There's half a pack of monsters sitting/burrowed there. Or on either side of a wall a few zombies rise out of the ground. Its obvious the pack got cut in half when it was spawned. Perhaps have monsters than would get cut off simply spawn near the terrain that cut them off? Adjust Lightning effect brightness: I don't know about other people, but lightning spells (and the light flashes on Twilight Strand) are a heavy eye strain. Tone them down or allow us to town them down mayhaps? Item Area Level Bias: Item drops in any particular area are more inclined (but not guaranteed) to drop items around the level of the area. I.E. a lvl 50 area would be more biased to drop lvl 50 items than level 10 items. Item Modification Level Bias: Items that are crafted/dropped are more inclined (but not guaranteed) to have/obtain mods around their ilvl than those below. I.E. a higher level armor would be more inclined to roll "Reflects 44 damage" rather than "reflects 2 damage". Item Mod Incompatibility Bias: Make mods that are counter-intuitive to the rest of the mods less common. Example, +50% physical, +15-30 physical, +50% spell crit chance. <--- these kind of items are just blargh. Increase of orb Drops: "But that would make the market go crazy!" Yeah? Well how often do you actually use orbs to craft items rather than as currency to just buy items? When I first started playing path in closed beta, the thought of actually CRAFTING my equipment that could actually be used endgame was awesome. But you know what? I found out its just not worth it, you can buy items cheaper than it would cost you to craft something half decent. The only thing currency really gets spent on from what I see is on Maps. If I didn't have to hoard my currency to try to save up for someone ELSES kick ass drop, I'd be more inclined to try my hand at crafting. This is a key point, rather than making my own, I'm buying someone else's random drop. And if exalts/eternals weren't so damn rare I'd try to actually craft an endgame piece rather than go buy one. I'd also love to be able to chisel lower level maps rather than hoard for higher level ones should they ever drop. Add a lower level map cap to map drops: Maps cannot drop maps more than 3-4 levels below them (roughly). I cannot imagine how ANGRY I would be if a 66 map dropped in a 77 map. If the cap is fair (3-6 maybe), it will prevent people from staying in high level maps for to long, but it wont screw people and force them back into 66-68 maps when higher level maps fail to produce. Make "Wealth" mod slightly more common (and worthwhile): I've been playing since closed beta, I haven't seen it once, at times I doubt it exists. The loading screen tip keeps teasing me about them though. From the people who HAVE found them, I've heard negative things, "lota items, lota crap". Also, what is the LEVEL requirement for this mod? Can level 5 blue monsters have them? Or is it limited to higher level monsters? Show League Banners for Friends: Let us know what league they are really in! (Its probably coming :P) Make the Random exile corpses we sometimes find on the ground have a variety of different armors: Just for some flavor :P. More Types of Orbs!: Maybe an orb that removes a random mod from an item? (one for blues one for rares) Buff Map Drops: End-game should not consist of JUST 66-69 maps. Especially when your fricken level 85+. Last edited by Waves_blade#0878 on Jul 11, 2013, 12:18:21 PM
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No thoughts?
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" Only 2 I really like. Maybe the random Exiles you find can be as rare as Large chests (or not), and are always going to drop a full set of gear - maybe not all rare items, but a full set nonetheless. Would be a bit realistic in my opinion... As for the orb idea, I think an orb that removes 1 random property from an item is a really cool idea :D |
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" And OP as hell :P |
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" Kinda, not really. Are Large chests OP? :| They'd be not very different from that. More so for flavor and such. As for the rest, I like most of them.
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" I'm going to respond in order:
Spoiler
Add more mods to Monsters and Maps:
Absolutely love the idea. Would make the game more diverse, though some people will complain about OP/balance/etc, they will do that either way, so why not have variety? Would be fun. 10/10 Have Monster Mods affect Drops: Again, awesome suggestion. I completely agree with it. That's how Maps work, why not mobs too? It makes sense. 10/10 Give us the option to change the chat/trade chat channel we are in: This is likely inevitably coming. There are more pressing issues atm, imo, but I would like to see this. 8/10 (2 off simply because it's more so a given and asking for it changes little imo) Let us return to character select rather than completely log out: QoL, and like you said, basically coming anyway. 5/10 (5 off because it didn't really need to be said honestly) Add "Area Contains a Rogue Exile" as a map mod: Great suggestion. I'd love to experience Anarchy outside of Anarchy. 9/10 (I semi-expect this to be coming anyway, so 1 off as it's expected, by me at least) Add "Monsters in map have randomized abilities": While it would be cool, the potential for impossibility would be there. What I mean is, what happens when a mob or group of mobs get a combination of abilities that literally make them unstoppable? Immortal Call comes to mind, though that could just be removed from the ability pool, but there are other things too I'm sure. 8/10 (2 off because it allows situations that are potentially impossible to overcome) Map Mod Combos Multiply one another: Completely true. Great suggestion and makes sense/is intuitive. 10/10 Change XP Penalties from 5/15% of Maximum XP to 5/15% of Current XP: That... actually makes some sense. I mean, it still gives the penalty of death, but only at certain times. I don't know. Not sure about this one though. It's difference is marginal, but at the same time, I feel like it would devalue dying when you just recently leveled directly effecting people's choices in game. "Oh, I leveled and now have full everything but XP. Time to go nuts. *bum rushes every mob all the time*" I can see that happening if this mechanic is how it works. Particularly at higher levels. 7.5/10 (2.5 off because I'm unsure on it's effect on current gameplay) Spawn Monsters than would normally be spawned in terrain next to the terrain: I feel like these kind of fixes are coming as time goes on. Not necessarily needed to be said imo. 6/10 (4 off for unnecessary suggestion in my mind). Adjust Lightning effect brightness: I agree. We should be able to have a bar on our settings that allows us to turn the transparency/brightness of effects up and down if necessary. More customizability is always awesome. 9/10 (1 off because I see this as coming, but not soon enough) Item Area Level Bias: While I agree this makes sense and is how it should be, I think the effect shouldn't be absurdly significant. For example, if I'm in a level 50 area, drop rates are that I would likely get level 1-25 items 30-40% of the time (or as low as 25%) and 25-50 the rest of the time, using the lower bound (level 1) as a base. That would be acceptable imo. The bias shouldn't be strong or absolute, just significant enough to matter. 10/10 (needed imo and intuitive) Item Modification Level Bias: Exactly what I said about Item Level, but applied to this. Significant enough to matter, but not immensely noticeable. 10/10 (same reason) Item Mod Incompatibility Bias: I'm completely lost on this one. I have no idea how those mods are just "blargh". Explain please. I will update this with your response in consideration. (withholding rating for now) Increase of orb Drops: This is a symptom of the problem and not the actual problem imo. 3/10 (I disagree with it and feel it's unnecessary) Add a lower level map cap to map drops: There are caps on levels for everything else (IQ, XP, etc) and I don't see a reason there shouldn't be on this. Why it's not already here, I don't know. 9/10 (1 off because this is a temporary end-game. It's a placeholder, so fixes for it aren't as important as other things, at least currently) Make "Wealth" mod slightly more common (and worthwhile): Agreed. It is only worthwhile for those who already are running MF gear. I haven't seen a single one and I've played for 300+ hours. Not sure why. I've heard the drops are disappointing. And that's a bad combination. Rare and not worth it. 10/10 Show League Banners for Friends: As you said, it's coming. A bit unnecessary to suggest imo. 7/10 (It's needed, just unnecessary to suggest, so took off 3) Make the Random exile corpses we sometimes find on the ground have a variety of different armors: Already covered above somewhat. I agree with this, it'd be a nice touch. One thing I thought about suggesting was that they have names. Like, other players who have died. And have one of their items (random) when you click them, biased towards more common items but very rarely awesome rares and uniques. Just a nice touch, nothing game changing. 10/10 (I love atmosphere and flavor :)) More Types of Orbs!: I like this idea. A lot. 10/10 (I think it's needed) Buff Map Drops: Unnecessary imo as I said, maps are temporary end game and only meant to be a feature for later in the final game. Also, farm Lunaris Merciless. May as well? Save your maps even when you have some. Stock up. Those are just my suggestions though. 5/10 (3 for unnecessary suggestion and 2 because there are simple alternatives) Honestly, at 85+, you should just be playing to have fun on your character. In all intents and purposes, your character's journey is done until new content arrives. Leveling is unnecessary at that level and should just be a bonus. That's just all my opinion of course. I hope you enjoy/learn from my feedback on your suggestions. Good suggestion thread overall: 8.5/10 (1 for the unnecessary suggestions and 0.5 for the suggestions that I feel are temporary fixes for problems that are also temporary (map drop rates and such). |
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" Immortal call is a good point, but only if they have EC to combo with, and if the monsters are against magic dmg, IC doesn't do anything. You're point does still stand, some skill comboes could be really nasty. Imagine if Oak boss could freeze you with Cold Snap then just pummel you while your frozen, would be nasty. Which could be an interesting challenge. The thing I'd wonder, is how many abilities would be granted? One ability for everything? Or...? 1 for white 2 for blue 3 for rare 4 for uniques? Is something like that utterly ridiculous to even consider? Imagine if Piety got elemental weakness or Conductivity as a random skill, would be NUUUUTZ. " Isn't "Oh, I leveled and now have full everything but XP. Time to go nuts. *bum rushes every mob all the time*" What happens anyway? I did suicidal maps after I leveled to 85 for the hell of it since I couldn't lose much. This way though, if your at 13%, you only lose 15% of 13% (1.95% xp). Its not an utterly crushing loss that makes you think (Did I really just lose the last several hours of XP?) " I think it should be somewhat noticable. 40% is IMO way to high to see utter garbage dropping in higher level areas. A plate vest that requires level 40 to wear is WTF. If items were found with mods around their level instead of area level it might not be so bad, but... " Items should have identity How does: +13-25 physical +20 spell damage +2 life gain when you hit an enemy +13%lightning resist Make any sense? Physical and spell damage are conflicting mobs, FEW people actively use both as major skills. Lifestealing matches with physical, but not with spells. And lightning resistance on an offensive item? Now if it were something like +20% spell damage +1 to lightning gems +5 to lightning damage +13% lightning resist Then that would work, as the item has a 'lightning' identity. " Fair enough, i'd just like to be able to craft more rather than hoard. " Maps will always be an endgame, not a temporary one. When act3x comes out, the map levels will most likely be bumped up just like they were for the closed-->open beta transition. " Especially on hardcore, man that would be epic, but probably a little hard to code. " I've done so many lunaris runs i'm sick of it. I find it more 'enjoyable' to randomly alch a 66 map and just go with it no matter what the mods are (except for blood magic/no regen). |
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moar input!
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My comments:
Add more mods to Monsters and Maps: I think this is a very, very bad idea right now. They have already created a system so complex that they cannot effectively balance or manage it. I think they need to simplify for now. Perhaps later when they get things better under control they can look at adding more complexity. Have Monster Mods affect Drops: Wow, risk and reward going hand in hand? Yes, it should work this way. That's a lot better than the fact that one of the few GCP's I've gotten came from whatever that first zone is yet I've never seen an exalt anywhere. Give us the option to change the chat/trade chat channel we are in: No opinion. Don't trade. Don't chat. Let us return to character select rather than completely log out: No brainer. Yes. Add "Area Contains a Rogue Exile" as a map mod: No comments on maps. Add "Monsters in map have randomized abilities": ditto Map Mod Combos Multiply one another: ditto Change XP Penalties from 5/15% of Maximum XP to 5/15% of Current XP: No opinion. I prefer onslaught. Spawn Monsters than would normally be spawned in terrain next to the terrain: A good idea but there are way more pressing problems. Adjust Lightning effect brightness: Ask me after I get my new graphics card. For now I have everything turned down to minimum. Item Area Level Bias: Back to basic risk = reward stuff. No brainer. Not that I think item drops matter in this game but it's the thought that counts. Item Modification Level Bias: This would help a lot to make item drops matter. Along with this there ought to be preferences.. armor/evasion/es goes on armor pieces moreso than other sorts of affixes. They have GOT to do something to control variance in their loot system in my opinion. Item Mod Incompatibility Bias: Same line of thinking and again, "Yes." Increase of orb Drops: It'd make the market go crazy. Presumably all the PvP merchants out there would dislike this a great deal... a group which includes GGG. I don't see this happening. I think they are going to ride their barter economy into the ground and go down with that ship. Add a lower level map cap to map drops: no comment on maps. Make "Wealth" mod slightly more common (and worthwhile): Wealth is pointless right now due to the pointlessness of item drops. If they fixed the things you said above then the Wealth mod would be a lot more worthwhile. As it sits right now I don't really care if I run into one. Show League Banners for Friends: I don't understand. Make the Random exile corpses we sometimes find on the ground have a variety of different armors: I'd rather if they worked on some core mechanics right now but yeah, as a down the road thing sure. More Types of Orbs!: Extraordinarily bad idea in my opinion. I already think they have lost all control of the system. They need to simplify right now or at least get their heads wrapped around it. Seriously... loot isn't loot. Crafting isn't crafting. Their non-currency orbs are currency. The whole thing is broken. They should fix it... preferably in a well thought out and thorough fashion. Buff Map Drops: No comment on maps. I don't trade. I don't group. My comments reflect that.
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Waves_blade, I think you are a bit lost in this game. We already have many of these stuffs...
Please be more specific on your suggestions. "Add more mods" is a vague suggestion, state the mods you want to be added. About the monster drops and map recompenses based on their modifiers: I think we already have this, but if not, I would like this to be implemented. Rogue exiles can be seen only on Anarchy League and things should stay this way or the league will lost some of it's own "essence". I don't know if it's possible to find two rogue exiles on the same map. If you found they, I'm very sorry for you, really. About the Adjust to Lightning effect brightness: I don't care, but maybe it bothers some people. Maybe sometime they will add an graphic option for colors, brigtness and etc. " True, I've seen a lot of big chests in dungeons but no wealth monster nowhere. I have an more complex suggestion about it: Make they more commom on low levels than in high ones and also more rewarding to kill one on higher levels. And of course: increase the damn quantity of these monsters a little! " No. " YES. That's a great idea. And it gave me another great ideia. So great that I will create an particular post just to explain it. Thank you! |
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