PoE needs a difficulty factor setting

 GGG needs to add a degree of difficulty factor and allow us to choose from 0% to 100% added monster damage and then receive 1/2 of that as added exp gained for each kill. For example, if I set the difficulty factor to 50 then all monsters would do 50% more damage and kills would reward us 25% more exp and deaths would subtract 25% more exp than their base amount. This would give us a better reason to grind past level 80 and also give the super hardcore players more of what they want. The base monster damage factor at 0% would be adjusted a little lower to allow the more casual players to play without as many deaths and at 100% the uber hardcore masochists will be in hardcore heaven.

 The current exp required to level up would need to be adjusted up to make it take longer in the first 50 levels so power leveling doesn't happen way too fast if you choose 100%. That is easy to do and the added monster killing difficulty at 100% will slow down the power leveling speed too.
"You've got to grind, grind, grind at that grindstone..."
Necessity may be the mother of invention, but poor QoP in PoE is the father of frustration.

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These kinds of systems never work out properly, and add too many degrees of freedom that complicate balance.
IGN: SplitEpimorphism
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syrioforel wrote:
These kinds of systems never work out properly, and add too many degrees of freedom that complicate balance.

I'd rather say it would grant enough freedom to destroy build diversity.

If you increase the difficulty of content that way the perceived "valid build"-threshold might be increased to a level which maybe 0,1% of players will reach. Exaggerated probably, I know. But you know the drill.
Last edited by Nightmare90#4217 on May 27, 2014, 5:25:55 PM
As a sf player I agree with PoE needing difficulty options. Sometimes the jump from acts or difficulties are more jarring than I'd care for on some builds. But I would include in the lower difficulties an IIQ/IR penalty as well. It wouldn't be fair for someone doing easier content to get the same rewards.
As long as it's better implemented that in D3, I'm open to it.

In D3 the difficulties are super super super easy - super super easy - super easy - easy - normal - hard - frustrating. Not exactly ideal x)
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Xavderion wrote:
As long as it's better implemented that in D3, I'm open to it.

In D3 the difficulties are super super super easy - super super easy - super easy - easy - normal - hard - frustrating. Not exactly ideal x)


The tiers for Torment are implemented in a similar way as to what is being suggested. The balancing easily pushes you in a direction where you either want to clear as fast as possible, moving up difficulty only if you can do so without sacrificing clear speed, or the other end of the spectrum.

IGN: SplitEpimorphism
Difficulty sliders have never worked and will never work.
"Of course we balance knowing players will Alt-F4 out of there."
- Qarl
This is what the map system does, with the XP gain being deferred through better map drops on average. We don't need another layer on top of it unless you want every endgame build to be an immortal call max block 90% all res build.
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Deankar wrote:
Difficulty sliders have never worked and will never work.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
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Deankar wrote:
Difficulty sliders have never worked and will never work.



Actually despite it's numerous flaws anarchy online had a extremely well done mission slider system that was quite deep for the genre at the time, which enabled one to change the mission and it's challenge as one desired. A more fleshed out remade version of that tailored made for mapping would be pretty interesting for me at least.
Last edited by Jiero#2499 on May 27, 2014, 7:46:20 PM

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