Path of Exile

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Something that GGG might consider (to keep "some" of the stat=color bias) is to decrease the color biasing on each additional socket.

For example (percents are %R/%G/%B):
- You have a pure strength requirement pair of gloves with 4 sockets.
- The first socket has 90/5/5 odds.
- The next socket has 70/15/15 odds.
- The next socket has 50/25/25 odds.
- The last socket has 33/33/33 odds.

For another (same terminology):
- You have a 6L dex/int chest.
- The first socket has 10/45/45 odds.
- The next socket has 16/42/42 odds.
- The next socket has 20/40/40 odds.
- The next socket has 30/35/35 odds.
- The next socket has 33/33/33 odds.
- The last socket has 33/33/33 odds.

I'm sure the idea could be played around with. It ideally would keep the <=4L socket biases mostly intact while greatly reducing the end-game chroma cost for 5/6L items.
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Fun is not a winner-takes-all game.
"of Mutilation" - Enemy hits apply a "-1% max resist" stacking debuff on the player.

Totally doable if you never get hit. The debuffs would clear when you leave the zone, so you could opt to sacrifice portals to remove the debuffs as well.
If you were helped, please pay it forward.
Fun is not a winner-takes-all game.
Trading (and "the economy") is the quintessential competition in even a purely PvE world. Some people call it "competitive PvE" and I agree with that description.

Then there's ladders, races, and of course, direct PvP in order of declining participation. (Oh and races are a little bit screwy because the rewards feed right back into ladders and trading.)

If you don't care about trading or ladders or even playing with other people at all, then of course you will see no reason for GGG to balance anything in this game. But then again, you're not playing the game GGG is making; you're playing a derivative of the game of your own design.
If you were helped, please pay it forward.
Fun is not a winner-takes-all game.