Chris: You are Wrong about Red Maps.

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exhortatory wrote:
Out of curiosity, what ARPGs didn't become essentially a oneshot fest of immortal characters after a few years of development?

"Pure" aRPGs - D1/2, sacred, torchlight (it's so-so), TQ, GD, or at least that's my experience with this genre.
Don't remember games like BG 1/2 and DS spoiled by power creep either.
This is a buff © 2016

The Experts ™ 2017
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torturo wrote:
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exhortatory wrote:
Out of curiosity, what ARPGs didn't become essentially a oneshot fest of immortal characters after a few years of development?

"Pure" aRPGs - D1/2, sacred, torchlight (it's so-so), TQ, GD, or at least that's my experience with this genre.
Don't remember games like BG 1/2 and DS spoiled by power creep either.

D1 had very little power creep because the only additional content they added was a single player standalone expansion, and bug fixes. Hardly comparable to a game like Path of Exile. Can't speak to D2.

Torchlight had massive power creep built into the game. It had a legacy system where you could literally keep on making one item better and better. And thats skipping over the fact you could put like 20 enchants on a single item. I also don't remember an extended development cycle of this game either, but maybe I missed it -- I don't even recall an expansion.

The others I haven't played and therefore cannot comment on. But I will say that this power creep isn't really part of the ARPG genre, but more games that continue to release content. You'll more likely see it in games classified as MMORPGs, as they release new content to keep people playing, and need that content to feel rewarding.
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ghoulavenger wrote:

Funny, I've been one shotting screens since before forsaken masters. Or pretty much the equivalent of it. So to me movement speed is the much larger problem. Which it looks like you came to that conclusion and yet don't agree that movement speed is the problem *scratches his head*. I'm not sure what hard maps/bosses/challenges being rewarded appropriately has anything to do with the clearspeed meta. If there is enough powercreep for people to just instagib all of these bosses, they shouldn't be a problem to begin with. Oh, is it the layouts you're talking about? Oh that would be a movement issue. Great Scott.


It seems you completely missed my point.
I wanted to tell, that if most builds ONESHOT whole SCREENS, then you AUTOMATICALLY will have the current meta.
GGG may add cooldowns to movement skills, or reduce movespeed bonuses - it wont change the meta! Yes, players will move slower, but they will still want to get as much AoE and MOVESPEED as possible, leving everything else behind.

The superiority of straight layouts is just an another indicator of "oneshot meta", where your clear speed is mainly dependant upon your movement/loot picking speed. i believe, it shouldnt be this way.



I suggest to increase HP for all mobs and bosses by 200-400%. It will be a good start for a more balanced game. Also, pack density and XP rewards for killing trash should be rebalanced - ATM it's just too rewarding to kill trash.
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
Last edited by MortalKombat3#6961 on Jul 12, 2016, 12:53:48 PM
That Q&A while appreciated, just exposed their ignorance. They have no clue what is happening.
Dynamic Environment - Day/Night, Rain/Lightning - http://www.pathofexile.com/forum/view-thread/110100


GGG's design philosophy in three words:
Quantity over Quality.
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MortalKombat3 wrote:

It seems you completely missed my point.
I wanted to tell, that if most builds ONESHOT whole SCREENS, then you AUTOMATICALLY will have the current meta.

A clearspeed meta is nothing new and has been the goal of many players for a long time. It is part of the racing mentality. You could get rid of everything and it would still exist, so in this case I somewhat agree with you. But if you remove the tools that allow them to blaze on by, they will necessarily be slower.
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MortalKombat3 wrote:

I suggest to increase HP for all mobs and bosses by 200-400%. It will be a good start for a more balanced game. Also, pack density and XP rewards for killing trash should be rebalanced - ATM it's just too rewarding to kill trash.

So your solution is to make the game less rewarding, and yet still not add enough health to really make a difference in clearing trash for offensive builds. I think this would work against you as it would force more people to play the meta.
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MortalKombat3 wrote:

I suggest to increase HP for all mobs and bosses by 200-400%. It will be a good start for a more balanced game. Also, pack density and XP rewards for killing trash should be rebalanced - ATM it's just too rewarding to kill trash.

Thing is, only very well tuned/optimized and fotm builds one shot packs, or screens of monsters.
By doing that, it's a big "fuck you" to all other players not being in that case, and I'm ready to bet that it's actually a big majority of the player base.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
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Fruz wrote:

Thing is, only very well tuned/optimized and fotm builds one shot packs, or screens of monsters.
By doing that, it's a big "fuck you" to all other players not being in that case, and I'm ready to bet that it's actually a big majority of the player base.


Anyone (besides me) noticed that you may now choose an Ascendancy class, that grants you 4 extremely powerful notables, and 4 less powerful, but still quite potent nodes? Players got extra power, why dont give the same to enemies?
The times when only FOTM builds oneshotted packs, are gone with Ascendancy. Now, every decent build oneshots packs, and FOTM builds also oneshot bosses (even in red maps and Izaro in Uber lab) - that's the difference.
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
Last edited by MortalKombat3#6961 on Jul 12, 2016, 4:39:38 PM
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MortalKombat3 wrote:
Anyone (besides me) noticed that you may now choose an Ascendancy class, that grants you 4 extremely powerful notables, and 4 less powerful, but still quite potent nodes? Players got extra power, why dont give the same to enemies?
The times when only FOTM builds oneshotted packs, are gone with Ascendancy. Now, every decent build oneshots packs, and FOTM builds also oneshot bosses (even in red maps and Izaro in Uber lab) - that's the difference.

Power creep does not make meh build miraculously become over powered.
A big part of the player base ( so any build that is not considered 'decent' to you I guess ) still does not oneshot packs, Im pretty positive about this, and I don't think that GGG really wants to turn their back on them.
Most players might destroy packs quite quickly, but not everybody one shots everything.

What we have here in the forum is far from being representative of the player base.
Of course, only GGG has actual numbers.

I don't know about you, but I'm not just talking about normal packs in white normal maps here, neither normal packs in yellow normal maps.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Bump so Chris can learn some math

And to clarify for the 100th time, this is not another "OMG don't ever nerf exp" topic. This is just a "you really need to mathematically understand what you've done, Chris, and you don't for some reason" topic. I even have a build in prophecy that can fast clear t15s. It still is faster exp to run through plateau.

The only time I get faster experience than plateau is when I get a lucky Zana strand or gorge from within a higher tier map.
Last edited by codetaku#0468 on Jul 17, 2016, 12:00:51 PM
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ghoulavenger wrote:
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torturo wrote:
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exhortatory wrote:
Out of curiosity, what ARPGs didn't become essentially a oneshot fest of immortal characters after a few years of development?

"Pure" aRPGs - D1/2, sacred, torchlight (it's so-so), TQ, GD, or at least that's my experience with this genre.
Don't remember games like BG 1/2 and DS spoiled by power creep either.

D1 had very little power creep because the only additional content they added was a single player standalone expansion, and bug fixes. Hardly comparable to a game like Path of Exile. Can't speak to D2.

Torchlight had massive power creep built into the game. It had a legacy system where you could literally keep on making one item better and better. And thats skipping over the fact you could put like 20 enchants on a single item. I also don't remember an extended development cycle of this game either, but maybe I missed it -- I don't even recall an expansion.

The others I haven't played and therefore cannot comment on. But I will say that this power creep isn't really part of the ARPG genre, but more games that continue to release content. You'll more likely see it in games classified as MMORPGs, as they release new content to keep people playing, and need that content to feel rewarding.



D2 Classic Zons would destroy everything. As would a well built Sorc.


There's plenty of power creep in TQ and GD, I'm not sure what he's talking about at all. Dream mastery alone broke TQ. In GD you can one shot big time if you manage to farm all the way into endgame gear.

It's an issue in every ARPG, the problem is that people are mad about it for some reason. D2 was great because once you reached the pinnacle of your build, you could farm gear for other builds/characters and continue.

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