Not worth to pick up ANY items
If it will be PoE 2, best strategy is to jump to in from start, grab as many overpowered items while they not nerfed, wait 2-3 years, get rich. Not not even invest in inflation crap like chaos. Just hoard something like exalts. Always follow latest meta-overpowered-things.
* irony * Last edited by le_souriceau#5005 on May 2, 2017, 8:06:37 AM
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not reading several pages of posts to make a short 3 sentence post;
0 mana reservation aura "identification aura" automatically expends wisdom scrolls to identify rare drops. along the lines of portal gem, or detonate mines gem; not strictly necessary or beneficial, but helpful enough that people might want to use it. |
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" I think that people genuinely do not realize how fast top players go through maps, and how much time it would save them to never ever have to pick wisdom scrolls and not even to trade transmute to get wisdom scrolls. 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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" Your proposed solutions combined with the reduced drop rate of rares and their increase in quality will do. Loot filter should highlight items, not hide "undesired" ones. Less loot, but "better" loot would be a great improvement. You also have to entice "sinks", be them for Chaos, Regal or EX. Those should always feel like deserving your tossed currency and should compete with "trade". " Neah, they need enticing Zana mods, also to make master crafts and plain crafting to work better than simply Chaos spamming items. They might set some gear checks along the way, so your character should survive certain bosses to pass from one act to another, and you should be able to deal enough damage in a required time to kill them. For the end game you either make a really smart build that relies on skillplay, and not only items and reach your goal, or you could choose to trade your way and get to that level where items and build grant you more forgiveness if your not skilled enough. " You should also improve your build a lot whole lot by just pushing for higher levels, and you should always target 90 as a reliable "ending" before true grinding begins. Neah, you're doing it wrong if you think trade is your only option. Start hoarding like there is no tomorrow and you'll get what I mean. You either hoard your way or trade your way if you don't want to play "smart" aka disregard 99.99% of the drops. When you spend more than 5000 fusings to 6L an item we could talk about difficulty regarding 6L (by the way, you know that you could just farm 1500 and get that 6L, or grab that Fated Connections Prophecy), and you spent 300 Alts and 100 Chaos for what scope? Atziri will drop her mace sooner or later, in 20-30 tries you will see it at least once (if he has useful rolls or not, it's another topic), not to mention that you will have at least a set for Uber, if you're lucky. Rares should be BiS always, but to have them reach that status way more difficult than dropping "Uniques" (that drop like candy), is underwhelming. Uniques should drop less, but in higher tier maps your chances that you drop the those regular ones should scale down and those that drop rarely should scale a bit up. Either that or provide "Fated" versions for all uniques so they could be used from start to finish as alternatives to be replaced by BiS rares when you get them... PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...
Good to know "free speech" doesn't apply in any form or manner on the forums these days... |
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I play in SSF. I think it can give a good picture of the real state of the game.
In all this time since the league started, playing almost daily and a lot of hours/day, I managed to find 2 ex, like 8 divines and reach 90 with 2 chars and 82 with another, but can't advance farther than T12 maps. I had to rely mostly on uniques, ironically, as they are the safest choice between crappy rares and prohibitively expensive and random crafting. Like, with my 2 ex I can only craft 1 item with multiple mods. And trying chaos spamming on some gloves and, after spending aprox 150 orbs (almost my whole savings, ATM), I ended up with mediocre ones a bit better than the ones I was equiping. What's the difference between my 2 ex and ZLOJ's 170? Trading, obviously. I think it's so out of hands that, much like GGG had to adjust the values of poison, bleeding and ignite damage to account for double dippings, they had to adjust the amount of good rare drops and currency (that is really what you use to craft!), to account for trading. These player behaviors are the direct consequences of it, IMO. It would seem players are more concerned about farming currency than actually playing their builds and the game. And as a related thought about SSF: I think that the fact that it is considered a challenging mode instead of the foundation from which to play the game and from which other modes are balanced, denotes the game's total dependency on trading. |
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Well, if someone farm like super-modern 21 century combain all day, how you can compete if playing like 15 century peasant with sickle or something for 1-2 hours? Its how normal game of normal player like to compare with all this super-effective-farm-currency-only-faster-then-light-guys.
Indeed, more of this happen, less most of things cost. Everything you earn and find generaly worth shit. Exept pure exalts end EXTREEMLY exeptional unique drops (most desirable ones). And you can farm low tier currency as some slave from plantation for fat rich and goddamned flippers. But returns are lower and lower with time, inflation eats them. GGG needed long ago harshly punish all this super-quick clear. Harshly as hell. But they let it go and even helped to go blatant. I dont see realistic way out at this point. Only some total overhaul of economy, but GGG never risk to make angry most vocal and whiney elites, so to say. Marx was right. Last edited by le_souriceau#5005 on May 2, 2017, 11:44:03 AM
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" If they want to keep PoE "trade centric", they better set some other prices to master crafting, and or set higher vendor prices for items - having certain crafts priced in a currency that only drops makes them underwhelming to be used, even as a "fill gap" until you hit something better. Having market saturation without ways of enticingly make players sink items just lets inflation run rampant. SSF should be a mode that remains more challenging than the regular one, as you then rely on scarcity - Wraeclast is a harsh world so you should feel that - but I don't want to start to play another ~3000 hours to have a worthy rare drop. @#%^ that. You should get the feeling of advancement as you progress, but due to the RNG layers, uniques became the go to items instead of rares - which is funny, considering their name. A recipe for EX should be available, as long as you request that currency to craft. Make it harsh, like having 20% quality corrupted items with same number of sockets and colours for helmets, gloves and boots, corrupted jewelry (like 2 prismatic rings and an onyx amulet) and a 2 handed weapon + armour of 20% quality, 5 linked (and/or 6 socketed) with same colours. That way, you would increase sinks for Chromatics, Scraps, Whetstones, Jewlers and Fusings, not to mention Chaos and Regals if there are additional conditions, like have at least 5 mods on the items. And then SSF players could rely on that recipe too. Or simply adjust the rates of obtaining useful mods on items and increase the difficulty of obtaining the highest tiers for all of the mods. But do so in a way that you could still progress gradually. Right now, the crafting system feels like lottery and competes with the dropping item lottery which doesn't ask for your currency, but asks you to kill stuff. Guess which way feels better... PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...
Good to know "free speech" doesn't apply in any form or manner on the forums these days... |
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few more words about the money-creep
that maps+leaguestones example cannot leave my mind. it made me thinking a lot im not a trade, nor a fliper. i run my maps 3-stones all the time, till like 2 days ago i havent sold a single stone. it did not down on me that people are actually willing to pay for them (because they seem to rain in large quantities) here is my wealth im not bragging, just showing how mostly solo player who sold some nice items (2 helmets with enchants, nice ring and few 30-50c items) stands once ive settled with my 'almost-final' gear there is nothing i can spend my money on. zana mods? well.. did that for several maps. sextants? sorry, but the 'pleasure' of buying anything small currently is not worth it. trading experience is simply revolting atm when you are trying to buy something cheaper than 10c so im left with 700c and growing. some of these came from c-recipe (that i simply enjoy doing, i know it is 'not efficient') but most of this is just residual income. i pick and pick and pick and pick. 300.. 400.. 500.. 700.. i do not need better gear (because game is faceroll or unfair. i simply avoid unfair), there is very little that i can spend the chaos on. with 700c any player has a very little incentive to trade for 1c items. so the cheap items do not sell, nor you can buy one if you need it. why had GGG added money-printing mechanics (leaguestones) into already highly saturated economy? overabundance of currency results in drastic polarization of prices. cheap items going for pennies and few .01% of items going for 10ex+. the only thing that changes it that some items drop from the second group and join the first one. so why care picking up items when almost everything can be found on poe.trade for 1-10c (if seller can be bothered to actually sell) when people say that it costed them 2000chaos to run this many maps realize that it DID NOT remove these chaos from the economy. it just moved them. steadily growing piles of chaos orbs.. it cannot end in anything but a full blown economy saturation. EX has no sink. EX crafting is done in so small numbers that it is not a sink. GCP has no sink - lab gem chests create all the 20% gems players need. chaos has a semi-sink: zana mods. but zana mods (except Beyond) are bland and boring OR dangerous. who would pay for that - if players have a choice they will always play as-easy-as-possible-yet-cheap-yet-profitable shaped strand.. then there is the 'uniques are good enough for end-game' debacle and several othe issues with build diversity (when was the last time you saw a life-build based item showcased on reddit?) |
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I like how people are complaining that nothing is worth anything because not good enough stuff drops.
It's not worth anything if everyone can achieve it with a medium amount of effort, for your shit to be worth something there actually has to be less of it. We've gotten to the point where you can stomp content much harder than it was 3 years ago for 1/10th of the price. Everyone is kit out in high end 5/6 link items with 2/3 or more T1 rolls with 6 affixes that are semi useful with any amount of effort in the game. You can't have your cake and eat it of constantly finding "good stuff" or being able to trade it for a moderately farmable price for a casual player and also want to get super rich selling it to everyone else. Even if we reduce the amount of items and make them "higher quality" why would I change what I pick up then before. I'm not going to suddenly pick lower/shittier bow bases over harbringers bows, or pick up all of the ES chest that aren't vaal relgias. Last edited by RagnarokChu#4426 on May 2, 2017, 3:19:00 PM
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" Now try to get that many EX SSF to "craft". We all get what you're saying, but the inflation problem boomed post Perandus, as Breach and Legacy were not having the semblance of a solution, we're now in the sad state where an EX sells for >120 Chaos/300 Fusings on Standard. GGG should better start up and think about solutions, as it's boring to have a set of 2 values - faceroll or GTFO - and if things keep getting worse, we're in for a wild ride starting with 3.0. Trade is so bad to be available for all, it facilitates faceroll over content etc., and we still have no semblance of an efficient asynchronous way to swap items, and price inflation runs rampant due to no incentive of trying to improve your items by your own. If anyone told me that this sad state would be reached when I started playing around 1.2, I would have at least thought twice about lending my support, and raised this concern for every update as the economy should have been more closely kept in check. Sad days ahead, and all we can do is wait or partake in the "ROFL STOMP" abuse. PSS: Our almighty TencentGGG overlords are very scrupulous regarding criticizing their abilities to take proper decisions and consider everything "needlessly harsh and condescending"...
Good to know "free speech" doesn't apply in any form or manner on the forums these days... |
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