The average poe player doesnt know what theyre talking about!
To master any skill we need the opportunity to practice, and here at POE practice is behind a big wall called RNG. Popular streamers can access high end content in regular basis, also because they receive help from many people that want to see how they do it. Majority of players in POE are not able to access high end content and not because they cannot do it but just because it requires an insane amount of time or shortcut with trading.
I have high level character and I am tired of doing tier11-13 maps, tier14-16 are very difficult to sustain no matter what, so it prevents my practice doing sharper. I have done all guardians once and I killed them, so I have only tried shaper once. I was not able to kill it and not because my character is not strong enough, but just because I do not know the mechanics of that battle. Now, I am forced to do content (tier11-13) which is easy for my character and therefore no skill improvement. I am pretty sure that if content would be more accessible, ej: you kill the boss of a map and get a map around same tier (+-1), even at least from corrupted map, people will practice more end game content. I know this game is build around trading, but I find it sad that lot of players are forced to trade for accessing content that should be gated behind skill and not RNG. In my case I do not like trading for content that should be available for high characters. |
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" Sadly, this is the real truth. I posted in another thread about the upcoming changes from this perspective. My anecdotal evidence being that I breezed to 95 in Strands with Spark this season, where I am now struggling to hit 94 on my current Blade Flurry Inquisitor. I have the dps, but I die much more frequently being within range of getting hit by damage that I never took on my Spark Inquisitor. In order to have the damage output, I took less %ES in my tree and rely more on my gear to get higher es (9.5k currently with about 120% es in my tree and relying on VP to stay alive during tough encounters). My gear is exceptionally good, I'll admit, but it wasn't easy to acquire and took a great deal of thought and planning to make it viable as it is now (special thanks to PoB's developer for such a great tool). I've already remade my build to be life based in 3.0, but the point here is that I shouldn't have had to. I could have simply tweaked my current build slightly had they simply tweaked the numbers, rather than entirely removing VP from ES and gutting ES rolls on gear. This is really bad balancing. A 'quick fix' that I suspect being implemented, because it would be a nuisance to provide a real fix by actually balancing the numbers. Still in the alpha stage, but at least build diversity isn't an issue: https://wolcengame.com/home/ Last edited by JNF#6963 on May 27, 2017, 4:33:27 PM
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" Your are not gated by RNG, you are gated by your inability to sustain maps pool. it has been way easier to sustain high tier maps (T15-T16) with leagacy league. unlock bonus chance to drop map of hier tier on your atlas, run high pack size maps, use sextants and breach/bloodlines/nemesis leaguestones on your T13 and up, use sacrifice fragments you won't use and you'll make more endgame maps than you could possibly run. i ended this league with 20+ guardians map in stock (and i've runned a shitload of them to do shaper runs) and about 70 T15 even if i runned a lot of shaped T15 and i'm VERY very far from the level of game understanding that most streamers have. they can be helped a lot by their viewers and guilds, but it does not prevent "no name" players to sustain an endgame map pool without having to buy a single map. Last edited by Zboublemeteor#3011 on May 27, 2017, 2:19:41 PM
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Your are not gated by RNG, you are gated by your inability to sustain maps pool. it has been way easier to sustain high tier maps (T15-T16) with leagacy league.
unlock bonus chance to drop map of hier tier on your atlas, run high pack size maps, use sextants and breach/bloodlines/nemesis leaguestones on your T13 and up, use sacrifice fragments you won't use and you'll make more endgame maps than you could possibly run. i ended this league with 20+ guardians map in stock (and i've runned a shitload of them to do shaper runs) and about 70 T15 even if i runned a lot of shaped T15 and i'm VERY very far from the level of game understanding that most streamers have. they can be helped a lot by their viewers and guilds, but it does not prevent "no name" players to sustain an endgame map pool without having to buy a single map.[/quote] First, I am playing SSF legacy league which is by far much more difficult than regular league and it is very slow progressing. I have an EleBuzzsaw build with minor modifications and I am proud of it. I was mostly talking about standard where there are no leaguestones (which I hope it will), which I agree, help a lot to get currency and maps, mainly through breach and double beyond mods. Nevermind, I still think high tier maps (14-16) are difficult to sustain and there have been several topics about that. One cannot denny that accessing high end content requires either lot of time (which is by far the most important asset we have) or trading. |
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" in the case of SSF and standard i agree that RNG can be a problem, especially because some guardians map are way harder to hoard than other (easy to get minotaur, hydra is not uncommon but chimera and phoenix are harder to get). in that case you'll need more time and building your atlas is way harder. don't bother running beyond for maps, they can't drop them. congrats on pushing endgame maps in SSF ;) |
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Thanks Zboublemeteor for your nice comments. I am enjoying a lot SSF legacy league but sometimes it can be very frustating...:-). Also congrats for your achievements during the league. Pretty impressive, well done!
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" yeah calling a MOBA a hack and slash is just silly I dont see any any key!
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" There are exceptions, such as the noted Smite, Paragon, Awesomenauts etc. However, that's why I said "Essentially" rather than "Emphatically" Standard MOBA's like HoN, LoL, Dota, HotS etc, play in a very similar way to "Isometric Hack and Slash" games. With the only real noticeable difference being that ARPG's don't usually have "Auto Attacks" that continue attacking on their own rather than needing a new input for each individual attack (Also, the way namelocked skills work is slightly different. In MOBA's, they're guaranteed to hit once fired off, outside of disjoint skills. While ARPG's still use projectile mechanics) |
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I'm going to extend this and say that even the above average player doesn't know what they're talking about.
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" nonsense the goals of the games are completely different in a MOBA you play a short game to defeat the enemy team. In an arpg you kill NPC mobs in mass to gain loot and build you character I mean they are totally different game types I dont see any any key!
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