Yo fuck this density nerf.

There's no explanation here it's pretty awful like I don't know whos idea was it but it pretty fucking dumb alright.

If you wanted people to you know stop running strand, you didn't have to literally fuck the entire map system. Now everyone's running Shores pretty basic and you're like wow we didn't really do anything except screw everyone else.

People ran strand because of the following.

1) It's straight forward aka linear

2) Sextants near it obviously

3) Rewarding

4) Easy sustain infinite

5) And it's easy.

People don't run your shit tier maps that have like a maze effect on it aka Undergroud sea, Plaza but here's the part here that you tried doing which I can understand. You tried to make these type of maps more attractive I guess by increasing their density then fucking everything else?

Guess what people don't fucking do it still you literally screwed the entire map system and nothing changed all this did was screw most of the population while the targeted people you wanted to make people leave strand just went to shore.



Dys an sohm
Rohs an kyn
Sahl djahs afah
Mah morn narr
Last edited by Coconutdoggy#1805 on Aug 27, 2017, 9:36:51 PM
Last bumped on Aug 30, 2017, 7:10:01 PM
This thread has been automatically archived. Replies are disabled.
"BALANCE"
look at the bright side at least the bosses are worth fighting...

Oh Wait...

At least there is more diversity in maps now...

Oh Wait...

At least the mobs have more life to give more challenge...

Oh Wait...

Well at least the...um...uh...shit I got nothing. It is fine...you know balance and what not. Just hold out until 4.0
Still failing to solve "The Riddle of Melee" 4.0 HYPE!!!
SILLY BITCH...THE EAGLES ARE COMING!!!
THE EAGLES!!! (bleeds out from a wound to the gut)
the eagles...are...coming...(coughs)...the eagles...
Well, yeah, everyone and their mother are going to run open/linear layouts, because doing a maze type one is killing the fun, backtracking is anti-fun, you have to constantly think about where you're going and whatnot. This is guaranteed nobody likes maze layouts, period. Now what's funny is that they can't buff maze layouts, they legit can't buff them, the maze type will limit packsizes based on room size anyways, so short of filling the map entirely with mobs, they can't buff those, all they can do is nerf the rest of the game. Now the problem here is that nobody is ever going to run mazes even if they were fantastic. That's just such a pain to run regardless of build or personality, it's just an annoyance for everyone. So realistically what they did was nerf super end game.

It just ended up being a fix that people didn't like because they were used to massive packsize on an autopilot layout. I can totally understand GGG's point of view, they nerfed endgame. That was the intent, it works, it is just feeling clunky now because a good portion of builds rely on flask charges to do well. Downtime in between packs is fine, you get far more downtime in a maze map, regardless of density anyways. This just feels bad, but it is a quality fix that match their goal of nerfing endgame.

We all can agree that with the sextanting of strand, it was too good, simply too good. Now I would've rather nerfed the atlas itself, making it so you have less sextants around it, and buff the sextanting of undesirable layouts or other valid options to strand, wharf by example. They just went the balls to the wall option of nerfing endgame across the board instead of just nerfing strand in particular. You can't argue that this density change wasn't needed. Seeing people hit 100 within ridiculous amount of time played isn't something desirable for GGG, level 100 is supposed to be the most brutal relentless infinite grind, you aren't supposed to hit 100 ever. 100 should be something somebody get to achieve at the end of a 3 month league, not something that happens within first week of league.

You saw a guy in the turmoil event that got 3 level 100 within a 2 week period, this is absurd. Utterly absurd. He did it in HCSSF too. At one point on his 2nd 100 he opened 50 shaped Coves in the lab, fully red sextanted all of them, on a breach hour and he ran those within the next hour just opening breach one after the other and clearing the map in between, it was straight up insane. He could go down on boss room while a breach was expending, kill boss then go out and finish his breach, it was unreal. I don't think that should be possible. Something had to be done at one point or another, nerfing op builds is just one side of the problem, other sides are map density and xp per level. They all achieve the same goal of slowing down endgame.

You are correct in saying they overnerfed stand in particular. I would've rather nerfed the sextanting rather than making the map only good with a fully sextanted setup. But what is done is done, it works. Maybe that's something they can revisit next league, at some point they are gonna add maps and rework the atlas, it probably will happen then.
git gud bud
YES I support the game, NO I don't agree with many GGG decisions

Lab still sucks balls.

I miss Zana already.
"Boss! Boss! People are enjoying the game!"

"What?! Hand me my nerf bat..."
"
painfrais wrote:
Well, yeah, everyone and their mother are going to run open/linear layouts, because doing a maze type one is killing the fun, backtracking is anti-fun, you have to constantly think about where you're going and whatnot. This is guaranteed nobody likes maze layouts, period. Now what's funny is that they can't buff maze layouts, they legit can't buff them, the maze type will limit packsizes based on room size anyways, so short of filling the map entirely with mobs, they can't buff those, all they can do is nerf the rest of the game. Now the problem here is that nobody is ever going to run mazes even if they were fantastic. That's just such a pain to run regardless of build or personality, it's just an annoyance for everyone. So realistically what they did was nerf super end game.

It just ended up being a fix that people didn't like because they were used to massive packsize on an autopilot layout. I can totally understand GGG's point of view, they nerfed endgame. That was the intent, it works, it is just feeling clunky now because a good portion of builds rely on flask charges to do well. Downtime in between packs is fine, you get far more downtime in a maze map, regardless of density anyways. This just feels bad, but it is a quality fix that match their goal of nerfing endgame.

We all can agree that with the sextanting of strand, it was too good, simply too good. Now I would've rather nerfed the atlas itself, making it so you have less sextants around it, and buff the sextanting of undesirable layouts or other valid options to strand, wharf by example. They just went the balls to the wall option of nerfing endgame across the board instead of just nerfing strand in particular. You can't argue that this density change wasn't needed. Seeing people hit 100 within ridiculous amount of time played isn't something desirable for GGG, level 100 is supposed to be the most brutal relentless infinite grind, you aren't supposed to hit 100 ever. 100 should be something somebody get to achieve at the end of a 3 month league, not something that happens within first week of league.

You saw a guy in the turmoil event that got 3 level 100 within a 2 week period, this is absurd. Utterly absurd. He did it in HCSSF too. At one point on his 2nd 100 he opened 50 shaped Coves in the lab, fully red sextanted all of them, on a breach hour and he ran those within the next hour just opening breach one after the other and clearing the map in between, it was straight up insane. He could go down on boss room while a breach was expending, kill boss then go out and finish his breach, it was unreal. I don't think that should be possible. Something had to be done at one point or another, nerfing op builds is just one side of the problem, other sides are map density and xp per level. They all achieve the same goal of slowing down endgame.

You are correct in saying they overnerfed stand in particular. I would've rather nerfed the sextanting rather than making the map only good with a fully sextanted setup. But what is done is done, it works. Maybe that's something they can revisit next league, at some point they are gonna add maps and rework the atlas, it probably will happen then.


See here. Get's shit on face by GGG, still applauds.
Shaped reef and shaped Pier feel like ghost cities. Whirl whirl whirl small pack no rares and whirl whirl whirl whirl some more to find another white pack made of 5 white mobs. And im talking about 30%+ packsize. Its a pure disgrace. Better make those maps low tier like t1 or t2 if people should not run those evil linear or circular maps. And its not like they buffed mao layouts like plaza or maze they are shitty as always.

Although a nerf was required this change took a giant portion of action from action rpg. Those maps feel unfun and not worth being red maps anymore.
Last edited by zzang#1847 on Aug 28, 2017, 3:43:47 AM
"
Miská wrote:

See here. Get's shit on face by GGG, still applauds.

For the record, I would've liked it better if they nerfed experience gain and loot instead, or simply add mob hp. This pack size change affect builds that can chain packs and gain something out of it the most, i.e they indirectly nerfed any rampage builds and flasks builds. I believe the pack size change is overall more balanced and impact the game in the better way, it adds downtime to linear/open layouts which is the bigger downside of maze layouts.

I am merely stating the rationale, if you can't understand why they did what they did, why should they listen to your complaints. Linear layouts are by far my favorite and they nerfed my fun just as much as anybody else, if not more. But I am willing to adapt, and those density changes are only noticeable because we got to experience what the high density life was. We are also coming out of a bunch of leagues/races with absurd density to begin with. You have to understand that those weren't baseline.

I agree with what they did, doesn't matter how they do it, the result will still be the same. Instead of density, they could've nerfed experience and drops, you wouldn't have felt it but the change would've impacted returns and levels the exact same way. Something had to be done, they chose this route, end of story.

Adapt or die.
"
painfrais wrote:
"
Miská wrote:

See here. Get's shit on face by GGG, still applauds.

For the record, I would've liked it better if they nerfed experience gain and loot instead, or simply add mob hp. This pack size change affect builds that can chain packs and gain something out of it the most, i.e they indirectly nerfed any rampage builds and flasks builds. I believe the pack size change is overall more balanced and impact the game in the better way, it adds downtime to linear/open layouts which is the bigger downside of maze layouts.

I am merely stating the rationale, if you can't understand why they did what they did, why should they listen to your complaints. Linear layouts are by far my favorite and they nerfed my fun just as much as anybody else, if not more. But I am willing to adapt, and those density changes are only noticeable because we got to experience what the high density life was. We are also coming out of a bunch of leagues/races with absurd density to begin with. You have to understand that those weren't baseline.

I agree with what they did, doesn't matter how they do it, the result will still be the same. Instead of density, they could've nerfed experience and drops, you wouldn't have felt it but the change would've impacted returns and levels the exact same way. Something had to be done, they chose this route, end of story.

Adapt or die.


The only thing the nerf will cause is people switching to another map. You can't stop people trying to be efficient. Farming xp is all these guys care about, and they will get it somehow. We are just getting pushed more and more to speed meta, because every other part of the game is simply not worth bothering with. It has nothing to do with wether I understand the nerfs, I simply believe they are lazy nerfs, like pretty much all the other nerfs that happened in 3.0.

Report Forum Post

Report Account:

Report Type

Additional Info