If you're bad at video games you shouldn't review games at all.
" Geez, the arrogance... We are so lucky that GGG is not run by good players, or you wouldn't have anything to install in the first place. |
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This was really a horrible review. He didn´t even touch the surface of crafting, maps, endgame or even things like the labyrinth. I bet he finished act 10 with no ascendancy.
It hurts watching him killing one mob after another and claiming that the combat gets boring and repetitive... oh well. But to be fair in one thing: Someome who has never played PoE before will be overwhelmed and completely clueless when it comes to gear, skills and supports. How long did it take me to be even able to deceide whether an item is good or not? Years probably. Last edited by IamLoco#3766 on Aug 23, 2018, 3:11:39 AM
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" Thx bud. ANyway look at the review. The gameplay looks dreadful. If i were a potential new player and the first thing i see is this grind at snails pace, i would think to myself -fuck no. #FireNoob You have to remember to chase and catch your dreams, because if you don't, your imagination will live in empty spaces, and that's nowhere land. Last edited by stevich#7229 on Aug 23, 2018, 3:20:41 AM
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We need WW3.
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Seems a pretty fair impression for someone who doesn't know PoE at all and is not too familiar with ARPGs.
I invited someone to play PoE who has played D3 quite a bit. It's ruthless in comparison. He followed a build guide even. "I saw this purple hand with some portal of sorts and I clicked on it", I responded "And you died?", he said "Yup". How does a fresh player prepare for a breach? He had problems with incursions, just getting killed often (let alone the timer). I advised him to basically skip those until later. It reminded me of how much we actually skip running to maps. Nasty rare? Skip. Lab? Skip till later - but when? Breach - gear not ready: skip. In fact, skip most portions of the areas. The way resistances work is kind of heavy on new players as well. Enter A6 with only decent fire res that got you through A5? Get burned really hard. Didn't prepare for this? Good luck getting gear on the spot unless you're familiar with trading, which can result in the "People don't respond...how does this work?" kind of experience. Followed by other resistances in the next areas. It's as if PoE design punishes you to teach you a lesson. Cap your resistances and somehow know about the 30 res drop + harder elemental damage forehand. Then there's the 'wtf happened' random stuff. When you feel you're doing ok, something happens and you get obliterated. I feel this soaks up a lot of energy. When it's because of map mods (in the hands of the player), I'd say it's pretty fair. But for new players story mode is full of this. When a player feels good about their character, getting shredded suddenly without the game decently pointing out why is a moment of doubt whether to continue the game. Every such moment I got a whisper like "can't wait till D4 comes lol". ------------------------------------------------------------------------------------------------- The added tutorials were a good addition, but PoE is simply not friendly to new players. There's no difference in the challenge for the new and the elite. The designers like MTG, to them I'd say think of a starter pack. An easier rulebook for beginners. Don't throw them in the tournament environment. Starter pack: * Some unique weapons as reward for the optional quests instead of random rolled rares * A build template per starting location that can be followed (including gem choices) * Add some quests that give some currency and require some crafting (perhaps with fixed useful outcomes to start with) Easier rulebook: * Prevent certain mods on rares, or fixate certain rares on spots with just that mod and extra life for some practice * Leave nasty league stuff for later or tune them to the inexperienced (should be on par with the all over difficulty of the areas) * Provide a more interactive ingame way to prepare players like an NPC tag-along that makes comments in the game itself Storymode not a tournament: * Dim out problem peaks (measure where/why players often die >2 times and change it) * Allow more choice for players to opt for more difficult challenges with sufficient non-wiki grind preparation * Tune new additions in storymode through testing by unexperienced players or people who have a better feel to what it is like for them. Just some points I'm pretty sure a portion of elite players may disagree with. But the end game is for the elite, the start is for everyone, unless you provide various difficulty modes. Investing in experience for new players is really worth it in the long run. Don't overwhelm them, don't make them learn by punishment unless they refuse to follow good advice. Cheers PS seems a wall of text again, sorry for that. The soul of wit and all that...*cough* Did you try turning it off and on again?
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" true |
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When I started midway through abyss, I was learning the game from scratch. When I discovered that it was possible to respawn with no boss reset, I utilized this mechanic for the sake of story progression.
I'm pretty sure that I spent over 24, I don't think I took 75. And that's with wasting time iding junk to get a feel for loot and just getting a sense of the overall dynamic. Having watched the vid and read the written review for 2018, there's a point where the reviewer says something along the lines how he prefers skill-based combat. While I agree with the mindset, it's hard to find said reviewer credible when comparing his experience to my own. One thing he mentions is the utilization of flasks in a piano like fashion. While I agree that does happen, I didn't learn to really utilize that till AFTER completing the 10 acts and really getting into understanding mechanics like bleeds, poisons, curses etc. I mean, at points I'm in complete agreement, like gearing being a huge factor and gameplay feeling monotonous. And to really be fair, you have to consider the time that goes into actually reading/listening to the lore. The reason I tend to skip it is that they tend to eat away minutes at a time, so I wouldn't be surprised to find out that the reviewer spent a great deal of time just on that alone. While I got the sense he basically played it as learning from the ground up ssf, it's hard to swallow him talking about skill-based combat while struggling with the stuff I dealt with during my own first playthrough. Yep, totally over league play.
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" Oh... now you done it. I want to see an Ino review now --- It will be either random thoughts typed out between laughs and insults.... Or actually professional and surprisingly impressive.... (but probably somewhere in between) Yep, totally over league play.
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Prolly afk a lot for trades kappa
Second-class poe gamer
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"learning by punishment is the best kind of learning. you learn much quicker to not stick your hand in the power outlet if you try and it zaps you. A lot of your suggestions already there. A lot of league stuff isn't there in the beginning. A lot of mob mods are not there at the beginning. And new league stuff has to be there front he beginning because it gives vets something cool from the get go. Otherwise it's a challengeless reroll until deep maps This idea that a game has to be noon firnedly is ruining a lot of niche games. Niche games by definition aren't for everyone |
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