farming sulphate is aids

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SweetChilli wrote:
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Snorkle_uk wrote:
it doesnt get harder, they dont get more hp or damage, they just get more mods... which give them more ehp and damage...


https://www.youtube.com/watch?v=MyXIm8HjKHM

there you go, delve 990ish affixes:

-monsters take 37% reduces extra dmg from crits
-9% inc quant
-3% inc rarity
-6% inc mob pack size

guys are still one shotting everything except bosses (bosses take a few more seconds), practically same as mapping.

''endless difficulty'' = WRONG
''endless grind'' = true; also darkness kills down there, like mentioned before

some of the delve areas have more affixes, same as maps (can roll extra fire or whatever, nothing new here can still one shot screens away)

Is it really only what changes about the mobs ?
I mean, check the last fight .... they all die there, with not with only one boss, so there must be something else going on.

On a side not, I don't understand how they can have fun like this ... there are so many effects you can't really see anything happening, you don't know who does what, everything melts and they all rush the crawler ... yeah .... no, definitely no.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
I also vote for less sulphite requirements. I had a T15 map that gave me a total of 190 sulphite... TOTAL. Just one pile of sulphite and it rolled super low... Filling my 2500 sulphite bar (it's now 2500, not 1250 anymore) like that takes forever.



But even with decent sulphite rolls and spawn rate on T10-13 maps it takes too long to fill the sulphite bar. And 'Quarrying' it is something for bots, not for humans.

Less mapping more delving please. I hate rolling maps and always hoping for a return value.
Last edited by silverdash#0964 on Sep 9, 2018, 2:44:22 PM
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Fruz wrote:
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SweetChilli wrote:
"
Snorkle_uk wrote:
it doesnt get harder, they dont get more hp or damage, they just get more mods... which give them more ehp and damage...


https://www.youtube.com/watch?v=MyXIm8HjKHM

there you go, delve 990ish affixes:

-monsters take 37% reduces extra dmg from crits
-9% inc quant
-3% inc rarity
-6% inc mob pack size

guys are still one shotting everything except bosses (bosses take a few more seconds), practically same as mapping.

''endless difficulty'' = WRONG
''endless grind'' = true; also darkness kills down there, like mentioned before

some of the delve areas have more affixes, same as maps (can roll extra fire or whatever, nothing new here can still one shot screens away)

Is it really only what changes about the mobs ?
I mean, check the last fight .... they all die there, with not with only one boss, so there must be something else going on.

On a side not, I don't understand how they can have fun like this ... there are so many effects you can't really see anything happening, you don't know who does what, everything melts and they all rush the crawler ... yeah .... no, definitely no.


looks like most of them died to reflect mob, but hard to say when you can't see shit like you said. You can actually die in maps even tough your one shotting most of it also, rare mix of s**t luck in a game with weird balance.

Also, most people will have quit the league/ game before grinding enough to reach delve 1000. These guys are streamers AND being fed yellow cake.
Last edited by SweetChilli#3352 on Sep 9, 2018, 2:53:32 PM
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ACGIFT wrote:
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grepman wrote:
it's not really rocket science as to why delve is gated - because if you make it have no cost to traverse, then everyone would do delve over maps- poe players take path of least resistance most of the time, after all. delving makes it far easier to get items and the progression is much faster than progressing an atlas

By that logic, no one's doing mapping anyway, as the Uber Lab is FAR more lucrative. And beyond getting your 6 trials, it has no real barrier for entry: 4c per offering, and you can make a build to breeze it for not much more expensive than a single offering.

no, that isnt true- 4c for offering is still a lot more than an average t11 map costs, for example. I never said its gating the loot. its about getting xp too. uber lab is capped at 75. delve isn't. maps aren't.

"
And to repeat myself for the umpteenth time, the problem here isn't actually that players are "spoiled brats that want easy loot" (even though every past league in a while has given them that easier than Delve) but that Delve promised CHALLENGE for those bored with one-shot-phasing through Uber Elder.

again, I've never said it's about loot being gated - rather it's progression in the endgame. for maps you have to do the pyramid (well, now cant really call it pyramid) to progress

I dont even give a shit about loot- Im used to 2013 poe loot as the norm.

I really don't get how you got that Im talking about the loot from my post.
even raises a question of whether you even read the post.

if map progression is limited by map drops, but delve isn't, guess what path of least resistance people will take that want to push the xp/ladder ?

THAT was my point. and if you remove the gating altogether, you have endgame progression that doesnt make any sense, and the whole 'let me be limited by my builds power' is pretty much an utopian concept in poe.
Last edited by grepman#2451 on Sep 9, 2018, 7:09:35 PM
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Fruz wrote:


On a side not, I don't understand how they can have fun like this ... there are so many effects you can't really see anything happening, you don't know who does what, everything melts and they all rush the crawler ... yeah .... no, definitely no.
poe party play has been an awful visual cacophony ever since the game sped up drastically
"
Fruz wrote:
On a side not, I don't understand how they can have fun like this ... there are so many effects you can't really see anything happening, you don't know who does what, everything melts and they all rush the crawler ... yeah .... no, definitely no.
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Fruz wrote:
some people have been pretending not to be able to see anything and in no way to distinguish cavestalers at all from the rest, I have been freezing and shattering big packs of mods with herald of ice in delves yet I can see those mobs and very often notice them without much trouble so ...
Decide already, can you see anything or not.
Organic chemistry is a weird thing. If you add a spoon of shit to a barrel of jam you'll get a barrel of shit.
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Oblitus wrote:
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Fruz wrote:
On a side not, I don't understand how they can have fun like this ... there are so many effects you can't really see anything happening, you don't know who does what, everything melts and they all rush the crawler ... yeah .... no, definitely no.
"
Fruz wrote:
some people have been pretending not to be able to see anything and in no way to distinguish cavestalers at all from the rest, I have been freezing and shattering big packs of mods with herald of ice in delves yet I can see those mobs and very often notice them without much trouble so ...
Decide already, can you see anything or not.


pretty sure he can't see shit in 6 player party play...but CAN see what hes talking about, when he's soloing.

I thought that was pretty clear from both posts and context in which they were made
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grepman wrote:

THAT was my point. and if you remove the gating altogether, you have endgame progression that doesnt make any sense, and the whole 'let me be limited by my builds power' is pretty much an utopian concept in poe.



it doesnt have to be, they are completely in control of the xp and loot gains as well as the monster difficulty. Its easy to make a system where you are only limited by your builds power and have it be completely fine in terms of the rewards, they just massively fucked it up.

Make the monsters drop no items and give no xp, you can infinitely delve and the only thing that eventually stops you is that the monsters are too hard. Ok, now you have no problem with it being too rewarding, theres literally no rewards in terms of xp and loot. So its an arpg, you need some rewards, it has to have something, so you start adding xp and loot back into the system until the point where the next increase in xp and rewards feels questionable and stop there.

done. and yes it IS that easy, they just didnt even try. Im just watching baelcast right now, theyre talking about 1k dpth delves giving 20 currency boxes etc... seriously? What are they doing? they have just totally fucked this whole thing up, its not difficult to do it right, they just didnt even try, they didnt even set out with the understanding of what doing it right was.

Theyre still stuck in their 'make it super rewarding and then gate it so no one can access it' mindset. they fundamentally do not understand simply playing the game and enjoying it because they dont play the game imo.
I love all you people on the forums, we can disagree but still be friends and respect each other :)
"
Snorkle_uk wrote:
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grepman wrote:

THAT was my point. and if you remove the gating altogether, you have endgame progression that doesnt make any sense, and the whole 'let me be limited by my builds power' is pretty much an utopian concept in poe.



it doesnt have to be, they are completely in control of the xp and loot gains as well as the monster difficulty. Its easy to make a system where you are only limited by your builds power and have it be completely fine in terms of the rewards, they just massively fucked it up.

Make the monsters drop no items and give no xp, you can infinitely delve and the only thing that eventually stops you is that the monsters are too hard. Ok, now you have no problem with it being too rewarding, theres literally no rewards in terms of xp and loot. So its an arpg, you need some rewards, it has to have something, so you start adding xp and loot back into the system until the point where the next increase in xp and rewards feels questionable and stop there.

done. and yes it IS that easy, they just didnt even try. Im just watching baelcast right now, theyre talking about 1k dpth delves giving 20 currency boxes etc... seriously? What are they doing? they have just totally fucked this whole thing up, its not difficult to do it right, they just didnt even try, they didnt even set out with the understanding of what doing it right was.

Theyre still stuck in their 'make it super rewarding and then gate it so no one can access it' mindset. they fundamentally do not understand simply playing the game and enjoying it because they dont play the game imo.


but you hit right on the head why its NOT easy. you cant simply do this for the challenge just like they would in past (we WANT content to kill you in HC -Chris back in different PoE)

they have to give an incentive nowadays. and theyre scared to make it another lab, in which they pretty much had to add idiot-proof shrines and rewards just to get people to run it

its a hell to balance.

the issue - again - is that poe has no real progression past like level 70 in most cases. the last 25 levels, the progression is a mushy mess. a certain build at level 70 can get all gear it needs and can go straight to depth 500 or so. and yet another build that is *ok* and should be working, with same level of gear and investment, needs to get to like 95 to work.

this has been the case since maps were introduced, but as long as the balance and player power was held in check on a similar plateau, this utopian concept was at least feasible. it isn't anymore.

finally, gating artificially keeps people who play 24/7 interested in content.

again, because people will just do whats more efficient, if you make delving strictly less efficient, then people wont do it when its not new. if you make it more efficient and remove gating, no one will play maps. the only way it works if neither have gating or both have it. you cant XOR it. and 'challenge reasons' isnt really good enough for the game nowadays.
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grepman wrote:
again, because people will just do whats more efficient, if you make delving strictly less efficient, then people wont do it when its not new. if you make it more efficient and remove gating, no one will play maps. the only way it works if neither have gating or both have it. you cant XOR it. and 'challenge reasons' isnt really good enough for the game nowadays.


By this logic nobody would do greater rifts in Diablo III; which is demonstrably false. Greater Rifts were enough to keep D3 alive for me since season 1 of their introduction; and PoE is already boring me after a single league. (I only decided to try out Delve because the idea of an infinite scaling dungeon seemed so promising)

There's just f*ck all content to do in PoE. I've done uber elder, uber atziri and uber lab on a low-budget level 80 character last patch. Now what? There's nothing left, no reason to improve my character if there's no content in the game to test it on. Sure, maybe I can kill shaper in 5 seconds instead of 10, so I can spend more time waiting on immunity phases.

PoE is missing an endgame and infinite scaling dungeons could have provided it, except they fucked it up by gating it behind weeks of grinding before you can access mobs that maybe need 2 hits instead of 1 hit to die.
Last edited by nandchan#7735 on Sep 9, 2018, 8:50:59 PM

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