Is GGG taking the right path? crafting and maps.
" nah in-game trading should be restricted to being in-game |
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I like RNG when it comes to gearing but not when advancing through the atlas. Fix the map drops. 20-46% packsize SHOULD always guarantee returns.
Last edited by HappyRogue#6160 on Oct 4, 2018, 10:13:48 AM
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Without citing anyone, I will try to answer some points you mention with respect to my comments.
Craft: I have never talked about facilitating in getting equipment in a simpler way, but nobody can deny that trying to elaborate an item shaped or elder is a task of titans. It is almost easier to win the lottery than to make a good item, because most mods that exist at this point are useless. This for people who do not play 12 hours a day is practically impossible and sometimes even if you play those hours you do not get it either. The games in which the RNG have their base have to be balanced in their extremes, so that they are not games dedicated to 0.000000001 percent of their players. In this, GGG should focus its strategy a bit more. What else is easier to do crafting, when there are bots and people who abuse exploits and flood the trade with broken equipment. Maps: All of us who have been playing this game for years and years know the mechanics to obtain maps and sometimes you can hold a single map. You always end up saying that that's what trade is for, because there are two reasons why that comment does not work. 1- The trade is full of price-fixers, GGG let you change the price of the item as many times as you can, this implies that I sell the item if I want, when I want and how I want, so you can be more than 1 hour whispering without getting any response. This makes the trade tedious and does not work as expected. On the other hand and most important of all is the SSF mode in which there is no trade and this problem increases exponentially. |
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" You will have bots and people who exploit in any game. They are like the plague, you can't get rid of them. |
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" True and I am with you but the more difficult it is to get something more economic benefit is taken from it, there are bot shops selling all kinds of objects. As they say above, I do not want you to look like the diablo 3 although you have some things that work very well, but you want or you can not minimize the benefit of using bots to get real money. Last edited by Hellshout#6962 on Oct 4, 2018, 2:13:53 PM
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The number of mods isnt a problem, the problem is that most of them are far too weak, or even useless, while others (life, physical damage, AS) are literally mandatory. Furthermore, some mods "amplify" each other (for example "+X physical damage" isnt good alone, but it gets amplified by "% physical damage" (stack multiplicatively). Same for "local" crit chance & "local" attack speed on weapons. Having yet another of those "god-tier" mods makes your DPS with a weapon multiplicatively better. And having any other mods (such as "mana leech") doesnt make a weapon any "better" from player's perspective. No wonder, that finding/crafting a good weapon is such a pain in an ass!
Furthermore, some of those "god-tier" mods have huge penalty to spawn rate, if compared to "normal" mods - notably, flat/percentage physical damage on weapon. T1 mods of that type spawn only at ~1/5000 rate (or even less), T2 - at ~1/2000 rate, far less than one could expect, if ALL mods had the same spawn rate... Situation with non-weapons is a bit better, but still, there are too many mods, that do nothing but make an item useless, even if they dpawn at high tier... If there were a lot of useful mods (let's say, "life leech" mod on weapon would be actually comparable in power to "raw physical DPS", or "chance to bleed", etc, we'd see far more diversity, and far more "strong weapons". Bot for that, OP mods such as "% physical damage" (and all others, that affect damage in multiplicative way, and overall are far too powerful), should be revised - though it will require a rewamp pf whole itemization system.... IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power |
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" If you find yourself disagreeing with something I've said then you can take solace in the fact that you are no longer alone in the world.
"Give me fuel... Give me fire... Give me Aul that I desire..." |
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Now, about maps.
First, High-tier maps' "purpose" should be revised. ATM, they're considered an "XP boosters", that require solid currency investments for each run. In my opinion, "endgame content" should be challenging, but also accessible for those tought enough to beat it, without the need to sink currency. I also believe, there should be another endgame content, besides maps. Delve could a be great opportunity to add such a content - an endless dungeon with endlessly increasing difficulty, so players would push their characters to extremes, and will compete to reach yet another level... But Delve is too far from that. The real "difficulty" of Delve is to find enough Sulphite to fuel crawler, and even at high depth, enemies can still be oneshotted by meta builds (enemy HP doesnt scale), so it actually doesnt make game "increasily difficult", as one could expect... IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power |
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Why do people who buy gear insist on SSFing their atlas progression and map stocks? Maps pay for themselves people, stop being cheap.
HAIL SATAN!
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" Because if the goal of the game is to reach the shaper for example, you can not limit your access to trade |
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