Path of Exile, Gameplay Criticism

Fruz got "robmafia'ed" lmao

Yeah generally low-level pvp is generally more imbalanced also somehow easier to set up generally and funnier.


Low-level invasion is more popular in dark souls series than meta level because of this.

In the end time wise I"'m not sure I would see any difference, cookie cutter build will emerge in both anyway but the longer it drags the more boring it can become so I see Fruz point about shorter dont let you fall into that boredom.
Last edited by ffogell#6809 on Feb 8, 2019, 6:36:46 AM
Please, read my signature, it's not just for show.
i'm a troll because i know that lvl 20 pvp does not exist?
[Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct."

...it was quotes. from the forum. lolz!
"
Khalixxa wrote:
This is my best shot at summarizing the gameplay problems of POE, how they are connected and how to solve them:

https://www.youtube.com/watch?v=e3WkaqDYtXQ

(I don't talk much about item/loot related issues; only the gameplay)

Thanks for watching. I hope this can help make the game better.

This post cannot be over-quoted, so I repeat it again.

Got one-shot one too many times now. Been hovering between 0% and up to 20-21% towards level 95 for probably two weeks. I've now uninstalled the game. Fuck that unbalanced piece of shit. Human reaction is simply nowhere near fast enough, so I get one-shot. Not horribly often, but once or twice a session is enough to not make any progress whatsoever. Need to avoid damage, almost any kind of damage (in red maps), or you're gone. Not fun. Especially not when coupled with an almost infinite number of RNG walls.

Won't hold my breath, but if they fix the game, I'll try it out again. Path of One-shots gets old real fast, so I'm finally out. A relief :-)
"
Pangaearocks wrote:
"
Khalixxa wrote:
This is my best shot at summarizing the gameplay problems of POE, how they are connected and how to solve them:

https://www.youtube.com/watch?v=e3WkaqDYtXQ

(I don't talk much about item/loot related issues; only the gameplay)

Thanks for watching. I hope this can help make the game better.

This post cannot be over-quoted, so I repeat it again.

Got one-shot one too many times now. Been hovering between 0% and up to 20-21% towards level 95 for probably two weeks. I've now uninstalled the game. Fuck that unbalanced piece of shit. Human reaction is simply nowhere near fast enough, so I get one-shot. Not horribly often, but once or twice a session is enough to not make any progress whatsoever. Need to avoid damage, almost any kind of damage (in red maps), or you're gone. Not fun. Especially not when coupled with an almost infinite number of RNG walls.

Won't hold my breath, but if they fix the game, I'll try it out again. Path of One-shots gets old real fast, so I'm finally out. A relief :-)


i like how your godawful defenses must be ggg's fault.

it's weird how some people just never have these "one-shot" problems. if what you said was real/valid, it would happen to everyone.

it's easier to blame a game than your own shortcomings, though. it's the current year, after all.
[Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct."

...it was quotes. from the forum. lolz!
"
Qiu_Qiu wrote:
Please, read my signature, it's not just for show.

From the threads overview I see the troll has posted. I can warmly recommend using the advice from the quoted post:
https://www.pathofexile.com/forum/view-thread/1473168/page/1

The forum is a much better place to frequent when a couple of people's posts are removed.

As for the game, I do hope they bother to balance things much better in the future. This thread and the forum more generally is full of people giving much the same feedback. And it has persisted for years.

Since it has persisted for years, excuse me for not being very optimistic about positive change coming any time soon, but it is desperately needed.

I've moved on to other games now, games I enjoy more, so will probably stop coming to the forum in the near future. Like many other people before me.

Thanks for making this post and such a concise video highlighting some of the big problems with the game's balance and design. Although they keep a very low profile in the forum, I'll be surprised if nobody from GGG have seen it. They can't all be hanging out at reddit.
now your lack of defenses means i'm a troll?

amazing.
[Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct."

...it was quotes. from the forum. lolz!
On Topic of the Death Penalty

tl;dr/dw XP loss as a consequence of death in SC needs to stay as a negative feedback loop to 'teach' players a lesson. Get better.

The XP death penalty in SC is a "feedback loop." One that punishes you. A "negative feedback loop."

How exactly (detail) the negative feedback loop should be designed for dying in SC is up for GGG game design crew. But the negative feedback loop (game telling you-you made a mistake) to death in SC needs to stay, how severe/proportionate that also depends on GGG game design crew - because they have the exact numbers and statistics: whether or not players quit the game completely or create a new character because of XP loss.

XP loss (one form or another) is a good and justified, immediate, a recognisable game mechanic by the player to (1) deter one from playing a glass cannon build and (2) to improve their builds regarding defences and (3) play more attentive (entering a reflect map ...). After all, builds to play in HC have to be "HC viable."

Caveat: The debate about being one shot. And GGG designing game mechanics around SC (Beaclast 32). Meaning for the average player, death in SC is most likely to occur at least once if not more end game.

Further, the grind to 100. XP loss makes the grind to 100 (excluding Pure Breachstone) a challenge because of the proportionate XP loss. If the XP loss would not be proportionate to the player level, then the grind to 100 would be in effect nerfed. Made easier. I don't think GGG design crew would want to make the end-end-game grind easier (taking Pure Breachstone out of the picture, IMHO, as is, will not go core).

BUT, on the flip side, GGG could make the end-end-game grind (90 to 100) more rewarding (balance out the XP loss scenario/debate) by eg introducing bonus percentage stats (Int, Dex, Str) for the last 10 or 25 levels. This could be something for 4.0, introducing harder content, but not needing to lift the level cap (100).

For more on feedback loops in other games:
How Games Use Feedback Loops | Game Maker’s Toolkit - https://www.youtube.com/watch?v=H4kbJObhcHw


And as already mentioned in this thread, XP loss upon death in SC is a way of protecting the player from themselves (playing a frustrating glass cannon build, which you will eventually, always run into problems with):

How Game Designers Protect Players From Themselves | Game Maker's Toolkit - https://www.youtube.com/watch?v=7L8vAGGitr8

"
4:00 Encourage certain behaviour than discourage.

Last edited by RPGNoobANKA#0714 on Feb 10, 2019, 12:11:09 PM
Mau Kun map is very annyoing. You should put the ghosts onto the map so we dont have to run around the while map like 50 times until we found every last one.

And i Have a suggestions for Premium tabs. I´d love to see a feature added where i can cut the prices for all items for like 10% of the set prices. That would be such a quality of life.
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Alter3go wrote:
And i Have a suggestions for Premium tabs. I´d love to see a feature added where i can cut the prices for all items for like 10% of the set prices. That would be such a quality of life.


That would fall into the same category of explanation from GGG why there is no auto sort and no auto pickup 'QoL feature'. Items have to have and keep their weight (eg Beaclast 23 w Chris Wilson).

If items don't sell. Vendor them. Or put in the effort to find out why your items don't sell. Or don't put items up for sale in the first place if you don't know their value.

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