Yes, power-creep is existing, and no, I don't think there should be anything done about it, at least not at this point. Though, here me out as to why:
Reverting the game back to 'what it was' would be very detrimental, you're still around the same power level from 'back in the days' while running the acts, it's just a matter of case that the follow-up content provides a change along the line, an ever increasing one. That's the first point of the argument.
Also, we have 4.0 upcoming, it can be clearly seen that development focuses on providing more side-mechanics to work with, content which is still not balanced in any way for the game at the moment, which will most likely make sense with the 'big expansion'. That's the second point of my argument.
Also, since so many new crafting options in such a short amount of time got introduced, this tends to break builds in unintended ways, things which are rebalanced ever so slowly, one piece after another. As to why so many crafting options come into play now: 4.0, that much is obvious. We'll seemingly get new end-game content which provides a challenge, as it should be. That's the third point of my argument.
Healthy game progression based on scaling tends to feel 'out of whack' compared to what it was before, alienating a specific amount of the player-base. Sure, the game had a time when arc wasn't overly good, when SRS was meta and when cyclone felt powerful, those times aren't here now, that'll come around once again though. That's the fourth point of my argument.
And the last one is the following: Power-creep in itself is neither good nor bad, only how it's handled. If there would never be another option besides the basic mirror-tier items of 'old time' with the same respective mods on them... then a lot of interesting builds wouldn't be in existence. Formerly you only had one way to play: Go towards mapping, map shaped vault or shaped strand. Now it's elder your map of choice, go delving, do synthesis (which is a lot better after the rework), farm temple or syndicate as quick as possible in low-lvl areas, do the lab. And after all that even the basic mapping has changed massively, sextant blocking being gone, scarabs introduced to name only 2 of those. All of them are mechanics which made a sort of power-creep as well, nonetheless they aren't bad in any manner, they are actually very fun for many people. And if one part isn't... well, then there's a few others which might be for you.
GGG balance is like getting a pizza which is burnt on the sides, raw in the middle and misses the most of the toppings.
Then upon sending it back you get a raw side, burnt middle and enough toppings to drench everything in grease.
Everything fixed but still broken.
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Posted byKulze#3236on Mar 28, 2019, 12:25:12 AM
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Millar wrote:
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Br4wn3 wrote:
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Stormy_Fairweather wrote:
Remove multipliers. Rebalance the game around the new math. You can't mix exponents and integers and expect to beable to balance the system. The whole of it would have tp be recalculated, and a decision for more deliberate paced gameplay would have to be made... but I think that is the only thing that could actually solve the issue.
This is a constructive comment, and I agree with the re balancing. Make the content scale harder.
It would be game breaking to re balance all of the existing gear in the game.
Make red maps way harder, and bosses super hard again, it's a much more logical step.
Make those godly items we can make have a purpose.
You're and idiot.
Stopped reading after you called me an idiot.
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Posted byBr4wn3#2386on Mar 28, 2019, 7:00:16 PM
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Kulze wrote:
Yes, power-creep is existing, and no, I don't think there should be anything done about it, at least not at this point. Though, here me out as to why:
Reverting the game back to 'what it was' would be very detrimental, you're still around the same power level from 'back in the days' while running the acts, it's just a matter of case that the follow-up content provides a change along the line, an ever increasing one. That's the first point of the argument.
Also, we have 4.0 upcoming, it can be clearly seen that development focuses on providing more side-mechanics to work with, content which is still not balanced in any way for the game at the moment, which will most likely make sense with the 'big expansion'. That's the second point of my argument.
Also, since so many new crafting options in such a short amount of time got introduced, this tends to break builds in unintended ways, things which are rebalanced ever so slowly, one piece after another. As to why so many crafting options come into play now: 4.0, that much is obvious. We'll seemingly get new end-game content which provides a challenge, as it should be. That's the third point of my argument.
Healthy game progression based on scaling tends to feel 'out of whack' compared to what it was before, alienating a specific amount of the player-base. Sure, the game had a time when arc wasn't overly good, when SRS was meta and when cyclone felt powerful, those times aren't here now, that'll come around once again though. That's the fourth point of my argument.
And the last one is the following: Power-creep in itself is neither good nor bad, only how it's handled. If there would never be another option besides the basic mirror-tier items of 'old time' with the same respective mods on them... then a lot of interesting builds wouldn't be in existence. Formerly you only had one way to play: Go towards mapping, map shaped vault or shaped strand. Now it's elder your map of choice, go delving, do synthesis (which is a lot better after the rework), farm temple or syndicate as quick as possible in low-lvl areas, do the lab. And after all that even the basic mapping has changed massively, sextant blocking being gone, scarabs introduced to name only 2 of those. All of them are mechanics which made a sort of power-creep as well, nonetheless they aren't bad in any manner, they are actually very fun for many people. And if one part isn't... well, then there's a few others which might be for you.
I appreciate you trying to be constructive but to be honest, your sentences are non-nonsensical and I don't understand what points you're trying to make.
My point is this, keep the game 90% the way it is, and increase the difficulty massively for the last 10% of content e.g red maps, boss fights.
This keeps the mappers happy, and gives little change to the current play, and solves the power creep. There's no downside that I can see.
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Posted byBr4wn3#2386on Mar 28, 2019, 7:12:41 PM
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Br4wn3 wrote:
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Kulze wrote:
Yes, power-creep is existing, and no, I don't think there should be anything done about it, at least not at this point. Though, here me out as to why:
Reverting the game back to 'what it was' would be very detrimental, you're still around the same power level from 'back in the days' while running the acts, it's just a matter of case that the follow-up content provides a change along the line, an ever increasing one. That's the first point of the argument.
Also, we have 4.0 upcoming, it can be clearly seen that development focuses on providing more side-mechanics to work with, content which is still not balanced in any way for the game at the moment, which will most likely make sense with the 'big expansion'. That's the second point of my argument.
Also, since so many new crafting options in such a short amount of time got introduced, this tends to break builds in unintended ways, things which are rebalanced ever so slowly, one piece after another. As to why so many crafting options come into play now: 4.0, that much is obvious. We'll seemingly get new end-game content which provides a challenge, as it should be. That's the third point of my argument.
Healthy game progression based on scaling tends to feel 'out of whack' compared to what it was before, alienating a specific amount of the player-base. Sure, the game had a time when arc wasn't overly good, when SRS was meta and when cyclone felt powerful, those times aren't here now, that'll come around once again though. That's the fourth point of my argument.
And the last one is the following: Power-creep in itself is neither good nor bad, only how it's handled. If there would never be another option besides the basic mirror-tier items of 'old time' with the same respective mods on them... then a lot of interesting builds wouldn't be in existence. Formerly you only had one way to play: Go towards mapping, map shaped vault or shaped strand. Now it's elder your map of choice, go delving, do synthesis (which is a lot better after the rework), farm temple or syndicate as quick as possible in low-lvl areas, do the lab. And after all that even the basic mapping has changed massively, sextant blocking being gone, scarabs introduced to name only 2 of those. All of them are mechanics which made a sort of power-creep as well, nonetheless they aren't bad in any manner, they are actually very fun for many people. And if one part isn't... well, then there's a few others which might be for you.
I appreciate you trying to be constructive but to be honest, your sentences are non-nonsensical and I don't understand what points you're trying to make.
My point is this, keep the game 90% the way it is, and increase the difficulty massively for the last 10% of content e.g red maps, boss fights.
This keeps the mappers happy, and gives little change to the current play, and solves the power creep. There's no downside that I can see.
Then you need glasses.
"Gratitude is wine for the soul. Go on. Get drunk." Rumi
US Mountain Time Zone
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Posted byChanBalam#4639on Mar 28, 2019, 8:47:14 PM
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Kulze wrote:
And the last one is the following: Power-creep in itself is neither good nor bad,
*facepalm*
[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!
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Posted byrobmafia#7456on Mar 28, 2019, 10:10:27 PM
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You know how you fix power creep in what is essentially a single player game?
You avoiding using the most powerful gear.
Why are you worried that other players have the ability to do content easier than how you want? How does them having that power effect your experiencing? Your whole post is essentially a cry to make the game harder for everyone else because you cannot control your desire to use the most powerful builds.
Last edited by sublimenotions#0018 on Mar 29, 2019, 12:14:10 AM
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Posted bysublimenotions#0018on Mar 29, 2019, 12:12:23 AM
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sublimenotions wrote:
You know how you fix power creep in what is essentially a single player game?
You avoiding using the most powerful gear.
Why are you worried that other players have the ability to do content easier than how you want? How does them having that power effect your experiencing? Your whole post is essentially a cry to make the game harder for everyone else because you cannot control your desire to use the most powerful builds.
this is a common misconception.
i could play with a freakin' tabula and a weapon (ie: no boots/helm/gloves/etc) and still steamroll most content.
the game has gotten absurdly easy... AND also added a ridiculous amount of power creep.
also, the game is SUPPOSED TO BE competitive. which was the point of leagues, to begin with.
[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!
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Posted byrobmafia#7456on Mar 29, 2019, 12:35:10 AM
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The point of leagues is to beta test content, with the veneer of competition as an incentive. And what is the competition anyways? I've been playing PoE since ages ago, I don't know who has "won" any league ever so it must not be that relevant.
Okay, go equip a tabula and a club, don't allocate any passives or use any skills and record yourself killing shaper without taking a hit of damage for the entire run. Should be easy peasy for you to faceroll it.
There is no misconception, if you want the game to be harder play with different skills and gear. Don't force everyone else to conform to what you want because you are addicted to OP builds.
If you don't know how to not play an OP build, then use one from here:
https://poebuildroulette.github.io/#
Last edited by sublimenotions#0018 on Mar 29, 2019, 1:49:03 AM
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Br4wn3 wrote:
My first uber elder build was a physical cyclone duelist. Try not making wild assumptions, and it'll improve your life.
So you respeced it to a flicker champion ?
Because there is no cycloner in your character list, there are some very fotm builds though ( soul rend/blight, blade vortex ), and all of them are in trade SC ....
You want to increase the difficulty ?
Try HC
Yoou want even more difficulty ?
Feel free to make your own private league.
"Fighting" power creep by screwing builds that GGG has not been putting into the spotlight recently is not going to do any good, it's only going to gut build diversity even more if anything.
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Pizzarugi wrote:
I got a better idea: How about we nerf the problem builds instead? By buffing monsters, you make them more inaccessible to builds that underperform, narrowing down build diversity.
Let's not fuck over players who don't want to spend fucktons of exalts to gear up and take on these enemies or play SSF, and address the powercreep itself. We shouldn't be raising the skill floor, we should be lowering the ceiling.
Exactly.
Well, I would not use "skill floor", more like "build+gear floor" to be honest.
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading. Last edited by Fruz#6137 on Mar 29, 2019, 2:00:53 AM
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Posted byFruz#6137on Mar 29, 2019, 2:00:09 AM
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Br4wn3 wrote:
The Problem:
Lately, I've noticed to many insane items and to many builds that are absolutely obliterating end game content.
The solution:
Stop being a jelly bean. Nobody likes jelly beans.
Trust your mind and strengthen your abilities!
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Posted byMrsDeath_#3960on Mar 29, 2019, 2:08:32 AM
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