Make the endgame higher maps viable for "normal" solo characters
" +1 I learnt that one from Grits when he was the No.1 player ladder player in Default. Wonder why he never came back for Open Beta? OB: BazzVone - 83 Dual Spork Totem Templar /w CI and minions
CB: BazzVfourteen - 80 Dual Spork Totem Templar /w CI CB: BazzVtwo - 73 Dual Spork Totem/LS Templar CB: BazzVseven - 76 Lightning Strike Mara CB: BazzVfive - 78 Lightning Strike Mara |
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Have to somewhat agree with Slayer. 66/67 maps no longer give a lot of experience but they are good to clear fast for a chance at more and better maps and also to farm with more magic find.
Your original post seemed a little emotional so will probably fall on deaf ears. Most of it I didn't really agree with but there was at least a little bit of good feedback. Standard Forever
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Soloing is completely fucked by the expense issue alone. Grouping being 6 times less cost + 6 times less risk + faster clearing = broken game for anyone who wants to solo to a high level.
Anyone who disagrees....what's your secret to personally affording triple exalting mazes or mass chaos and exalt to 6 mod? How do you find the time to farm currency and still spam trade chat for the hundreds of chisels you need? Because I'm not sure how that's reasonable for a solo player short of whipping out your credit card. Last edited by aimlessgun#1443 on Mar 13, 2013, 6:06:59 AM
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" This is it. Reduced currency drops for running lower level content make farming in this game ridiculously obnoxious for solo players who can't just faceroll through stuff like every party can. Path of PEW PEW PEW PEW PEW PEW
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Oh, almost forgot to mention this fun gem for solo players: If you're not one of the handful of power builds that can solo every map mod, enjoy it when the third exalt on your maze Shipyard rolls Blood Magic.
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Guess its hard to fix the party problem.
Some thing that could be done:
Spoiler
Reduce (remove?) iiq party bonus - better: give +50% iiq to solo players and remove the party bonus, so no change for 2 man parties, buff for solo, nerf for faceroll 3+ parties
Increase life of monsters in parties - +200% per player to compensate synergies Increase damage of monsters in parties - +10% per player (maybe a bad idea - that will make a lot of 1hit problems) Dont allow players to have more than 1 aura that isnt "your own at a time (you can make a priority list) to reduce the overkill synergies. In fact im fine that parties are faceroll - its okay that less skilled hardcore pro streamers have an easy way to show their grear skill in facerolling with 5 other overgeared no lifers [sarcasm] I dont care about other players and im fine with low skilled party facerollers get the best gear in game easy. But buff single player! Thats the only thing in poe you need "a very lil" skill. |
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No. Just no. The only way to make Higher maps easier - is to make everything else easier, otherwise there is will be no sence of progress.
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" You didn't read the post. I refuse to cater to tl;dr people. " It is worthless, XP wise. Why in the whole world would I run content that allows no progression and is a grind to be able to grind system?!? This is an RPG. What the hell is with the XP walls? Make progress smooth, put the damn max level higher, remove stupid&artificial frustrations from the game, make the experience streamlined. Also, you might have some type of build that allows you to run lower end maps as you mentioned, with MF gear (which I'd take out of the game completely). I, however, rather see difficulty in maps based on what mobs are inside, not that much on mods. If I roll a 66 with chaos mobs and punctures, there is NO WAY I can "farm" it efficiently, I will have to advance one totem at a time. This is NOT farming, it is not efficient. If I could roll bandits or whatever in 66s, I wouldn't bother to post this in the first place. I take this risk for at least 4-5% XP/run - which is reasonable for me - but NOT for 0.5% XP - which is insulting. The issue is no real endgame content, the rehashing of old content under the guise of an endgame as a currency sink, and the lack of sincerity and openness behind this manoeuvre's intent. To make issues worse, the old rehashed content is itemised, like it is some amazing imba gear, which is messed up badly. placeholder for creative sig Last edited by Undon3#5633 on Mar 13, 2013, 9:48:47 AM
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" Hmm... I'm sorry, now I see what you mean. You are mostly talking about drops. Yep, I think drop rates should be higher for a solo player( not sure how to implement it without making 2 ppl parties useless). On the matter of "XP walls". Maybe you have "wrong" expectations about level cap? level 100 is a theoretical level cap, and it is meant to be that way. I personally prefer to think about level 80-85 as a "effective" level cap and I've planned my build around this number. |
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" Thank you for taking the time to read and reply, I appreciate it. My apologies for the previous harsh tone. Take care. PS: My expectations about the max level are that it should be hard to reach, even months - I don't care, but there should be proper content for your level you can run at all times and the experience should be smooth and streamlined, no walls, and the endgame should be available as maybe an unlock after difficult series of tasks, but stay unlocked, not full RNG. Maybe the higher level of endgame will again need unlocking, fine, but it should stay unlocked after you work for it. Basically, it all boils down to: You work hard, you get rewarded, instead of getting RNG-ed. placeholder for creative sig Last edited by Undon3#5633 on Mar 13, 2013, 10:13:36 AM
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