Difficulty or artificially stretching the duration of the gameplay.
In what case will the game be considered hard?
Probably when you need to know game mechanics, monster skills and competent positioning for battles? Oh no. You just need to add more Life, cut the damage several times, give single-use flasks, and incredibly well-coordinated monsters that demolish 10k hp in one volley faster than the Flame Dash animation lasts. How did it happen that, again, you made life difficult for everyone, except for those who still kill Sirus in a second? How did it happen that you are busy developing content that is not available to most players? What is your goal? Who are you making the game for? Why do podcasts ask about colorblind players whose 0.000001% of the entire PoE gaming community? Why don't you want people to play your game? Why do you hate your community so much? Is this the Suggestions section? Keep suggestions that will make the game better for everyone. We are not happy with glasscannon builds that ignore defensive mechanics. Power creep. We don't want to make bosses interesting stages and animations, given that they are killed in seconds. I agree that one-second battles are complete nonsense, but only 1% of players can access it, if not less. And nerfing all support gems for 1% is a huge mistake. The best solution to these problems is to add a damage limiter. For example, the Boss cannot lose more than 20% of his life/es per second. For stage bosses, this 20% is split at each stage. What do we get in this case? Even strong characters will need 5 seconds to kill a boss (the approximate duration of flasks, which have only 1 shot and charges are not particularly restored). At the same time, the average build will be able to kill this boss by spending a little more time, and not 10 minutes and 5 portals. 5 powerful (slam) hits, or degen, everything is fair, and the boss will have time to show what he can do. For uber bosses, the cap can be reduced to 10-5% to "complicate" the fight. In addition, this will solve the problem with the glasscannon, because there is no sense in overdps, if the boss does not die, and then it will already make sense to set up a defense. I also really want to touch on the topic of monsters that deal damage with a volley. For some reason, for curses you decided to make a general cooldown, but for attacking skills there is no. What for set up a block chance cap if, because of its recharging, I am not protected from 19 out of 20 hits delivered at the same time? Just give monsters with skills a cooldown of at least 0.2 sec. And I ask you to weaken the Haste effect, which makes monsters just MONSTERS, which are faster in everything than a character who has been upgrade passives and crafting gear for several hours. And it is very "fun" to get Savage hit and slow down by 100 times, so that now you definitely can't dodge. Acts. I've run them 500+ times already. Someone even more. And I don't hate them when the gameplay is similar to the Test Drive build. It is pleasant enough to find a successful combination that at the early levels already begins to effectively kill bosses, and is fun. And yes, the acts have not been the basis of the game for several years, this is only a prologue, and I do not mind going through it every time if it is interesting. But WHY was it to stretch the acts? No, I'll go through acts in 10 hours, but why can't I just play for fun? On most bosses, there are not enough bottles, and you need to either die or abuse the portal to the city. This is not a hard, it is a game design mistake. Do you know why? Because the game advertises 500 skill and support gems, which can be combined to play as you like, only non-self-cast skills show themselves well, and the rest is worse than default attacks. Is it a reverse psychology that we would be more waiting for new acts? Or in general you do not want a lot of players to play your game because you have problems with the servers? I have already suggested that for adherents of Dark Souls and followers of "hard" gaming to make a hardmode, and for players who want to enjoy the gameplay, make softcore with a normal balance from the Ritual league. I know people who are willing to just play the Ritual league before PoE 2, they don't need new content, the game was almost perfect already. " Chris, all these years we have been building a beautiful ship called Path of Exile, and when it came time to send it on a round-the-world trip (you started buying ads from streamers), you remembered how in the garage with Jonathan you wanted to build a raft, purely for yourself, and now you are disassembling this ship, turning it into a small raft, on which hardly everyone can fit, and will they really want to? my hideouts - https://www.pathofexile.com/forum/view-thread/3228515 Last bumped on Sep 2, 2021, 1:29:59 PM
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" Yeah, welcome to reality. Dreams are not sometimes possible no matter what you do. Communism is also a nice dream, but the path to get there is grim and messy with catastrophic results. Ironically, they have the same issue a Communism have with implementing their dream. Human nature. Last edited by Sixtysan#6617 on Aug 30, 2021, 6:38:14 AM
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not willing to go deep on other topics but re) colour-blindness
it is a SERIOUS problem and GGG does absolutely horrid job in the accessibility field. im not afraid to say - they do NOTHING in this field. colour-blindness is not something that affects one per million people, in some parts of the world (mainly europe and countries with significant europe-rooted population) it is as much as 1 in 8 (mainly)male that is affected by various severities of colour blindness im personally fine, it does not affect me in any way. but ways of dealing with this issue are both CHEAP and EASY. several, even crappy, games have various solutions: some as simple as making red more violet and green more blue. they add shape-coding to go with colour-coding. it is TRIVIAL to apply and fix. sometimes as simple as making 'red' text slightly bolder/larger. done. or simply not using these colour combos as information-mediums in the first place. and in fact POE HAD this solution 9 years ago. it has been removed because it did not match 'the (aesthetic) vision' it is a strange business decision when you wave off quite substantial group of players from one of the wealthiest regions of the world 'just because' |
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" I am color blind on red-green-brown spectrum to some degree but in PoE outside of general clusterfuck of a gameplay, my only problem is right now - Oils, otherwise I probably don't even look at the game while playing it. The passive tree information on oils is completely meaningless and without texts on PoB i would never get the right combination. If there is any shortcut to display oil names on passive tree, i probably missed that :) Gems are so-so visible/ distinguishable, the darker shade is red, lighter is green. blue is blue. I navigate through minimap under my charactes and I don't see monsters. If i see what's going on on the screen, i am probably already dead. The peak invisibility is still Metamorph black spots on the ground in dark maps like Underground Sea. I expect the feedback from colorblind GGG staffers to be similar to mine. So used to not looking at the game that you don't see problem :) I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me. 3.13 was the golden age. |
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" That ship took sail a long time ago, and, lemme put it this way... This is what took sail back then and what the initial supportes helped GGG build ![]() In hopes that we will get this ![]() But this is what we got instead ![]() Honestly, if Chris is genuinely unhappy with the current game and wants to set it straight, I can't blame him. And I can't blame GGG much for failing either, iteratively building a ship is hard. Unfortunately, rebuilding it into something take makes sense is even harder, and I think we should be supportive of that. Even if players aren't getting full fanservice, having devs that are enthusiastic and proud of their work is much preferable in the long run to miserable ones, because it reflects in their work sooner or later. Wish the armchair developers would go back to developing armchairs. ◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► Last edited by raics#7540 on Aug 30, 2021, 9:19:06 AM
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After Conquerors of the Atlas I thought maybe they just didn't realize.
Then they added Sirus Influenced enemies. A blatant gear check that no one asked for. The answer was clear. "Never trust floating women." -Officer Kirac
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Well, if Chris want a game suitable of himself (donno if he ever left acts tho, vithout using console), its his own game, he sure can do that. But its strange to expect players will like that, as too many already got sick of those acts without actual choice to skip em.
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Chris kind of lost me when he wouldnt stop talking about hardmode and all its so called benefits. He mentioned several times that a hardmode can be done quite quickly by simply disabling features or reducing drops. But i am still wondering where the "hard" in hardmode is then.
Its just another layer of artificial garbage to stretch the progression even further, there is no increase in difficulty. If they really wanted to increase difficulty in a meaningful way they would add new monster abilities and Ai`s. They are so caught up in their insane release cycles, that they totally forget that quality changes take their time. And especially a testing phase. |
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i do not know why anyone should be 'supportive'.
GGG is a multimillion dollar company that did their research (or at least had funds to do it) and put a plan in motion - THE VISION. the result was.. (at least partially) rejected by their customers. i do not understand why suddenly players who left because past 5 years of development supposedly is a mistake should be 'supportive'? theyve left, they dont give a damn. this is something some people (i suspect GGG as well) do not grasp. there is a difference between people stopping for a while and leaving. this time people actually left. do you care about restaurant that served you bad meal and cheated at the receipt? no, you leave, say goodbye and never waste a second of your life thinking about it ever again. this is 'leaving'. people who left wont watch podcasts (i bet they could have guessed the answers without watching it), wont check news. they left. being supportive (and 'support' in GGG's terms == money for packs) is absolutely out of the question feedback, ideas, criticism and praise - GGG never actually gave a damn UNLESS you could see ruckus from space. ive screamed about stupid power-creep for years, what we got? Bottled Faith - one of THE iconic barbarities this game has ever spawned. oh.. about that support. what are players expected to do to make patches/changes released 'when ready'? 3.15 got released on the schedule, not when ready. half of new skills had issues/were literally unplayable, mana changes were not tested etc |
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" You know they are adding new monster abilities and AI improvements, right? They've done it for act 1 this league, and the rest of the acts will follow. Of course, AI and ability updates are focused on bosses. They haven't added many abilities, but they have altered some, which is the same regarding difficulty. Anyhow, no matter how you twist the tables, you gear is an important factor in difficulty. Hell, it's the main power progression of your character. So fighting Merveil with only blue items IS more difficult than fighting her with your character decked out with rares or leveling uniques. So how anyone can claim that hard mode isn't more difficult than regular mode in a progression-driven game, is beyond me. Bring me some coffee and I'll bring you a smile.
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