General reason why the game is failing and I want your input !
" I think even Chris mentioned that he don't like double influenced items, considering them to be too strong, but don't have exact quote on it. My personal opinion is, that removing them could be healthy for the game balance (so called "nerfing the roof"). I doubt tho if GGG could just remove it in next patch, but it would make balancing the game a lot easier by excluding this factor. Biggest compliments for my crafted items - "bs, they must have been RMT'ed" I'm disabled, I have rare case of semperduravera, so I can write things that may look rude, but it is because of disability - I'm forced to tell truth using words you may not like. Last edited by Nomancs#6176 on Sep 3, 2021, 1:01:53 PM
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" I am in agreement there, anything on the the Acendant tree should not be turning up on gear. Skill nodes are one thing - handing out class defining perks partially removes one of the class's selling points - even if it is gated behind a pay-wall. If it were up to me I'd start looking at things like phasing on flasks, fortify and culling strike too. Last edited by Sabranic_SilverDeth#2793 on Sep 3, 2021, 1:06:28 PM
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" Not sure what you mean here. The goal of the nerfs done lately (which some people call "failing"), are absolutely to combat power creep. They needed to take a couple of steps back, to be able to introduce further steps of power in the coming leagues. The best damage sources in this game, are multiplicative. They can't introduce more and more sources of multiplicative damage sources forever, without our power spiraling out of control. Every fool that knows even the small multiplication chart can tell you that. Bring me some coffee and I'll bring you a smile.
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I disagree with most of OP's conclusions and assumptions, not really going to bother getting into why because it's already been said in this thread.
Instead, I'm going to talk specifically about influenced items: I think influenced items were and are fundamentally bad for the game. Literally the instant they were first added to the game and I first got to maps and saw my first Shaper items (5 years ago, today!) was the moment I adjusted my lootfilter to hide absolutely all non-influenced rare items. They just have no possible way to compete, it's not worth the time to ID them. Chris talks a lot about wanting loot from the ground to be exciting, but doesn't seem to understand that the very existence of influenced rare items automatically makes all generic rare ground loot worthless. Why would anyone EVER use a generic rare amulet, when you could get those same generic mods plus global item quantity on a shaper amulet? I'm supposed to waste my time picking up and identifying random trash for something which has no possibility of even being a top 10% item? And I say Shaper because that's what came first, but the same holds true for Elder, or the Conquerors, or any two of the above, based on the specific needs of your build. A similar problem is created by Ritual and Heist bases, but at least those tend to have extremely niche applications. Nobody except Archmage builds would WANT Nexus gloves, for instance, so it's not like they single handedly phase out all other glove types the way "influenced gloves" collectively phase out "non-influenced gloves." Power creep isn't necessarily a bad thing; it's how you keep a game interesting over time after all. New bosses should be harder than old bosses, and offer commensurately better loot as reward. That's game design 101. But the kind of power creep provided by influenced items runs exactly opposite Krillson's stated vision of "maybe those rares that dropped are good." And there are a TON of solutions to this problem, some of which are pretty glaringly obvious: "Each type of influence consumes an Affix Slot" is something I was shocked not to see way back in 2.4. Because then at least if you want the exponential damage modifiers of Double-influenced bases, you have to sacrifice flat life or chaos resist or something to get it. |
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Howdy so everyday i get home from work i want to play poe but this league i dont
They took to much from me If awakened hextouch wasnt destroyed i could play (experiment)with different anointments and not whispers of doom If mana cost didnt skyrocket i could experiment with other passives , less gems to cut cost that have cooler mechanics I could still have fun with very high atk spd I didnt mind the dmg nerfs Tweaking numbers doesnt have weight to me like functions Speaking of functions i hate cold conduction was destroyed Alt gems i got specifically for their weird qualities got changed i enjoyed trinity giving atk speed i didnt need 5% chance to shock freeze or ignite And im also just speaking for me So all you geniuses and master players dont attack me you can easily ignore me I like the game i was ready to buy another supp pack league start until i saw the notes It was nothing added that i could add or play with Im interested in support gems and functions I expected more awakened supports and ended up with them being reclaimed So i watch streamers for a second everyday and all i see are the same ascendancies using the same skills with the same supports maybe a 15% variation I like the game but this league was empty to me and feels like it is a lesser game than previous So when i do log in i get bored because the only tweaking i can do is mana based passives and gems for qol not fun cool interactions I do enjoy the ailment buff but i think they will nerf it back to the old thresholds Oh and yea uniques have cool unique interactions but gears with flat dmg boosters and +gems destroy unique dps I dont care for mirror gear or crafting but i do wish i could craft my jewels how i need them vs dual wielding, swords, and axes popping up i mean i cant imagine how hard it will be to craft a jewel when spears , crossbows and shurikens arrive in poe2 I also have been wanting more trigger gems like cwdt and i do still expect a few new ones my guess is they are the bigger reason they added cost to triggers It would be nice if we could log on forget about the map device and rewards and just dive into a horde style mode with teammates and just kill some monsters as long as we could survive Anyway these are my thoughts |
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" A lot of good thoughts here. I too cast a jaundiced eye at the influenced items when they were introduced. I instantly knew they would dominate the top-end market for as long as they drop. I think adding virtue gems and ascendant tree skills was a mistake. They should have focused on "new" powers - creeping the threshold horizontally rather than vertically. (Example: new damage types, new defensive layering, new base armor types, alternate ways to scale damage instead of more damage). I don't agree that there is no point in picking up normal items - I make a LOT of currency selling normal drops. There is a market for those things - people tend to forget that there's tiers of players, and folks will pay upwards of 3 or 4 ex for well rolled items without influenced mods. Even "decent" normal rare gear can fetch 20c-70c. And it tends to sell fast. Most people don't drive a Lotus - they own a Toyota. And I probably make more - cumulatively -selling to them than the semi-monthly mirror-tier sales. That said, if you want to talk "top-end" market - then what you're saying holds true. The "best" gear is universally going to be influenced items. That's ultimately not good - in my opinion... ...and yes... there will always be a "BEST" - that's an unavoidably reality. But I feel the threshold needs to be tighter. New items should ask "how can I do something different" rather than "how can I do something BETTER." (Chase items excluded naturally). Last edited by Sabranic_SilverDeth#2793 on Sep 4, 2021, 4:47:22 AM
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