Some things that could be learned from D2R

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Onecardtoomany wrote:
Since it’s release I have been playing D2R for a few days after playing 3.15 for a few weeks and actually enjoying it.

I know there has been a lot of criticism of POE following 3.15 and I would really encourage people who have complained about it to give D2R a go, as for me at least it really provides a great perspective on things POE does well.

POE is smoother, much better user interface, more content and more stable. I know people have complained about too much clicking in POE but I have to stop D2R after a few days due to “mouse hand pain”. I say this as I just want to be clear that there are many things that I think POE does so well. FYI I did jump onto my old D2 account for an end game experience with insane gear on my old Enigma hammerdin so I am not just talking about early game.

That being said I do think there are some clear lessons for GGG to learn and I think I can see where Chris Wilson’s vision comes from now.

The first is loot. The loot in D2R feels like it means something. There is an excitement about getting a drop or a rune. This for me is because POE feels overwhelming in loot, there is so much it is impossible to care due to sensory overload. I genuinely think that dropping the volume of meaningless loot would help. For example reduce rates by an order of magnitude but eliminate tiers below 4. There would still be chase but rares would be rare but at least usable.

D2R does monster interaction well. I think this is because monsters generally do not one shot. They do offers no but you can react. Reduced monster damage and increased monster life may help. For me personally one shots are the key that kill interaction and need to be removed outside of bosses telegraphed attacks or structured fights.

Visual clarity - less is sometimes more! Knowing what is going really increases engagement.

Finally, target farming. D2R does target farming well. Either Baal runs or countess farming. You can still have world drops but a significantly higher chance (even if it is still insanely low) gives a sense of focus. For me it is this sense of focus that is missing in POE. I know it exists with div cards etc, however, I think it gets lost in the noise of everything else.

Just my thoughts and I am sure people will disagree, however, I am genuinely pleased that D2R was able to give me a new sense of perspective and I hope GGG have also used the old kid back on the block to influence the next league


+1
reduce loot its 99% useless trash anyway
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jewdas12 wrote:
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DarthSki44 wrote:
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jewdas12 wrote:


Now consider what making trade automatic would do to the value of loot


Oh cmon PoE doeant have automatic trade either, and It's a terrible system as well.

And are you really going to say that loot is better in PoE? It's a shitshow. 99.9% of gear drops are worthless, even with loot filters.

Hell there is now a non-render option because the game is littered with shit everywhere.
did you even read and understand what i wrote?

Let me make is easier to understand. Loot in poe is worse because its so easy to trade for better, in d2 it is not, because trade is beyond terrible


I did read what you wrote.

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jewdas12 wrote:
Loot in d2 feels better because trade is incredibly cumbersome


Which I think isnt true. If PoE removed trade, or if we look at SSF, PoE loot still sucks. It's not trade.

In D2R the loot itself is consequential. The uniques, sets, and runewords are build enablers.

In PoE trade league you mostly just hope currency drops to pay no-life crafters for gear you would never find yourself.

That feels fuckin bad.
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
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Last edited by DarthSki44#6905 on Oct 4, 2021, 1:04:32 PM
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DarthSki44 wrote:


Which I think isnt true. If PoE removed trade, or if we look at SSF, PoE loot still sucks. It's not trade.

In D2R the loot itself is consequential. The uniques, sets, and runewords are build enablers.

In PoE trade league you mostly just hope currency drops to pay no-life crafters for gear you would never find yourself.

That feels fuckin bad.


now, if trade didnt exist, or was d2 tier, those crafted items literally wouldnt exist, at all, since they can only exist due to trade being as easy as it is. thus your perception of what "good gear" is wouldnt be entirely skewed by what the poe trade economy can offer.

if you forget everything about what good items are, that you have learned from the poe trade economy, you will definitely find good items in ssf. and you will find them far more often than you find good items (actually useful items, not something you can liquidate into chaos or exalts), and that is because you arent competing with 10000 other players on trade when valuing your items.

a vast number of valuable uniques in d2 would be trash tier 1c uniques with similar accessablity to trade as in poe.

trade is one of the major components in why drops dont feel very exciting , and if you cant see that i dont know what to tell you
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jewdas12 wrote:
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DarthSki44 wrote:


Which I think isnt true. If PoE removed trade, or if we look at SSF, PoE loot still sucks. It's not trade.

In D2R the loot itself is consequential. The uniques, sets, and runewords are build enablers.

In PoE trade league you mostly just hope currency drops to pay no-life crafters for gear you would never find yourself.

That feels fuckin bad.


now, if trade didnt exist, or was d2 tier, those crafted items literally wouldnt exist, at all, since they can only exist due to trade being as easy as it is. thus your perception of what "good gear" is wouldnt be entirely skewed by what the poe trade economy can offer.

if you forget everything about what good items are, that you have learned from the poe trade economy, you will definitely find good items in ssf. and you will find them far more often than you find good items (actually useful items, not something you can liquidate into chaos or exalts), and that is because you arent competing with 10000 other players on trade when valuing your items.

a vast number of valuable uniques in d2 would be trash tier 1c uniques with similar accessablity to trade as in poe.

trade is one of the major components in why drops dont feel very exciting , and if you cant see that i dont know what to tell you


You dont have to tell me anything. We just disagree. I dont think trade is the source of the loot problem in PoE. (And the evidence is in SSF play)

So yea, agree to disagree on our opinions on the state of loot, and why.
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
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Shagsbeard wrote:
GGG needs to make the difference between high end and "good enough" a whole lot closer together. The reason players aren't excited about "good enough" is that you can do so much better at the high end. It's not just a little better. It's 10x or more better. That's the problem.


That's been the problem for a long time, though. Awakened and elevated items exacerbated that problem heavily. And there is no real, accessible crafting system to get anywhere near the top end.

Harvest kind of masked (not necessarily fixed, because it surely wasn't a perfect fix) that problem by bumping up the mid tier, and bringing the "good enough" closer to the high end (or just made a higher percentage of players have high end gear, depends on your point of view). The mid tier was more heavily influenced by Harvest than the top end. The top end gear got twice as good. My gear easily got ten times as good.

That all doesn't argue against the points the TO made though. Visual clarity is lacking, and we are overwhelmed by garbage loot (and too much loot, how many currency items do we have by now? 200? 300?). Plus, monster interactions. Can't speak for D2R, but monster interaction in Last Epoch is smoother than in PoE, too.
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jewdas12 wrote:
There is one thing that always seems overlooked when it comes to loot in d2 vs poe, and maybe it is because people cant, or dont want to, put 2 and 2 together. Loot in d2 feels better because trade is incredibly cumbersome. Even if you are a jsp user its not even close. You cant just liquidate everything worth a pul rune without putting a lot of effort into it, so trading is restricted to very high end stuff, and you dont engage with it nearly as much as in poe (due to the severe limitations). Meanwhile in poe you constantly seek to liquidate every valuable drop you find that you arent gonna use yourself, and it is frankly quite easy despite what the AH crowd says

Just consider something like a rare ring, you are very likely to only find the rings you use yourself, because the exact ring you want is gonna be impossibly hard to find unless you are looking at the extreme top end stuff for pvp, where as in poe you can browse thousands of rare rings generated by the tens of thousands of players grinding and liquidating their drops. Of course its gonna be near impossible to drop a better ring than what you can easily pick up for 10c.

This is also very noticable if you do decide to play ssf. Suddenly upgrades are dropping left and right, and you can have a steady progression from drops into the very very late game.

Now consider what making trade automatic would do to the value of loot


I think this is actually a very good take on the situation. Trading in D2 is absolutely atrocious compared to POE and most any other modern game. I certainly don't partake in it because I find it too tedious; and that's coming from a place where I think POE trade is mostly fine.

That's not to downplay what is going in POE; the status of drops in POE is bad. But part of progressing items in POE is easier because you don't have to wait for specific drops. You can easily (yes, I said easily) trade for upgrades if you want to.

I'm sure all the SSF people are mumbling something about being right or something.

That being said, I don't want that part of D2 adopted into POE. I would much rather they find a non-automated intelligent way to make loot less common but more rewarding.
Thanks for all the fish!
D2R ain't good. I'd play PD2 over that anyday can care less about graphics.
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DarthSki44 wrote:
^ well it looks like you agreed on most of his points which makes the majority of your post curious.

Secondly PoE UI isnt "stellar". Its acceptable at best.

And lastly on target farming / repeated play. For me, PoE does exactly the same thing but disguises it pretty well. Is doing a handful of maps like Atoll over and over again really better than a Baal or Diablo run? Delve and Heist isnt the same shit over and over?

And maybe you are not doing it right in D2R. You can do Meph, Pindle, Andy, Baal, Diablo, River and Chaos Sanc runs, Worldstone Runs, Countess, 85 Ilvl runs like Pits, AT, etc...

I cannot tell you how much different it feels knowing that while running Ancient Tunnels, any champion skeleton could drop a Tals Armor vs. Running a map in PoE hoping an exalt drops so you can buy something from a no-life crafter.


Funny that he mentioned stygian dolls. The only monster type that can oneshot you unprepared or with low HP. They explode upon death dealing portion of HP as phys damage. That is like old PoE flame bearer, which where a threat for melee regulary.

Normally you take them out one by one to avoid mass explosion or run from them if possible.

Regarding Tauren-monsters(Moon Lords, etc). If i see them spawn i reset the zone till they are replaced with more managable monsters for my class/build.
In case of D2R it is without a cost, you only lose a little time but in PoE this would involve ,in case of porcupines (similar annoying explodey mobs), losing a map.

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And maybe you are not doing it right in D2R. You can do Meph, Pindle, Andy, Baal, Diablo, River and Chaos Sanc runs, Worldstone Runs, Countess, 85 Ilvl runs like Pits, AT, etc...


Yeah. There are more possibilites but most dont know it better or watch streamers and call it a day.

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Last edited by gandhar0#5532 on Oct 5, 2021, 3:28:11 AM
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DarthSki44 wrote:
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jewdas12 wrote:
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DarthSki44 wrote:


Which I think isnt true. If PoE removed trade, or if we look at SSF, PoE loot still sucks. It's not trade.

In D2R the loot itself is consequential. The uniques, sets, and runewords are build enablers.

In PoE trade league you mostly just hope currency drops to pay no-life crafters for gear you would never find yourself.

That feels fuckin bad.


now, if trade didnt exist, or was d2 tier, those crafted items literally wouldnt exist, at all, since they can only exist due to trade being as easy as it is. thus your perception of what "good gear" is wouldnt be entirely skewed by what the poe trade economy can offer.

if you forget everything about what good items are, that you have learned from the poe trade economy, you will definitely find good items in ssf. and you will find them far more often than you find good items (actually useful items, not something you can liquidate into chaos or exalts), and that is because you arent competing with 10000 other players on trade when valuing your items.

a vast number of valuable uniques in d2 would be trash tier 1c uniques with similar accessablity to trade as in poe.

trade is one of the major components in why drops dont feel very exciting , and if you cant see that i dont know what to tell you


You dont have to tell me anything. We just disagree. I dont think trade is the source of the loot problem in PoE. (And the evidence is in SSF play)

So yea, agree to disagree on our opinions on the state of loot, and why.

They don't balance around SSF at all.
It's self imposed challenge and has same drop rates as non ssf.
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jewdas12 wrote:
Loot in poe is worse because its so easy to trade for better, in d2 it is not, because trade is beyond terrible


exactly.

while "worse" includes
* the amount of items
* the very extensive affix pool
* the tier system of the item
* the "influenced" state of the item

but is it really "worse"?
the more factors you have on defining a good item, the longer the progression path towards a late endgame item and the more iterations of item upgrades are needed for a player.

the problem is the clear visibility of that syystem and what it does to player motivation.

players see that they reached late read maps but also that they're still wearing non-influenced gear which shows them they're still stuck in midgame item wise and influenced items are where the economy and market is still working in poe.

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