'league starting' is the worst 'meta'
|
To me this is the worst meta that has been a thing for the past couple leagues. If you need to use an easy build that can clear through stuff easy in order to play the build that you find fun something here is broken and needs to be fixed in order to make other builds feel more rewarding so everyone isn't funnelled into one or two builds.
2spooky4me Last bumped on Nov 11, 2021, 5:43:35 AM
|
|
|
You want to fix... what exactly? People mentality? Because thats the only reason why people pick some low effor easy builds for the start instead struggling on their builds from the satrt beacuse they have no items.
|
|
|
Or you could do like me and only play one build per league and have fun anyways.
|
|
" the idea is to fix early game difficulty and smoothen the transition to later stages of the game and push more rewards into earlier parts of the game, especially early maps. The reason league starters are so meta and feel like a must is because playing a build ineffective at a low budget is an extremely miserable experience, which wasn't the case until Expedition (even in ultimatum, one could grab a skill, and take it to efficiently farming white maps... now, grab the wrong skill, and the game becomes an embodiment of punishment), doubly so now in scourge where all rewards are gated behind the build performing well in the first place. | |
" Ah yes, thats exactly what we need. Another The Quarry league where everyone will run low content, because thats the best way of making currency, and red maps will be a meme. Yep, I totally miss those times. (I dont) |
|
" Right now, juiced up lategame maps are more than 10 times more profitable per hour than white maps, probably more. So, white maps could easily get 200 % more drop quantity, and lategame farming would still be 3 times more efficient... | |
" How about you compare alch&go white maps to alch&go red maps. Show me that "10 times more profitable". |
|
" Alch&go isn't juiced maps, but even that will be orders of magnitude better in profit rate thanks to bigger mob density (way more scourge stacks), better scourge juice gains, awakened jewel drops from conquerors/sirus, endgame boss fragments/drops, full maven passives bonuses, high lvl logbooks, and everything else that's red-maps-only. For anecdotal evidence, check the "how much EX have you earned" topic - the top end of efficiency is at 150+ EX, while the casual section has nothing. Last edited by Xyel#0284 on Nov 8, 2021, 3:57:37 PM
| |
" Exactly my point before POE used to be a simple dps/res check now it's a whole build check. If you aren't playing the right build you are going to be punished for it and slog through the whole game. 2spooky4me
|
|
|
Reminds me of the Strike skill gang that opens lots of threads to be noticed.
It is not 2013 anymore with lots of less monster density where it would make sense, when the game was way slower. Strike skills are one of the oldest abilites ingame (as well as honorable mentioned Spectral Throw), kept alive out of pure habbit of just having them around for no logical reason or maybe not having an idea how to make them work in modern and fast/spammy/zergy PoE. It would make more sense to improve the basic weapon range functionality and add some innate AOE to strike skills like some sorts of melee splash. Game is too fast to allow abilties to exists that can only target one enemy at a time and only be enjoyable sacrificing two support slots (melee splash, ancestral call). Masterpiece of 3.16 lore "A mysterious figure appears out of nowhere, trying to escape from something you can't see. She hands you a rusty-looking device called the Blood Crucible and urges you to implant it into your body." Only usable with Ethanol Flasks Last edited by gandhar0#5532 on Nov 8, 2021, 6:04:36 PM
|
|



































