POE is ACTUALLY dying not the drama queen kind, but the actual kind... From Developer Hubris

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rekikyo wrote:
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Bleu42 wrote:
A bunch of garbage biased D2R simping



Dude. I played D2 back in the day, and I have vivid memories of it all.

Almost everything you say is conjecture/bias, or simply not true.

Tal rasa Set for Sorceress literally 1 shots any content in game.
Almost every set does the same.

BOTD and HOTO, etc are all literally overpowered, and 2 second all content while taking no risk at all.

Enigma just a joke.

PVP = Leave town and die in .2 seconds and drop an ear to the first person out the gate killing you as soon as you cross into map.

Hell Soloable.

Only difficult items to get: Better than Um Runes. Those who get them: Gods.

Same exact content over and over. 1000 Baal Runs/ Mephisto runs followed by 1000 Forge resets and 1000 Cow levels dropping nothing by XP. Yes Pls.

D2: No Expansions. No Resets. No Difficulty increases.

D2R didn't make you start over either; Atm if I went back I'd have my perfect linked Sorceress and my perfect linked Barb from the BEGINNING.

You're basically simping for the ideology that you've already won the game and are playing EZ mode.


Mmm, can't even directly counter anything I say, and instead just snips my entire post. [Removed By Support]

Tell me you don't know what you're talking about, without saying you don't know what you're talking about haha
Last edited by RoryF_GGG#0000 on Nov 21, 2021, 8:36:16 PM
It's not just that, the essence of the game - the grind, became boring. I'd rather play something where i can get to the fun part earlier than grind the same shit every league, just so i can get oneshot in higher tier content.
The combat is just bad, not being able to move out of harm's way means i have to be tanky, and even then i have to pray to rng so that a white mob does not one shot me. Scourge exacerbates this.

The crafting is terrible, the fact that anyone who wants to craft something remotely good MUST use 3rd party resources to even understand what the fuck is going on, this alone shows the huge problem with the crafting system.

The RNG in crafting is just bad. Harvest gave people a chance to craft incrementally, but of course Mr. Wilson and friends want you to grind like a slave and get screwed by the odds, they think it will help player retention...

I bet my left nut that in SC trade, the majority of players who ever looted an exalt - never used that OR ANY OTHER exalted orb in crafting, just buying stuff from trade, because of how convoluted and abysmally expensive crafting is in this game.

The metacrafting cost pushes away the casual player to even attempt at crafting good gear.
Look at other ARPGs, crafting there is simple, even weak, BUT IT IS BEING USED BY THE ABSOLUTE MAJORITY OF THE PLAYERBASE.

In conclusion: PoE does not respect your time at all.
I'm afraid this will be the trend for PoE2 as well.

P.S.: i'm playing wh40k inquisitor, and even that game feels better than poe, that says a lot.
Last edited by alexlucas#1391 on Nov 21, 2021, 8:54:10 PM
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Foreverhappychan wrote:
In contrast, the PoE approach is more like you set out to craft something but somehow have a pants on head stupid moment and end up with something quite different. Ostensibly it's the same thing as planned (a cake, for example) but how the fuck it went from chocolate mud ingredients to New York cheesecake results is downright baffling.

Can you in good conscience call it 'crafting' when the outcome is determined by rng? I know GGG did and do but I read that as them pulling their usual "English is...well, flexible, right brah?" shenanigans.


Well put. I've always seen PoE's crafting as gambling, mostly. If I was to nitpick, not even master crafting is ... crafting. Eventhough there is a guarantee on the mod - there is RNG in the tier's range of values (bar some crafts) and no improving of skill.

See, crafting is skill related. There is no improving of any crafting skill in the game. So it cannot be said that any character in the game 'knows their craft'. The knowledge outside the game a player may have is not a form of crafting knowledge either. It's game knowledge and % calculations.

The more a character knows their craft, the less random the outcome. It is conceptually in contrast.

PoE further has builds over characters. The RPG factor, imo, is quite low. While it's still called ARPG, to me, it's more APMG - Action Pacman Megablasting Game.

I've in my near 8k hours never ever encountered roleplaying in PoE. Could be me though :-)

/rant

Did you try turning it off and on again?
Do something to improve trade QoL should be their number 1 priority, as most people I know stop playing because of trade burnout.
They absolutely need to do something about trading, at least for non variable items, like maps, currency, fragments, cards, fossils, etc. It's incredible exaustive trading for all of those.

And they should stop adding layers of rng for craft in every league aswell.
Like in this league they had an amazing opportunity of giving us a descent and very simple crafting method if they allowed us to krangle items more times instead of 3. It would be possible to krangle items for improvement of tiers and actually look for descent implicit mods like triple damage.
At current scaling it would be extremely slow which would make it not a broken method like harvest, instead they gave us a lottery with 99% odds of bricking and a reward that is honestly a joke.
I dont know why they think craft needs to be so RNG based, when it should be the exactly opposite. People with more knowledge should be able to craft better items and if they want to share their knowledge with others, like elesshar, great, if not, people would need to actually learn and be creative to craft instead of this reforge and hoping to win the lottery ticket that craft has become.

I bet that if players didnt have to spend 50% of their time trading and if the crafting system become descent again, players would be much more excited to keep playing.

as I have read somewhere "poe is a game of economics"

For me, the fun stops (or it spiral downward) after killing kitava.
3.13 was peak poe.

3.14 was an ok-ish league. i thought "hey its a "slow" league so next one will be really good" then 3.15 came... and we all know where that went. 3.15 was the first one where i literally uninstalled the game. even heist which was my least played(until recently) i played 4~ days of heist and 2~ days of 3.16. im sure many can relate to being baited by the 3.16 announcement. i thought "hey im gonna give the game a try, these changes look ok. CANT BE THAT BAD RIGHT??" well, it is that bad. let me tell you what makes me literally not want to finish the map i just started when im a no life poe player that used to spam maps non-stop

Flasks feel like shit:rolling, charges and effect.

support gems nerf<- this one is the one that ppl forget the most and is the most annoying.

harvest. yeah yeah item editor bla bla bla. whatever you wanna say, the game was arguably better with it.

now i will say that not everything is bad i can recognize when ggg makes good decisions them being:
atlas rework(objectively better)
passive tree rework(Masteries are MOSTLY fun and strong)
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Phrazz wrote:
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Foreverhappychan wrote:
LE in my experience has mostly true item moulding with a chance of failure. This just makes more sense to me.


So crafting does belong in an ARPG? It even makes sense? Well, then we agree.


The word I used for crafting's place in ARPGs was "ancillary". I admit I had to look it up to confirm it was the word I wanted.

It was.
If I like a game, it'll either be amazing later or awful forever. There's no in-between.

I am Path of Exile's biggest whale. Period.
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Keyen wrote:
His point is "PoE crafting has only the name of it. It has nothing to do with crafting, it's just slot machine". His second point is "Drop has also to be relevant. It is in LE, it's absolutely not in PoE".

Not sure why it was so hard to get.


Technically up to 4-5 mods in POE crafting can not be a slot machine, more or less.
If you craft using Alteration Orbs, to land 2 good mods, and then Awakener them together, you can reasonably then use Aisling to craft a pretty reliable third option that's only psuedo random, and then bench craft a 4th. Certain items you can then enchant for the 5th predictable mod.

At this point sometimes you can even get more predictable mods by farming Janaar to get influence mods (which the pool of outcomes should be pretty limited at this point, since 4 mods at least on your item are taken.

Crafting isn't entirely random anymore, since they made Veiled mods useful.

Something else to mention: Scourge is designed to bring back unique gear, which has relatively little RNG at all. It's far easier to Scourge several Uniques and try to get 2 good mods and 1 non-consequential bad mod than it is to craft a series of rare gear and never scourge them, or worse, ruin them.

A 2X corrupt Boot with a 75 Lab Enchant getting 2 really good Scourge mods on top of the corrupt mods easily makes most of them more godly than the crafted shoes. My Poet's Pen has 10% Quality to Support Gems and 4% Lightning Pen with the only downside being that I can't do Cold Damage.

A Herald of Ash or Ice Chest Scourge on top of a double corrupt is insane; Keep in mind..... all the linked supports in your chest affect that herald, so it's effectively up to a 7L herald. Try that on a Scourged Skin of the Loyal or Skin of the Lords with +1 Socketed.
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Foreverhappychan wrote:
The word I used for crafting's place in ARPGs was "ancillary". I admit I had to look it up to confirm it was the word I wanted.

It was.


It's a cute word. I had to look it up myself. As English isn't my native language, I've never heard the word, nor seen it.

I do, however, agree with you, that crafting in an ARPG should be "ancillary", and not the primary source of gear progression.
Bring me some coffee and I'll bring you a smile.
*fistbump*
If I like a game, it'll either be amazing later or awful forever. There's no in-between.

I am Path of Exile's biggest whale. Period.

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