Is Path Of Exile too much to handle?

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AcrylicHercules wrote:
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Terspet wrote:
saw a few people saying its not to much, people are lost etc.
first , i play ssf for 2 leagues in a row now because that way i have a reason to actually play all the aviable content instead of skipping non-profitable ones, that out of the way lets quickly list everything you can do/should do to no have fear of missing out or whatever it is called:


abyss - chance for abyss jewels, chance for abyssal depths


abyssal depths - 100% stygian vise and abyss specific uniques if boss spawns


blight - for oils and free currency/blighted maps


blighted maps - for above said reasons


delirium - cluster jewels duh, simulacrum splinters


simulacrum - op exp if a good build, else massive amounts of currency/ rewards in general plus chance for delirium specific uniques like voices


syndicate - most op currency farming method once board is setup, massive amounts of crafting unlocks, safehouses are better breachstones, safer and faster, catharina worst waifu but decent loot


temple of atzoatle - many only to obtain there crafting recipes, double corruptions, gem corruptions, multi mirror belt drop chances (qual and quant belt for example) must have to also juice maps massively


metamorph - albeit one of the thougher and yet less rewarding mechanics, best way to get catalysts, everyone needs these


prophecy - already gets removed next league because its to complicated for way to little reward (its actually not realy complicated but you know, reward is still to low for it to be worth)


heist - easy currency for normal blueprints, or whatever you are going for


grandheist - replica uniques, specific to heist base types, alt gems, heist trinkets


harvest - already requires you to either get extremly lucky or have crafting bases in your stash, most OP crafting method in the game


ritual - specific base types plus usualy alot of free currency


expedition - logbooks, ward base items, specific unique items, rog, gwenn, tujen


logbooks - a better blight


einhar - although you actually passivly kill the mobs anyways, you get the beasts wich are needed for specific crafts only aviable in the menagiery


delve - aul, fossils, resonators, flickerspiders level 1



essence - all kind of essences


legion - 3way 4way 5way if you are into it that is, specific unique jewels, unique items only aviable in legion (takkakukugaga... amulet for example)


i think this covers all the base mechanics that are constantly aviable, as you can see, its alot and all of them are worth in one way or another...

dont know why i wanted to do it, guess its because i have to wait till friday to get back to ff14 again >.>

That sounds like an amazing game.


It WOULD be, if it was rewarding. I've stated this many times but now is as good as any to add it again;

All of these options are enigmatically the best options for the rewards, while simultaneously so unrewarding you can go literal years on SSF without the drops you're looking for.

I've been SSF for years. When legion came out I focused solely on it SPECIFICALLY because I wanted Pledge of Hands. Guess how many I've dropped, after years of legion, of scarabs for legion, of Zana legion Missions, of Atlas Passives for Legion. Zero. I was able to cobble a single Pledge of Hands together at the end of one league with the div cards.

The loot. The loot is why I refuse to ever give PoE money or time again, unless something is promised to be changed. It's not just 'balanced around trade', it's literally 'buy the items you want or don't get them' balanced.

It wasn't just PoH from Legion. I've farmed for YEARS in ssf for SOTL from Abyss. Literal YEARS to try to piece together a SINGLE bestiary set in a league. After YEARS of delving, still never seen a single Aul. YEARS of trying to farm Shaper for Starforge and Elder for Voidforge. YEARS of Uber Atziri for Actuities. Can't tell you how many Breachstones for the friggin Nuls' Axe. It's not even good, just thought it would be fun to build around. 8 Leagues ago and counting. Idk I could go on.


The point stands; not only is there TOO much content in a PoE season, it's watered down, even after Zana / Scarab / Atlas Passives / Watchstones / Lures / scour + alch / chaos or craft maps, the loot is unrewarding. And I refuse to play a LOOT BASED GAME where I'm expected to buy the loot from someone else.
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crunkatog wrote:
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Bosscannon wrote:

My personal favourite is: lets just do one map and go to bed, find and abyss depths in there and zana with an abyss depths or some shit in her map too and half an hour passed...


This is the "be careful what you ask for" curse.

I have a hard time complaining about opening a single map and getting 99 side gigs.

One use of sextants/scarabs/watchstones, one map item consumed, but several maps' worth of mob count and league themed drops packed in tidy little lock boxes, holes in the ground, flower pots, red and purple sprinkler taps, formaldehyde vats, and TARDISes. Nearly all of which inherit the parent map and sextant/scarab/ws mods.

Very economical. I love it, and wouldn't want to go back to the days when a map was just a blank canvas unless you actively added 15 separate things to it. You can always choose to ignore lock boxes, steaming vents in the ground, high-fiving hands from outer space, and "Just in time!"

But it can create fatigue when you'd rather have 3x of one thing, and not 1x of 3 different things. And there's definitely a FOMO because GGG gives, and GGG takes away, sometimes in the same hand movement. The breach you skip today might hold the Chayula splints that won't be there tomorrow.

That's the cost of having things given freely - they can be taken away freely and arbitrarily. You can't send Chayula an IOU saying "hifive u later bro i'm chasing the fog". You can't store up abyss vents like master missions. Zana won't be offering you Untainted Paradise tomorrow, it has to be today.

As for the number of types of child instances, yeah I vaguely agree there are too many vaguely similar gimmicks that could be merged. Breach and abyss both have a "step on a crack" and area timer element that seem very mergable. Expedition and Legion both have a "in case you want fire, break glass" thing going on that's not timed, but just a fountain of dudes with raunchy mods and some loot piñata at the end. Merge them a bit. Emblems ~ logbooks ~ blueprints sort of deal. Boxes and gardens sort of behave the same way.

Itemize them in a way that still lets you choose to generate them randomly in maps as now, but instead of going to bed on time wondering what could have been if you went inside the sinkhole, hover and right-click to pack it up. maybe have it save mods like ritual vials do to infuse into a new map.

edit: Maybe it's time for some new Forsaken Masters. Or a new system to guide specialized training. Should Niko now help guide your abyss management as well as delve stuff? Could Jun team up with ITF to help you streamline and manage breaches, mirrors, and beyonders? Does Einhar have what it takes to rule the vegetable kingdom as well as the animal kingdom, taking over for Oshabi to help you get the most out of your gardens? Would inveterate treasure hunters Alva and Gwennen get along well enough to bring you enhanced temple and logbook functionality? Tane and Sister Cassia working together to help you grease up and quality your jewellery?

Slightly fewer total child instances, but each is a combination of like-purposed and similar play mechanic elements that improves the functional utility of both.


Its not necessary to take it all away. The map boss could drop leaguestones for all the mechanics/encounters that would have generated in said map. You can slot in leaguestone to map device to encounter the mechanics that you care about and sell off the ones you dont care about. And if you have chosen this to be the final map of the day you slot in no leaguestone at all. I currently don't see any issues if such system replaced todays system.
POE2 should be the ruthless vision experience and POE1 should be the zoom power fantasy sandbox to capture both audiences.
I petition to return all the fun stuff that was removed or nerfed over the years back into POE1.
Last edited by Bosscannon#3325 on Dec 28, 2021, 1:50:50 AM
People who prefer Diablo, will always have this argument, just because Diablo have no end-game content. You level, then you just grind ever more difficult areas for increased loot. That's it. The typical hack and slash.

PoE have taken it a step further and made the end-game more engaging. Some that's used to the generic hack and slash will find it too much, but it's only overwhelming until you understand how to manipulate your playthrough to play more of the end-game content you like, and less of that which you don't.
"There he goes. One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die. " ~ Hunter S Thompson ~
Last edited by Marinxar#3048 on Dec 28, 2021, 2:36:23 AM
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Marinxar wrote:
People who prefer Diablo, will always have this argument, just because Diablo have no end-game content. You level, then you just grind ever more difficult areas for increased loot. That's it. The typical hack and slash.

PoE have taken it a step further and made the end-game more engaging. Some that's used to the generic hack and slash will find it too much, but it's only overwhelming until you understand how to manipulate your playthrough to play more of the end-game content you like, and less of that which you don't.


It's not about Endgame but rather the complexity of it.

Games before Path Of Exile had Endgame. Torchlight's infinite dungeons and TL2's maps and NG+ to name a few.
PoE itself had Maps as early as Closed Beta and the Maelstrom Of Chaos before that.

But now there's just so many things to take in, both in normal story and the Endgame - and that's way too much for one game in my opinion.
The player gets constantly bombarded with new and legacy mechanics from all sides, each having its own rulesets and quirks. It would make sense to opt out of some of them, or merge similar ones together as others suggested.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on Dec 28, 2021, 3:12:14 AM
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johnKeys wrote:
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Marinxar wrote:
People who prefer Diablo, will always have this argument, just because Diablo have no end-game content. You level, then you just grind ever more difficult areas for increased loot. That's it. The typical hack and slash.

PoE have taken it a step further and made the end-game more engaging. Some that's used to the generic hack and slash will find it too much, but it's only overwhelming until you understand how to manipulate your playthrough to play more of the end-game content you like, and less of that which you don't.


It's not about Endgame but rather the complexity of it.

Games before Path Of Exile had Endgame. Torchlight's infinite dungeons and TL2's maps and NG+ to name a few.
PoE itself had Maps as early as Closed Beta and the Maelstrom Of Chaos before that.

But now there's just so many things to take in, both in normal story and the Endgame - and that's way too much for one game in my opinion.
The player gets constantly bombarded with new and legacy mechanics from all sides, each having its own rulesets and quirks. It would make sense to opt out of some of them, or merge similar ones together as others suggested.


For me, it is what makes the game great.

There are so many different things to do and manipulate. Just having one path to do things seems pretty dull to me personally.

Maybe if they gave a little more control over content, yeah sure, but I absolutely am set against any removal of systems from the game. I should always still have the option to take part in things if I want to.

Making the game dull and linear for everyone is not the way to go.
"There he goes. One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die. " ~ Hunter S Thompson ~
Last edited by Marinxar#3048 on Dec 28, 2021, 3:43:35 AM
I play both. But I recently started doing some PoE because D2R is just super easy to advance in. I’m waiting for the patch and ladder to come because right now I’m just spamming the same magic find routes repeatedly for hours and it gets boring. PoE is a refreshing change of pace from that.
PoE definitely has too much in it. Sure you can focus on one thing and ignore the rest, but when new player comes to the game and first thing he hears is "ignore 90% of the game and do only this, otherwise it will be too much for you" they probably wont bother with the game at all.
@Marinxar, imagine playing D&D but the Dungeon Master has extremely severe ADHD.
So your party progresses through the adventure and everyone is having fun and immersed in the tale - and then the DM yells out "aliens attack!".
he's gonna keep doing it every few minutes. Aliens. Plant creatures. Demons (technically a thing in D&D, but has absolutely nothing to do with your adventure)....

"over here Exile! I got a random map for you that leads to Synthesized Dream Creatures and a boss that shoots lasers from his eyebrows, while you were making your way to an ancient temple to fight a spider goddess of the Vaal and rescue an NPC.
oh and there's also a hand in there that leads to Hell so that's also a thing."

Linear isn't necessarily a bad thing.

The current Path Of Exile to me often feels like a collection of fan-made mods to the original game.
like a Median XL for D2 where you enter Blood Raven's crypt and suddenly find yourself in an alternate dimension being chased by immortal space creatures.

Some people enjoy that, but it doesn't make the experience any less chaotic.
Alva: I'm sweating like a hog in heat
Shadow: That was fun
Last edited by johnKeys#6083 on Dec 28, 2021, 4:43:46 AM
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johnKeys wrote:
@Marinxar, imagine playing D&D but the Dungeon Master has extremely severe ADHD.
So your party progresses through the adventure and everyone is having fun and immersed in the tale - and then the DM yells out "aliens attack!".
he's gonna keep doing it every few minutes. Aliens. Plant creatures. Demons (technically a thing in D&D, but has absolutely nothing to do with your adventure)....

"over here Exile! I got a random map for you that leads to Synthesized Dream Creatures and a boss that shoots lasers from his eyebrows, while you were making your way to an ancient temple to fight a spider goddess of the Vaal and rescue an NPC.
oh and there's also a hand in there that leads to Hell so that's also a thing."

Linear isn't necessarily a bad thing.



You are confusing two completely different game genres here.

I am currently playing Pathfinder Kingmaker. Linear gameplay have it's place, for sure, but if you force it on everything else, you take away fun for some.


"There he goes. One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die. " ~ Hunter S Thompson ~
I'm not.

Which "mods" to play (and which not to) should be up to the individual player.
You like full mayhem mode. I enjoy vanilla. Others like anything in between.
Alva: I'm sweating like a hog in heat
Shadow: That was fun

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