POE Heading to D3 Land...please reconsider

"
indczn wrote:
"
ScrotieMcB wrote:

Which is what you should be doing


I do. Except I'm not bitching about the difficulties of doing those things, because I understand why certain things exist. If he wants to provide feedback on hybrids, theres much more constructive ways than saying, oh its hard, it doesn't work, scrap it. Rather, post why it doesn't work, whats lacking what could be done to make it viable. Also, hes not running a hybrid, hes just meleeing with an off weapon, because hes only stating that he can't get 2 melee mods, not a mix of the too.


Well, if you've been reading you might have noticed I wrote why staves suck as weapons, what should be done to make them easier to use and that I also noticed hybrids don't really exist in the game anymore - so no need for a mod pool with that much possible mods.

But to be specific, get rid of some spell mods to make the chance for a staff to spawn as a decent weapon reasonable, leave some mods for those casters that really want to use a staff or even better make some more caster uniques, those should be enough for old-fashioned mages out there and drop random spell mods altogether. See, using staff as a melee weapon is nowhere near as stupid as using it for casting, damage is good and you get some defense over other 2handers, while as a caster you miss on too much defense and spell mods your shield offers.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Apr 11, 2013, 5:20:00 PM
"
raics wrote:
"
indczn wrote:
"
ScrotieMcB wrote:

Which is what you should be doing


I do. Except I'm not bitching about the difficulties of doing those things, because I understand why certain things exist. If he wants to provide feedback on hybrids, theres much more constructive ways than saying, oh its hard, it doesn't work, scrap it. Rather, post why it doesn't work, whats lacking what could be done to make it viable. Also, hes not running a hybrid, hes just meleeing with an off weapon, because hes only stating that he can't get 2 melee mods, not a mix of the too.


Well, if you've been reading you might have noticed I wrote why staves suck as weapons, what should be done to make them easier to use and that I also noticed hybrids don't really exist in the game anymore - so no need for a mod pool with that much possible mods.

But to be specific, get rid of some spell mods to make the chance for a staff to spawn as a decent weapon reasonable, leave some mods for those casters that really want to use a staff or even better make some more caster uniques, those should be enough for old-fashioned mages out there and drop random spell mods altogether. See, using staff as a melee weapon is nowhere near as stupid as using it for casting, damage is good and you get some defense over other 2handers, while as a caster you miss on too much defense and spell mods your shield offers.


Casters need 2h staves because there's a certain armor out there that won't give them any sockets. :P
"
raics wrote:
"
indczn wrote:
"
ScrotieMcB wrote:

Which is what you should be doing


I do. Except I'm not bitching about the difficulties of doing those things, because I understand why certain things exist. If he wants to provide feedback on hybrids, theres much more constructive ways than saying, oh its hard, it doesn't work, scrap it. Rather, post why it doesn't work, whats lacking what could be done to make it viable. Also, hes not running a hybrid, hes just meleeing with an off weapon, because hes only stating that he can't get 2 melee mods, not a mix of the too.


Well, if you've been reading you might have noticed I wrote why staves suck as weapons, what should be done to make them easier to use and that I also noticed hybrids don't really exist in the game anymore - so no need for a mod pool with that much possible mods.

But to be specific, get rid of some spell mods to make the chance for a staff to spawn as a decent weapon reasonable, leave some mods for those casters that really want to use a staff or even better make some more caster uniques, those should be enough for old-fashioned mages out there and drop random spell mods altogether. See, using staff as a melee weapon is nowhere near as stupid as using it for casting, damage is good and you get some defense over other 2handers, while as a caster you miss on too much defense and spell mods your shield offers.


On the other hand, Staffs offer the only non-armor caster option for 6L (kinda useful), compared to all the melee options that provide the same, yet you want to remove that one specific instance because it makes gearing your build more difficult. If anything, remove the melee mods so casters can roll a decent secondary 6L via a staff.

Better yet, as mentioned in all the other hybrid crafting threads, split staves, as maces/scepters/hybrids are split. Anyway, sorry for being awfully blunt, but the point is to at least consider the consequences of your proposal.
"
indczn wrote:

On the other hand, Staffs offer the only non-armor caster option for 6L (kinda useful), compared to all the melee options that provide the same, yet you want to remove that one specific instance because it makes gearing your build more difficult. If anything, remove the melee mods so casters can roll a decent secondary 6L via a staff.

Better yet, as mentioned in all the other hybrid crafting threads, split staves, as maces/scepters/hybrids are split. Anyway, sorry for being awfully blunt, but the point is to at least consider the consequences of your proposal.


It's perfectly fine, we're here to discuss and it's been civil enough.

And this is a pretty small issue, I've been suggesting even more radical stuff, drop aura stacking, speed the whole game up so damage of monsters might be reduced to get same dps but reduce the need to stack life so much.... and so on.

What you said about staves, dunno if you've seen the thread with some guy trying to make a good staff for cold caster, he spent quite a lot of orbs trying to craft it in stages and still couldn't top the unique one. So I say, give rares to melees and uniques to casters that way we all get a chance, you could get melee mods and you could try to 6L the unique with casters. As it is now, we got neither.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Apr 11, 2013, 5:42:11 PM
"
Patsboem wrote:
One of the weirdest things with the loot and drop system is that around level 50 and above; the drops of orbs and rare gear is way less then at the starting levels. I have the feeling that this is by design. I think from level 50 on the need for better gear is higher because the content is harder. One thing that Tl2 did very well was the loot system: it felt always rewarding till the highest levels without muling or trading. I think GGG has a long way to go till they get it right.


Funny I feel exact same way... and it didn't feel like that in CB. It's as if all merci drop rates are tuned up to be 'acceptable' to 300 IIR/IIQ and if you dont have it you're screwed.

And I never run anything except docks more than 2 levels above so it's not that either... something is just weird.

Granted, there is one thing that influences that, the fact that any lvl can drop anywhere - so you can get 1-64 in lvl62 zone, which gives you way higher chance of trash loot/mods than 1-32 in level 30, relatively speaking (assuming you would care about items just close to the zone level). But I think the mod/level rolls should be more biased towards the zone level.
"
raics wrote:
...speed the whole game up so damage of monsters might be reduced to get same dps but reduce the need to stack life so much

I think this is brilliant. I started a thread to discuss increasing monster life and reducing damage with basically the same result in mind. I think yours is a better solution. Anything to reduce the magnitude of damage from single strikes. This would make armour and evasion useful - lots of smaller hits are good for both. It would also reduce the one-shot deaths. In the end the game could easily be just a challenging, but more builds would be viable and melee and ranged would be more equal.

Dev's should be able to easily put in a scaler to increase monster speed and APS according to each difficulty and area. It's basically the same as a turbo race, but with many increments.

Love it.
Suggestion Thread: Race of the Day
http://www.pathofexile.com/forum/view-thread/617940
"
Ecthelion_OfThe_Fountain wrote:

Dev's should be able to easily put in a scaler to increase monster speed and APS according to each difficulty and area. It's basically the same as a turbo race, but with many increments.

Love it.


I actually think it could work, it's simple and and it would solve many problems, shock/freeze, people complaining the game is too slow, even make things a bit more difficult for ranged builds.

And about aura stacking and defense focus, see, the problem here is we are able to do many things in this game, so we anded up being required to do many things just in order to survive so munchkin builds wouldn't end up too powerful. I think the whole thing must be scaled down somewhat, it would put roleplaying back into a number game.

However, back to speed solution, there's one big snag, desync. Until they do something about that it would do more harm than good.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Apr 11, 2013, 6:48:51 PM
Well, im glad someone finally said it. I thought this very same thing for quite some time. I mean, along comes OB, A3 is bloody atrociously out of curve with the previous two acts, and yes, the drop rates, and successful craft rates are absolutely terrible.

I mean, the game base is all about crafting, yet it is next to never, that one crafts a piece and can easily reattain that value back on that market.

I dunno, but IMO, what started out as a completely awsome experience, has turned into nothing more than D3 exactly. Only thing is, D3 is a hella lot more polished and playable without desyncs and disconnections abundant.

Lately, POE has made me rethink my stance on D3, and atm, their kinda both earning a self imposed Rating of "meh".
GGG - Why you no?
"
JoannaDark wrote:
Well, im glad someone finally said it. I thought this very same thing for quite some time. I mean, along comes OB, A3 is bloody atrociously out of curve with the previous two acts, and yes, the drop rates, and successful craft rates are absolutely terrible.

I mean, the game base is all about crafting, yet it is next to never, that one crafts a piece and can easily reattain that value back on that market.

I dunno, but IMO, what started out as a completely awsome experience, has turned into nothing more than D3 exactly. Only thing is, D3 is a hella lot more polished and playable without desyncs and disconnections abundant.

Lately, POE has made me rethink my stance on D3, and atm, their kinda both earning a self imposed Rating of "meh".


D3 has still a massive plus on PoE when it comes to actual gameplay, you don't really have the single skill spamming scenario that you have in PoE unless you are ridiculously overgeared
"
deteego wrote:


D3 has still a massive plus on PoE when it comes to actual gameplay, you don't really have the single skill spamming scenario that you have in PoE unless you are ridiculously overgeared


A plus more than evened out by the minus of an itemisation system based around forcing usage of a meta-game auction house. And that was after release; PoE's a ways off that.

Come on, let's not go vindicating the devil quite yet.

I suppose I'll stick to my basic digs here and say that, as a solo player primarily, world-only skill gem drops and disappointing rare-monster yield kill-for-kill without serious IIQ/IIR buffing remain my biggest personal gripe with the game. The former restricts build potential to luck of drops and the latter is just disheartening at times.

And since I don't consider either a systemic flaw, I originally responded to what the OP wrote and not their topic title. I'm fairly I pointed out how needlessly incendiary it was. The fact that the thread has survived so far despite said title is testament to the widespread agreement with the OP's argument rather than the topic title.

As for why it didn't feel this way in CB, I am simply not sure. Smaller economy? More familiar progression of 2 acts four times, then maps? I'm frequently seeing issues from solo people regarding sudden spikes in difficulty not from act to act but zone to zone, which is indicative of insufficient testing of difficulty scaling with the 3 x 3 system.

Something has definitely changed and the transition from then to now remains a very bumpy one.
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.

Report Forum Post

Report Account:

Report Type

Additional Info