POE Heading to D3 Land...please reconsider

Agree with the OP. Until something is done about it me and a couple friends have decided to put POE on the back burner. We love the game and have played hundreds of hours but its just not fun atm.
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Obsidus wrote:
Amazing post. I didn't think it was possible to see such good feedback on these forums, because I thought it would quickly turn into a flame war based around the "go back to D3 then, you entitled scrubs" sentiment that can seem prolific on these boards sometimes. It's nice to see the best members of this community continuing to contribute their thoughts towards constructive ends (Moosifer, Courageous, Scrotie, etc).

I got into closed beta, but didn't play too much because I didn't want to get invested in any characters that I would lose, but have been playing a lot since the start of OB; therefore I cannot comment on any perceived difference between CB and OB drop rates. I can however agree completely with the fact that overall the loot in this game is not rewarding in the slightest. Most of this has to do with the fact that this game seems more ingrained with RNG on top of RNG than any game I have ever played before; the biggest culprit being the gambling system that is orbs.

Not only are good drops from monsters rare despite the rather decent volume of rare drops in this game (because of the huge range of possible stats and stat spreads, it's too easy for a decent item to be ruined by one or two garbage stats like +2 thorns), the orb system ranges from godly to item ruining in terms of what it can add to an item, and those orbs themselves drop way too infrequently, even with a ton of IIQ. I went from playing three characters to the high 50's with no IIQ at all, to leveling two characters to the same extent with over 100% IIQ, killing everything on every map + some farming, and the only difference I noticed was SLIGHTLY more Alteration/Transmutation/Augmentation drops.

I feel compelled to use the same IIQ item set that I purchased on every character I play (or else I feel like I'm screwing myself), yet the rewards for doing so are hardly apparent. I restrict myself to MF stats just to try to get some return, yet I don't. This is a huge issue.

So what we have is a game where:

- Good loot from a base standpoint is rare despite the acceptable volume of drops

- The orb system for attempted upgrades is constrained by really low drop rates on orbs

- Above system is further constrained by the insane spread of godly to garbage stats and values it can add to an item, which seemingly has no correlation to orb rarity (an insanely rare exalted can still very easily screw you with +1 thorns or +4% fire resist)

- Sockets, links and socket colors are essential to this games extremely good gem system, yet this system too is a huge RNG based grind/orb sink; where just like with stats, you'll often degrade an item far more frequently than upgrade it (spend 100 fusings to get a 4 link on a 6 socket going for a 5 or 6 link, the next 100 fusings bounce you around between 2 and 3 links, thus degrading the item and wasting your orbs utterly, still without attaining a 5 or 6 link)

- High level map drop rates, even the end game is dictated by RNG, which I have never seen in any game EVER

- Upgrading maps is essential and yet is ANOTHER huge orb sink, further compounding the heavily flawed orb system

Overall it is easy to see why many people don't even bother to use orbs unless it's the lower level ones, or they're 70+ and have to on maps, or have 1-2 pieces of good gear worth burning orbs on; the risk vs. reward is way too lopsided. So orbs get hoarded and used as currency in the bartering system, except now the economy is drifting towards no one wanting anything except obscene amounts of GCP/Chaos and Exalts, even for mediocre items, which combined with the stone age trading system of this game is another issue (the economy + trade system) that I won't get into, and am frankly not equipped to.

Furthermore, little bonuses like "Wealth" mobs and "Large Chests" are also flawed; the former being even rarer than exalted orb drops, and the latter basically nine times out of ten being a box of whites and scrolls. Overall it makes a game where despite the fact that playing it is VERY fun in terms of combat and skills, the gear drops and gear modification system, combined with the bartering system, is all a huge, gigantic can of RNG stacked on top of RNG, stacked on top of very low drop chances, stacked on top of more RNG, with a side of frustration and time sink.

This is extremely demoralizing and off-putting to anyone except the sorts of people that are somehow able to robotically grind 8+ hours a day with little return without any complaint (every game will have these people, and they should never be the subset of players that games are balanced around), or the people that by the grace of the gods got two exalted orbs and a Dream Fragments on their first run through Normal, and so the system is "fine" to them.


Then come the combat issues; which can be summed up as "things hit WAY too hard, spike too often, and life trumps all". I won't get into this however as this issue seems to be more recognized by the devs, and is a much simpler fix (nerf mob crit chance and crit modifiers, make charge type attacks avoidable, fix desync, fix melee survivability somehow).

This game is amazing, and it really makes me happy to see that the world of video games is being saved by indie developers. I'm 29 and have been playing games heavily since the original NES, and I'm one of those people that is of the opinion that the industry has become way too corporate, way too focused on the end goal of making a profit and less on the art and quality of creating a great product that genuinely deserves to make a profit. I play far less games than I used to in the 90's and earlier in this century, partially because I'm an adult now, but also because games just aren't the same; one example being what I see as the fall of Squaresoft as a company that made GREAT games like Xenogears, Final Fantasy Tactics, Vagrant Story, etc, into a mindless FF cloning machine for the sake of maximizing profit and nothing else.

The death of companies like Black Isle, Troika, and the degradation of Blizzard, the nickle and dime philosophy of DLC, the list goes on. I'm cynical, but companies like GGG give me hope that I can keep being a huge gamer for a long time to come, and so I say the above not because I want this game to be some easymode D3 clone, and because I'm some entitled "scrub", but because I think they need to balance vision with practicality, and I know gamer psychology, and as things are this game will NOT flourish at all, and will eventually become extremely niche and for the compulsive and fringe hardcore if some things aren't changed. I've already spent over $60.00 on this game, and plan to spend more, as I love the game and I want it to succeed, so I really hope GGG can take serious note of this thread and not just pay lip service to it like Blizzard would (I spent 6 years playing WoW and haunting their forums, I'm very familiar with how they operate in this regard).


Yes, its a wall of text, but is one of the best feedback I read on this thread, devs have to read this, thousand of times.
♠RaGoN♦
Last edited by RaGoNXIII#1248 on Apr 14, 2013, 3:58:41 PM
I'd like to comment that in my experience, it's very possible to take characters through all the story content with little or no trading. It's only when you start trying to grind the endless treadmill of maps and map-tier equipment that trading really seems to be come crucial.
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EatThePath wrote:
I'd like to comment that in my experience, it's very possible to take characters through all the story content with little or no trading. It's only when you start trying to grind the endless treadmill of maps and map-tier equipment that trading really seems to be come crucial.


This is very true. This game is actually very easy until act 2 merciless, and doesn't become silly difficult till maps.
Alteration Orb Union Local #7
"Alts are 16:1 Chaos. You got that tough guy?
Last edited by Obsidus#7533 on Apr 14, 2013, 6:48:10 PM
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EatThePath wrote:
I'd like to comment that in my experience, it's very possible to take characters through all the story content with little or no trading. It's only when you start trying to grind the endless treadmill of maps and map-tier equipment that trading really seems to be come crucial.


Well it depends on the build

If you do the FOTM builds, then yes you can easily go through the content in the game all the way up until late game maps

But if you do any other build, then you can be screwed as early as Act 3 Cruel

As an example, I have glass cannony CI cold witch who is basically stuck at level 54. I had to put her on the backburner, its not possible to progress with her without getting gear with ES +500 mods on it, and the only area she can safely farm is pretty much fellshrind which gives her shit all HP

This is what happens when you randomly bump mob pack density (amongst other things) for no reason. Unless your build path is 50% tank (bare minimum) its not really possible to progress unless you have ridiculous gear
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deteego wrote:

As an example, I have glass cannony CI cold witch who is basically stuck at level 54. I had to put her on the backburner, its not possible to progress with her without getting gear with ES +500 mods on it, and the only area she can safely farm is pretty much fellshrind which gives her shit all HP


My main happens to be a glass cannony CI cold witch. Maybe I just got lucky?
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Temper wrote:
That's false.

It should read *I couldn't do that in D3 in release*.Because I know personally people that did,including myself and on a Witchdoctor playing from Australia no less.


More like: "devoting more time in D3 I couldn't get as well geared as devoting less time in PoE to complete content", you can acquire the gear you need to complete content in PoE as you go (important disclaimer: NOT for every build possible, but yes for a lot of the builds possible) until really late endgame (higher level maps with difficult affixes) -in addition, while we talk about it, getting the currency to trade for it is also easier than in D3 release, as much more people has access to farming that gear-. You can get gear to get stared in maps in Act 3 merciless and/or craft it.

In D3 release, if anyone says you could do that at a reasonable pace is lying, because: a) you pretty much had to use higher ilvl items (well rolled) to complete the same content (in contrast, you can do 66 maps in PoE with ilvl 61 gear); and b) the drop ratio for such gear in lowers acts was ABYSMAL, like really terrible (don't remember the exact ratios but I believe in the beginning was like the chance to get an ilvl 62 in Act 1 inferno was below 5% and the same for ilvl 63 gear in Act 2).

---

Anyway, the problem of trading based drop ratios vs. single-player based drop ratios can only be solved by structuring the gameplay in different ways, ie. by different leagues with different rules. I believe this would be the right move and I would have no problem creating characters in an alternative "no-trade" league (in fact would probably work better for me given my current play time).
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knac84 wrote:


In D3 release, if anyone says you could do that at a reasonable pace is lying, because: a) you pretty much had to use higher ilvl items (well rolled) to complete the same content (in contrast, you can do 66 maps in PoE with ilvl 61 gear); and b) the drop ratio for such gear in lowers acts was ABYSMAL, like really terrible (don't remember the exact ratios but I believe in the beginning was like the chance to get an ilvl 62 in Act 1 inferno was below 5% and the same for ilvl 63 gear in Act 2).


Unless you are doing a LA/dual spark totem/EK/FP based build, you are not going to survive in 66 maps on level 61

With the new change to lightning thorns, LA might not even be in there
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EatThePath wrote:
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deteego wrote:

As an example, I have glass cannony CI cold witch who is basically stuck at level 54. I had to put her on the backburner, its not possible to progress with her without getting gear with ES +500 mods on it, and the only area she can safely farm is pretty much fellshrind which gives her shit all HP


My main happens to be a glass cannony CI cold witch. Maybe I just got lucky?

I just counted my defensive nodes as well, out of curiosity.

At 83, 103 points used, HP/ES hybrid witch:

- I have 13 life nodes of various kinds, 1 +30 Str node, so we can say 14 Life Nodes.
- I have 15 ES nodes, some with +resi on them, some just ES regen, so no +ES.
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29 Defensive nodes out of 103. That's a rather amazing 28% defensive nodes :)

The rest are all +crit, +elemental/cold damage, +spell, +mana/regen.

My gear is quite crappy, all self-found, no 5Ls, no build-enabling uniques (no uniques at all...), I don't have life or ES on each piece...

What can I do with my build? Play solo maps up to 72. My arch-enemy, chaos damage, makes me advance one totem at a time when there are enemies using it in a map, so I always hope I will get lucky and the map will have something more palatable for me. It's pretty annoying and I come close to dying from one bomb hit.

So, in all honesty, PoE is playable, even at high levels, as a (semi) glass cannon build and self-found. But it's damn risky, you have limitations so be prepared to roll those maps quite a bit, you won't feel 10% as OP as in other ARPGs, gear upgrades are rare as fuck (actually I didn't find anything usable in the "endgame"), and sometimes it's a huge chore advancing a totem length at a time.

So the enjoyment factor it's rather meh and the game feels very slow and sometimes quite tiring because of some trash mobs being able to 2-3 shot you out of existence. But it's still WAY better to me than playing a damn tank, never did, and find it offensive it's the most viable solution in PoE.

I would be quite happy with this slow and cautious style of playing - if at the end of the road somewhere, a good rare (for my build...) would be waiting - I would say "Hell, I worked my ass, but it was worth it!". But we all know how rewarding running maps actually is...
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Last edited by Undon3#5633 on Apr 14, 2013, 10:33:04 PM
Rares are overwhelmingly jank, ye that's no argue there. Let's break down the reasons why:

The Socket System

If it doesn't have four linked sockets at the least, and it isn't damn near perfect, throw it in the garbage. Nobody loves you.


Poopy Suffixes

Diablo 2 had the "of Evisceration" affix. We don't have that here.

Suffixes include: Cast/attack speed, Resist, and Critical Stuff.

If you're not using a critical character, then pretty much everything you want is a prefix. Damage%, added damage, life, move speed, +armour stat, +armour%.... good luck getting what you want, when you have to try and squeeze all that into three slots.


All Rares Are Basically One Item

Essentially, it's like you're finding the same unique item over and over again. But! It's always at some level of crapitude; some subset of power from the item you really want.

Three types of armour, with three annoying hybrid armour in there to cut your chance of getting what you want in half. (Now tell me, each primary armour is supported by three regions in the tree. Hybrid armour is supported by one area in the tree. Does that make sense?)

Really only three types of weapons, for the types of builds in the game:

* Physical Attacker: Uses support gems to get an enormous multiplier off of their Physical Damage% stat. This isn't really close to weak (and is absolutely fantastic to get around mana issues, I wouldn't recommend anything else to someone who wants to have fun); people simply don't understand that the increased physical damage% mod on a weapon is absolutely essential. A high level blue item with ~170% increased physical damage and IAS% will out perform just about every single rare you find on the ground. Alteration orbs are essential if you don't have luck with the uniques.

* Elemental Attacker: Goes the reverse of the physical attacker; tries to build up a massive base of damage instead of getting a lot of multipliers on their damage. Easier to actually use rares, since there are more possible elemental damage mods on well, just about every slot. Pretty much has the most flexibility in how many rares are actually passable.

* WizarD: The +skill gem and increased damage% mods are just about all you need. Since you don't have to worry about accuracy at all, as well with better support for it in the skill tree than attacks, feel free to actually use those critical chance/damage affixes you find.


Item Level

The one thing no amount of crafting can fix.

Wizards, and to a lesser extent, Elemental Attackers, don't care much about the base level type of an item. So the staff does 5-11 physical damage, who the hell cares? Searing Touch = Best in slot.

It's a lot better than Diablo 2 was about this. But combined with the socket system, it's rng in your rng before you even get to rng how powerful your armour is.


Item Find

I want a Tabula Rasa more than anything.

Why? Is it because I really want a six linked skill?

No.

It's so I can use the Item Rarity and Item Quantity support gems whenever I feel like it.

If you have +100% magic find and +100% quantity, does that quadruple the number of uniques you find? So if I play an entire 8 hour work day, that's equal to the guy puttering around for the length of a movie?

Pst, here's a secret: those resist nodes in the Marauder tree? They're not resist nodes at all. When you've got crap gear, they're magic find nodes.


Potential Adjustments

Personally, I would have had the physical damage affix be a suffix. More substantial ideas:


Some item find normalization
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Create a gear slot for charms on the paper doll. Create some graphics for charms, like a severed chicken leg. A lucky rhoa's claw. Yeah that works.

The stats on it? NO COMBAT STATS. Charms are for luck, not +life%. Like duh.

Besides quantity and rarity, you can have bias in the drop chance of various stuff. Like a +100% chance of finding swords would double the number of swords you find, +100% chance of finding Energy Shield armour, stuff along those lines.

This grants some base level of item find (a core game component) even to the schmucks struggling to survive. It would feel really, really good to climb this additional stat treadmill.

This should have been industry standard twelve years ago imo.


eXtreme Raresssss
-----------------

If the "every rare is the same item" issue is actually an issue, there's always the old "add an additional item type that can spawn with a random unique-only affix on the thing" canard.



tldr: Zazz up the generic affix pool. Give us some baseline find%.

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