POE Heading to D3 Land...please reconsider

Good to see better ways to present an argument that gets more community support:

-Comments & suggestions about game systems that cause the game to become grindy are met with a lot of community backlash that the game is for Hardcore players, not noobz.

-However, comments & suggestions that grindy games are like Diablo 3 seem to be met with widespread community support and disdain for grindiness.

Noted for future reference.
We should have here a devs response about what they are planning to change/balance at some important points said in the whole thread. Let's wish that beta manifesto cover something said here.
♠RaGoN♦
"
pneuma wrote:
In two steps:
- The game requires far too good gear at higher levels, even as early as mid-cruel for some builds. This means that every drop that isn't god-awesome is just going to be vendored.
- I have little love for balancing the game around stacking iir/iiq to see a decent amount of drops. I wouldn't have a problem with global iir/iiq increasing and iir/iiq sources decreasing/becoming slightly less effective.
....

This is happening cause game simply doesnt require player skill since AI is below the average and games only if which are left out of that context are doomed to be a gear-check. There is no grey line.

And people still searching reasons in players' camp, which is nowhere valid.
"This is too good for you, very powerful ! You want - You take"
Last edited by BrecMadak#3812 on Apr 10, 2013, 10:34:17 AM
"
KarraKurri wrote:
Spoiler
1. Increase Drop Rate (Rarity) for SOLO PLAYERS. No 5 blues from Act Bosses. No Scrolls Of Wisdom from Rare Mobs in Mercilles. Rares/Blues should drop more currency. First Kills (quest ones) should have increased drops (like in D2LOD).
Decrease IIR/IIQ bonuses on gear to compensate or even remove them completely - its crappy mechanic overall (dreams... :)).
Also my honest question... why you have this lowlvl uniques and build enablers if they dont drop to leveling players lol?
Revamp Vendor Recipes system. Useful recipes was nerfet into olblivion. Curent ones are nor rewarding and boring. Also vendors should value more good rolled single items and uniques.

2. Increase currency drop rate. Overall. EVERYTHING higher than Whetstone/Scraps have too low drop rate. IMHO.
Introduce currency to vendors higher that Alchemy and introduce high currency shards to vendor recipes to allow players cummulate slowly higher orbs than alchemy. EACH ORB INGAME should have shards and should be avalable through vendors recipes via shards stacking.
Items from Mercilles and Maps should award not altreration and trasmutation shard but higher ones.

3. Decrease STUPID +50% bonus to Item Quantity per party memeber... 50%? To high. MAX 20% with HARD CAP +100% at 6 party members.

4. Increase drop rate from Large Chests to encourage and reward exploring. Introduce more Large chests (Armor Large Chest, Weapons Large Chest, Currency Large Chest - one spawn per dungeon possible!). MAKE GRINDING REWARDING AND EXCITING!

5. If you (GGG) dont want change random crafting/gambling introduce system (that each aRPG game has) like D2LOD socketing, TQ relics or T2 enchanting that will allow players to customize gear for real (let us add one stat per item... pay in currency = add stat of you choose, more expensive on uniques maybe. NOT RANDOM FFS.) Or add items to rop tables like monster parts or smth (for example parts of flaming desync golems will add +fire res on armors and +fire damage on weapons, etc.. ).

6. If you still dont want to change crafting/gambling system at last rebalance fusing/jewelers/chromatics mechanic and rng weighting. Its just TOO MUCH A2M. imho 5links should be reachable a little easier, 6-links can be made even harder to get. 4-links and less (leveling gear) SHOULD BE EASILY REACHABLE and coloring sockets in 4links and less gear should be less frustrating and random. Leave Systems like that to endgame - now you can hit the wall TOO EARLY if you playself found.
Also 1-2 socket items SHOULD not drop in merci/maps ffs... how many usable loot is trashed beause it drops with one socket and most players will not bother with gambling system (because they know they will lose?).

6a. Item system... add something to collect (like in Ad4 - monster parts or smth). Add soem more affixes on rare items... atm i think its on lvl of D3... just linear stats increase (more HP, more res and you are geared). Look at D2LOD and how many affixes they have. Some ofc are worthless but its your part to balance things... even thorns can bo good if done well. :)

6b. AFFIXES WEIGHTING... when ilvl70 item drops or is 'crafted' rolling +10 int or +10% increased weapon damage SHOULD BE RARE not 95% of cases. Emphasis on Weapon damage and Spell Damage on weapons is too high or chance this affixes to spawn in good values is too low (its like in D3 again). Again maybe im dont remember well but in D2 finding rare weapon WITHOUT 'enchanced damage' was very rare (so items have at least CHANCE to roll good...)

7. 'Minor' things like fixes to desync, performance, game art and balance. :)

Why i add "7"? because i think that GGG SHOULD STOP ADDING SKILLS AND WEEKLY CONTENT PATCHES AND FIRST THEY SHOULD FIX THE CORE GAME AND INTRODUCE SYSTEMS LIKE GUILDS AND TRADE SYSTEM NOT NEW SKILLS.

Sry for caps, sry if someone will disagree with my points and ideas. :/
I playedshitload of D2 i played shitload of TQ (two best hnS games ever) and i played POE since CB patch 0.9.1. And im deeply dissapointed and its beyond me how this game change WITH ONE PATCH (CB -> OB transition) from game on D2 lvl to something close to D3 (not in terms of depth ofc).

And no - making game 'easy' its definitely not my agenda here. Im far from causal player. I just want HnS game like D2LOD not economy simulator like D3. Everything in my post is written from Solo player perspective.

PS. Im also deeply dissapointed how GGG is ignoring feedback and IMPORTANT issues. Maybe Charan can pas this to dev or smth. Game after OB (2,5 half month!) patch looks like they dont even read this part of forums.
1+3. Outside of maps, solo actually enjoys a loot advantage over group in terms of loot per person; group gets better experience. Inside maps, group wins at everything, and very much so. This suggestion would fix it. What you're proposing there are rage nerfs -- not based on any thinking or planning or math, just attacking something you feel is unfair, without determining how (or even when) it's unfair.

2. I'd prefer a very simple "increase drop rate overall." <-- didn't even say currency

4. Actually, have to disagree with you there. Most bots are chest farmers, because you don't need to kill chests. Granted, most bots do this in the Fellshrine, where the zombies are slow, but I don't want chests buffed too much for this reason. A small buff would probably be just fine.

5. The game needs a the jewel system from Diablo 2, but magic-only (no rare jewels). That would be enough. Kaom's Heart proves that trading skill sockets for stats is something players are willing to do.

6a. Two exciting affixes that should be added:
  • "of [support gem name]": Skills in this item are supported by a level X support gem; there already are several uniques with this ability. This affix would start becoming available at itemlevel 50 and could only be found on things that cannot 6L (one-handed weapons, shields, gloves, etc.)
  • "of [curse name]": Adds a 5% chance to cast a level X curse upon hit.

6b. Agree with the symptom, disagree with your solution. I think the answer is to make more good affixes that can only roll at relatively high level, like the two proposed above. Because there would be more high affixes to choose from than low affixes, high affixes would roll more often; however, the whole process would still be delightfully random. Which I consider to be a good thing.

7. Fixing desync isn't just waving a magical GGG wand and saying some magic words. Fixing it is hard, so hard you can't expect everything else to wait while they're working on it. What I do think is that GGG needs to focus on more than just "new weekly skills" -- map affixes are probably just about as important, if not more so, and increasing the overall affix pool would also be great.
When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted.
+1. Good post and well written op.
I had similar thoughts lately.
Im Kind of happy to see that about one month after i stoped playing because the game feels so damn unrewarding the community seems to Change quickly.

One month ago this thread would be 100% flame - now enough People have hit the wall.

Simple fix:
Stop buying anything from shop ! dont invest any further Money.
Any Company has to Change it products if they dont sell anymore.
It really seems to me like the only way to get a lot of currency is to be doing the high level maps. This fact alone is actually awesome, the people who play the game successfully and make it into high maps for long periods of time should be the ones with the most currency and I commend GGG on designing this aspect of the game well (even if it is partially unintentional).

However, as a solo player, I'd definitely like to echo the sentiments of the OP and charan. The number of rares that drop overall is so low that the chances of getting anything useful from farming is extremely small.

While it could be a biproduct of the maps level being raised, I definitely feel like gear was easier to acquire in CB.


edit:
The only thing I truly feel is silly is that acquiring a 5L is SO necessary, you really cannot expect to succeed in maps without one and yet there is no guaranteed way of acquiring one.

If EVERY character needs one to succeed, then EVERY character should get one.

There's no way a bot could farm to level 70 undetected, and there's no reason a player lower than that requires a 5L. This seems like one really simple way to improve the solo experience and I really doubt it would impact the economy significantly.
It matters not how strait the gate,
How charged with punishment the scroll-
@Faith_And_Steel
Last edited by DodgySmalls#0196 on Apr 10, 2013, 2:05:29 PM
"
ScrotieMcB wrote:

5. The game needs a the jewel system from Diablo 2, but magic-only (no rare jewels). That would be enough. Kaom's Heart proves that trading skill sockets for stats is something players are willing to do.

6a. Two exciting affixes that should be added:
  • "of [support gem name]": Skills in this item are supported by a level X support gem; there already are several uniques with this ability. This affix would start becoming available at itemlevel 50 and could only be found on things that cannot 6L (one-handed weapons, shields, gloves, etc.)
  • "of [curse name]": Adds a 5% chance to cast a level X curse upon hit.

6b. Agree with the symptom, disagree with your solution. I think the answer is to make more good affixes that can only roll at relatively high level, like the two proposed above. Because there would be more high affixes to choose from than low affixes, high affixes would roll more often; however, the whole process would still be delightfully random. Which I consider to be a good things.


5. The problem I see with this is that it puts even more emphasis on sockets. The biggest issues crafting comes from sockets. Wrong number, wrong links, wrong colors. Cant upgrade equipment because players aren't willing to adjust to a less than optimal support. Part of this issue is the damn aura stacking and needing everything to be 4l of the right colors to support them all. Right now, most players (evidence in all the RNG sucks/crafting sucks and what examples they post they are crafting) refuse to muddle through. Everything has to be damn near perfect, and theres never any willingness to compromise.

Koams is the exception, almost entirely because the 6L is replaceable by a 2hand weapon, whereas the 1000 life is absurd in comparison to anything else at 10x the normal health mod

6. More mods are fun, IMO the pool should be increased, with a corresponding increase in craftables drop rates to offset the added difficulty in getting the right mods.
"
return33 wrote:
Im Kind of happy to see that about one month after i stoped playing because the game feels so damn unrewarding the community seems to Change quickly.

One month ago this thread would be 100% flame - now enough People have hit the wall.

Simple fix:
Stop buying anything from shop ! dont invest any further Money.
Any Company has to Change it products if they dont sell anymore.


This suggestion is so utterly misinformed I really don't know what to say other than:

"Please consider this problem from the point of view of GGG before making rash and uneducated decisions."
It matters not how strait the gate,
How charged with punishment the scroll-
@Faith_And_Steel
Sharing the same feeling as OP and many who agreed here.

I still believe GGG still intends to make PoE a great gamer's game, instead of a trading platform.

Seeing less useful drops, I might be wrong but I also feel:
In CB, the drops were more related to the character made the kill, with more useful attributes. Now it seems more like D3, dropping class A/B/C gears for class X. (In order to boost trading???)

In OB, 90% time I saw a pile of white with half or less socks of maximum number socks. Especially among the rare drops. Very often I got 1 sock rare with min level 45+ character requirement. (just to make sure you have to spend something on it?) Using orbs to tune the items most likely results in a no better rare and deep regret.

In OB, I feel the random is more in favor of being against you than neutral. In CB, the random was either neutral or helping you.

Report Forum Post

Report Account:

Report Type

Additional Info