Tormented Spirits. Get rid of them or improve them.

"
Pizzarugi wrote:
"
vio wrote:
you guys need to realise that there always will be a inferior mechanic.

you really want them all to drop the same rewards?


Two leagues have already been removed from the game for having inferior mechanics. Ignoring that fact is eventually going to have tormented spirits removed from the game in the future.

This could be alleviated by addressing why they're inferior and making improvements so players will have more desire to engage with them.

Also, in answer to your question: Yes. If the reward isn't worth the risk, why bother? Why make the game harder on yourself for a negligible increase in loot? I don't see why we can't have divination spirits that drop random cards and stacked decks, or tormented operatives that drop scarabs, or tormented purifiers that drop blight oils, etc.


+1
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"
exsea wrote:

i m not sure if you've realized, but ggg has constantly been trying to update league mechanics so that more players enjoy them.

yes, there are few league mechanics where ggg didn't change core concepts they originally had.

but the core idea of tormented spirits is the "oh shit" moment when you realise that a boss is going to be ghosted, removing that like op requested, is like removing the whole concept.

"
Pizzarugi wrote:

Two leagues have already been removed from the game for having inferior mechanics.

yes, there were not much originality and few challenges involved in perandus and prophecies.

"
Pizzarugi wrote:
If the reward isn't worth the risk, why bother?

that's what my comment was aiming at, there will always be a less rewarding mechanic.
and yes, it got a bit stale cause ggg isn't shifting the value of rewards around.

but i'm not a big fan of "everything can drop from everywhere", heist is horrible in that regard.
imho, the idea behind multiple endgames is that players can invest and specialise into them, which doesn't work if drops aren't location specific.
age and treachery will triumph over youth and skill!
Last edited by vio#1992 on Mar 7, 2022, 12:27:04 PM
"
Pizzarugi wrote:
"
vio wrote:
you guys need to realise that there always will be a inferior mechanic.

you really want them all to drop the same rewards?


Two leagues have already been removed from the game for having inferior mechanics. Ignoring that fact is eventually going to have tormented spirits removed from the game in the future.

This could be alleviated by addressing why they're inferior and making improvements so players will have more desire to engage with them.

Also, in answer to your question: Yes. If the reward isn't worth the risk, why bother? Why make the game harder on yourself for a negligible increase in loot? I don't see why we can't have divination spirits that drop random cards and stacked decks, or tormented operatives that drop scarabs, or tormented purifiers that drop blight oils, etc.


+1 to this.

As was the case for Perandus, it honestly wouldn't be very hard to make Tormented Spirits matter again. Here's the 3 step process:

1 - Make the generic boosts of spirits better. Adding spirits which drop scarabs, fragments, catalysts, etc is all well and good, but the solution is actually much easier: DRAMATICALLY increase the added loot of an enemy containing a ghost. A spirit-possessed rare or unique enemy should have +1000% IIQ and IIR, lucky rolls on contained rares, etc. I should notice a difference between possessed and non-possessed enemies, even without "special" loot types.

2 - Make tormented spirits run TOWARD possess-able enemies, and not AWAY from the player. This one is common sense. The tormented spirits' AI should seek to influence as many different enemies as possible, to the point where players are challenged to STOP the ghosts, as opposed to now where the challenge is getting them out of corners. But why would players want to stop the spirits in the first place? Well...

3 - Make possessed (or touched) enemies dangerous. This is the most important change of all. The boosts given by tormented spirits to monsters touched or possessed by them need to make them far more difficult and dangerous, on the same level as Sirus-dominated enemies or magic packs in 100% delirious maps. This change both justifies an increase to the rewards given (Point 1) and gives players a reason to engage with the system more actively (Point 2).

Like I said before, none of this would be hard to do; in two of the three cases you're just changing variables within the code. One person could do it in an afternoon. Because the single worst part of Tormented Spirits in the modern age is that... they don't matter. I don't notice them when they happen, and that's lame. If PoE is a game about risk and reward, let's add some risk and reward to an old system to make it FUN again.
"
ARealLifeCaribbeanPirate wrote:
"
Pizzarugi wrote:
"
vio wrote:
you guys need to realise that there always will be a inferior mechanic.

you really want them all to drop the same rewards?


Two leagues have already been removed from the game for having inferior mechanics. Ignoring that fact is eventually going to have tormented spirits removed from the game in the future.

This could be alleviated by addressing why they're inferior and making improvements so players will have more desire to engage with them.

Also, in answer to your question: Yes. If the reward isn't worth the risk, why bother? Why make the game harder on yourself for a negligible increase in loot? I don't see why we can't have divination spirits that drop random cards and stacked decks, or tormented operatives that drop scarabs, or tormented purifiers that drop blight oils, etc.


+1 to this.

As was the case for Perandus, it honestly wouldn't be very hard to make Tormented Spirits matter again. Here's the 3 step process:

1 - Make the generic boosts of spirits better. Adding spirits which drop scarabs, fragments, catalysts, etc is all well and good, but the solution is actually much easier: DRAMATICALLY increase the added loot of an enemy containing a ghost. A spirit-possessed rare or unique enemy should have +1000% IIQ and IIR, lucky rolls on contained rares, etc. I should notice a difference between possessed and non-possessed enemies, even without "special" loot types.

2 - Make tormented spirits run TOWARD possess-able enemies, and not AWAY from the player. This one is common sense. The tormented spirits' AI should seek to influence as many different enemies as possible, to the point where players are challenged to STOP the ghosts, as opposed to now where the challenge is getting them out of corners. But why would players want to stop the spirits in the first place? Well...

3 - Make possessed (or touched) enemies dangerous. This is the most important change of all. The boosts given by tormented spirits to monsters touched or possessed by them need to make them far more difficult and dangerous, on the same level as Sirus-dominated enemies or magic packs in 100% delirious maps. This change both justifies an increase to the rewards given (Point 1) and gives players a reason to engage with the system more actively (Point 2).

Like I said before, none of this would be hard to do; in two of the three cases you're just changing variables within the code. One person could do it in an afternoon. Because the single worst part of Tormented Spirits in the modern age is that... they don't matter. I don't notice them when they happen, and that's lame. If PoE is a game about risk and reward, let's add some risk and reward to an old system to make it FUN again.


i like the first 2 suggestions, but i m really against the third. while it does make sense and give players urgency to make a decision to kill off a spirit, for slower builds and weaker players they might have a problem killing the spirit.

players also have very little time to identify/remember what the spirit does (assuming it's aggressively seeking things to possess).

having a boss possessed by a spirit, especially by random chance, can be a very bad experience to weaker players.

"i didnt ask for this.jpg"

based on ggg's action of reworking/nerfing martyr spirits, i think GGG is leaning towards giving more players a better experience.

there's already a gazillion of things killing players. for a weak player to roll a safe map and have the boss possessed can be... unfun.

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