PoE punishes player curiosity

I really like Path of Exile, but I find it to be anything but user friendly / player rewarding. Eventually, it's going to burn me out and I am going to stop playing. I would like to avoid this.

Most importantly, POE punishes player curiosity.

In terms of build, I can't have fun by figuring things out for myself and trying wacky combinations like frost nova + cold to fire + crit + leech tank—the penalty is too high to even bother. Regardless of how stupid an idea is, it is a good thing to have players want to find new ways to play your game. If I want to struggle to make lightening warp viable, I should be able to attempt that with less penalty.

That's just the obvious. What is less obvious is how useless damage nodes are in comparison to health nodes—something you may not realize (let's face it, most probably didn't realize) until their second character. Don't bother fixing the first, it isn't worth the 30+ regrets and gear hunting/crafting. This isn't exactly a game that allows for “dual spec” in any capacity – which is fine, I understand the desire to retain permanence in choice, but honestly it's an arbitrary ideal to hold onto. It has no positive affect on anyone who plays this game.

That aside, path punishes loyal players who put in hours (too modest a word for this, really) of play by allowing every aspect to be an RNG time + money sink.

You can expend an innumerable amount of chromatics, fusings, etc and the desired end result on any item is never guaranteed. Nor is it even more likely to happen. A weeks' worth of materials gained at near job-reaching level of hours played can be consumed in all of 5 minutes on an item that refuses to four link. That is just on one item. Not a whole set. Not including maps.

This game's economy is rapidly getting worse because there are only wealth sinks. The chance on returns are so minute, you are better off waiting for what you need to drop (four link, five link, etc) than try to craft it. There is practically no lasting reward for the risk involved in changing an item beyond its original drop status. The only godsend in this game is the fact that the items themselves aren't an expendable sink to get better items—but, in reality, they are in a roundabout way.

In a game where everything endgame costs more than 3 exalts, it's nearly impossible to move forward from, say, level 68-75 and get better. I have never seen an exalt drop across any of my characters. Not one exalt , of the 10 i'd need to buy one item. An item that if you attempt to tweak, could quickly crash to less than half its value – an item, that if you tried to craft into existence, would likely cost you well over double its value to make.

Before spring break, I had maybe 2 exalts worth of crafting orbs. The market changed to such a degree my wealth was cut by probably 2/3 because I didn't invest in exalts. For a casual / average player (I say this in terms of skill, not hours put in. a casual player can still put in a lot of hours,) I honestly believe this game's endgame is impossible and only discourages the player to continue. The odds are simply against you to move forward, even if you did get lucky and get that /one/ lionseye drop, you will expend those 20, 15, 13 exalts within a few days on maps that won't give a return and on gear that won't craft correctly. Then you would be back in the poor house – but, that's if you are lucky enough to even find such a drop.

There is no gradual incline for the committed player, only a roller-coaster of inescapable poverty and dead-end characters you can't afford to improve.
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Lower your standards.

Not only can you beat this game in pretty "crappy" gear, you can run maps as well.
"
SL4Y3R wrote:
Lower your standards.

Not only can you beat this game in pretty "crappy" gear, you can run maps as well.


Mind expanding with specific examples? I don't find your retort very enlightening. And why would someone want to "lower their standards" when the developers' jobs are too make a quality product that encourages players to continue playing? Makes zero sense.

What's your definition of "crappy gear" anyways? Have you attempted to run 70+ maps without decent gear? Good luck with that.
Last edited by Amicu#1833 on Apr 10, 2013, 9:00:37 PM
Decent gear doest cost 3 exalts. Decent fear costs like a GCP or even a couple chaos.

You dont need a 5 or 6L. You dont need hp on every piece of gear. Hell, you don't even need resists on every piece of gear.

3 exalts can get you a REALLY nice 5L. Which you don't NEED. Every time I find an interesting or nice item, I tend to start a build around it. One single item can make me want to try something else.
I'd like to party with you a few times in 70+ maps and see how fast you clear with nothing over a 4l. Then you can tell me how much you 'need' a 5 or 6l.
"
UnderOmerta wrote:
I'd like to party with you a few times in 70+ maps and see how fast you clear with nothing over a 4l. Then you can tell me how much you 'need' a 5 or 6l.


Ice Shot + LMP + WED + Mana Leech
Enjoy no life leech/life on hit when mobs move faster and hit harder.
"
ofclouds wrote:
I really like Path of Exile, but I find it to be anything but user friendly / player rewarding. Eventually, it's going to burn me out and I am going to stop playing. I would like to avoid this.

Most importantly, POE punishes player curiosity.

In terms of build, I can't have fun by figuring things out for myself and trying wacky combinations like frost nova + cold to fire + crit + leech tank—the penalty is too high to even bother. Regardless of how stupid an idea is, it is a good thing to have players want to find new ways to play your game. If I want to struggle to make lightening warp viable, I should be able to attempt that with less penalty.

That's just the obvious. What is less obvious is how useless damage nodes are in comparison to health nodes—something you may not realize (let's face it, most probably didn't realize) until their second character. Don't bother fixing the first, it isn't worth the 30+ regrets and gear hunting/crafting. This isn't exactly a game that allows for “dual spec” in any capacity – which is fine, I understand the desire to retain permanence in choice, but honestly it's an arbitrary ideal to hold onto. It has no positive affect on anyone who plays this game.

That aside, path punishes loyal players who put in hours (too modest a word for this, really) of play by allowing every aspect to be an RNG time + money sink.

You can expend an innumerable amount of chromatics, fusings, etc and the desired end result on any item is never guaranteed. Nor is it even more likely to happen. A weeks' worth of materials gained at near job-reaching level of hours played can be consumed in all of 5 minutes on an item that refuses to four link. That is just on one item. Not a whole set. Not including maps.

This game's economy is rapidly getting worse because there are only wealth sinks. The chance on returns are so minute, you are better off waiting for what you need to drop (four link, five link, etc) than try to craft it. There is practically no lasting reward for the risk involved in changing an item beyond its original drop status. The only godsend in this game is the fact that the items themselves aren't an expendable sink to get better items—but, in reality, they are in a roundabout way.

In a game where everything endgame costs more than 3 exalts, it's nearly impossible to move forward from, say, level 68-75 and get better. I have never seen an exalt drop across any of my characters. Not one exalt , of the 10 i'd need to buy one item. An item that if you attempt to tweak, could quickly crash to less than half its value – an item, that if you tried to craft into existence, would likely cost you well over double its value to make.

Before spring break, I had maybe 2 exalts worth of crafting orbs. The market changed to such a degree my wealth was cut by probably 2/3 because I didn't invest in exalts. For a casual / average player (I say this in terms of skill, not hours put in. a casual player can still put in a lot of hours,) I honestly believe this game's endgame is impossible and only discourages the player to continue. The odds are simply against you to move forward, even if you did get lucky and get that /one/ lionseye drop, you will expend those 20, 15, 13 exalts within a few days on maps that won't give a return and on gear that won't craft correctly. Then you would be back in the poor house – but, that's if you are lucky enough to even find such a drop.

There is no gradual incline for the committed player, only a roller-coaster of inescapable poverty and dead-end characters you can't afford to improve.


Welcome to Path of Life Nodes!
"
UnderOmerta wrote:
Enjoy no life leech/life on hit when mobs move faster and hit harder.


Bubbling flasks FTW
"
SL4Y3R wrote:
"
UnderOmerta wrote:
Enjoy no life leech/life on hit when mobs move faster and hit harder.


Bubbling flasks FTW

I prefer popping a Cautious followed immediately by a Panicked (or do I have that backwards? Double recovery on low life followed by instant recovery on low life). The low life mods mean nigh immortal except when I'm not paying attention, desync happens, or mobs decide to hax.

@OP: I feel you. Some of the things you mentioned are intentional and are good for the game, were other aspects not so demanding (really don't feel like going into specifics, haven't the motivation for a detailed reply today (at least I'll admit that though *coughslurmsstoptrollingcough* :P)) But this (edited slightly):
"
There is no gradual incline for the committed player, only a roller-coaster of inescapable, uncontrollable wealth / luck / gear checks, leading to dead-end characters you can't afford to improve.

sums up at least some of those problems nicely.
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