[April 12] Initial Development Manifesto Feedback

Chris i don't know if you will read this but when you type this "economy (gameplay)" i get kinda scared. This seems like you value the ingame economy higher than the actual gameplay. Another arpg did this and it's diablo 3. If you want the game to be more like that it's your choice though. I would just finish with saying that most high level players probably hate the all consuming currency void that is 70+ maps. People don't want their access to endgame be tied up to rng it's not hardcore it's just arbitrary.

Edit: I'm harsh because i care about the game cheesy but true
Last edited by danonon#1010 on May 5, 2013, 1:57:35 AM
Get another server in Australia and there's a lot of problems solved for a lot of people. It's atrocious playing on 250++++ ms. I can count the number of times on one hand that I've died to things actually hitting me on my screen. I can't dodge projectiles, because they hit me before I've even seen them appear on my screen. It's so stupid. I play Default like Hardcore, because that's the only way to not to die over and over.

The game is great, it just feels like I'm the mob that's being farmed and the mobs are the players who can actually play.

Let's hope these resync coding helps, best of luck.
Just lost my Shadow to good ol' desync. Activated Cyclone twice at full life/shields going into a fairly small mob. Game froze up, next thing I knew I was in default. Haven't been this frustrated in a long time.

I enjoy playing highly mobile characters, but in it's current state, trying to play anything remotely close to mobile is impossible. It's quite a shame, because I really enjoy Path of Exile, and I'm going to continue in the month race, but being held back from what I want to do because of technical issues is really bothersome.
IGN: Frostveil
"
ScrotieMcB wrote:
I might be in a minority here, but I don't want to see this happen. What I want to see happen is melee becoming better DPS than ranged.

As an example: think about your typical first-person shooter. There's normally some kind of combat knife or something... and for reasons that aren't realistic, it normally does insane DPS. As in, instantaneous one-shot kills. No ranged weapon in those games, save giant rocket launchers or some such nonsense, is capable of such things.

Is survivability a problem with those weapons? Sort of. You need to be able to get within melee range. But after that... no. It's not. There are no survivability issues when your enemies instantaneously drop.

That's how melee should be in Path of Exile. Ranged should do low enough damage that monsters will get to them, and they'll need to weather out the storm. Melee should do high enough damage that the only thing they have to worry about is ranged attacks... because once they get in position, forget about it.

"Melee survivability" isn't really a factor in achieving this desired end-state.

*sigh*
Your solution to "ranged>melee" is to change it to "melee>ranged".
Genius.

*sigh*
Comparisons to fps games, where knifing someone in the ankle one hits them.
Super.
This seems like you value the in-game economy higher than the actual gameplay. Only the ppl that play hours per day (no job) will love that.

And a 'cut-thoat" for items in a game where it's impossible to advance without better gear is just begging ppl to quit. Sure a league separate from the others might be ok, but greed and frustration will make it worse. Only melee and click spammers will win.

Right now, there seems to be a way to LOCK OUT items for ppl in-game. I've had it many times now, i try to click an item for me (NOT grayed out), but after a few clicks, I can't get it, someone else does instead. And no, i wasn't full of items, matter of fact, it's almost empty. Maybe auto click spamming an item to stop others from getting it? I lost quite a few items that way. The system SERIOUSLY needs to be fixed.
Last edited by computertech82#1006 on May 6, 2013, 9:42:39 PM
"
Rasok wrote:
Just lost my Shadow to good ol' desync. Activated Cyclone twice at full life/shields going into a fairly small mob. Game froze up, next thing I knew I was in default. Haven't been this frustrated in a long time.


What you describe is not desync. That is lag.
"
Herpy_Derpleson wrote:
"
ScrotieMcB wrote:
I might be in a minority here, but I don't want to see this happen. What I want to see happen is melee becoming better DPS than ranged.

As an example: think about your typical first-person shooter. There's normally some kind of combat knife or something... and for reasons that aren't realistic, it normally does insane DPS. As in, instantaneous one-shot kills. No ranged weapon in those games, save giant rocket launchers or some such nonsense, is capable of such things.

Is survivability a problem with those weapons? Sort of. You need to be able to get within melee range. But after that... no. It's not. There are no survivability issues when your enemies instantaneously drop.

That's how melee should be in Path of Exile. Ranged should do low enough damage that monsters will get to them, and they'll need to weather out the storm. Melee should do high enough damage that the only thing they have to worry about is ranged attacks... because once they get in position, forget about it.

"Melee survivability" isn't really a factor in achieving this desired end-state.

*sigh*
Your solution to "ranged>melee" is to change it to "melee>ranged".
Genius.

*sigh*
Comparisons to fps games, where knifing someone in the ankle one hits them.
Super.


*sigh*
stupid people
*sigh*

Melee obviously needs to do considerably more damage than ranged just to have close to the same eDPS due to ranged characters being FAR superior at APPLYING their damage to groups/targets. Melee really has nothing to compare with the efficiency of chain/lmp/gmp/fork and the ranged abilities themselves. They have to take time closing the gap from group to group, monster to monster, and would need to do a LOT more damage to be in the same ballpark in terms of damage effectiveness.
"Players do not usually pick the passive skills that affect melee damage or are melee-weapon-specific."

Reason I skip these (not only from a HC perspective) are that the payoff is the same as more natural nodes that effect all 2hand weapons or 1hand weapons that are also placed on the path to stronger nodes. The gain(if any) compared to those are to small to be worth it. Now if those had a higher reward or/and some defensive stats on them aswell.. (know you stated that that isn't an option, but to increase "tank" stats on specific melee nodes that are out of the path for ranged builds are in my opinion a great way to do it).

Another factor is that elemental damage scale better and it's more cost effective to take those nodes.

Builds are at the moment really alike (atleast in HC) and already have "must have" nodes. As weapon damage dealer(ranged and melee) you want those elemental damage nodes. You want that 5% max resist, those hp nodes (if not CI)and regen nodes, that iron reflexes, inc. effect from buffs, chance/duration to apply shock (stun immune in some of the melee builds, mostly to lower chance for heavy desync since you don't get stunned, you get rid of one of the factors that make it happen more often, that 30% lower crit damage taken).

Maybe physical damage crit lower the armor on monsters (and/or include it like the shock nodes, so resolute technique builds also can benefit if going for physical based damage.

I don't know any way at the moment to be effective with a build including those lesser used nodes (in HC). All top builds looks about the same(almost).

A side note: about giving monsters more aoe damage abilities to challenge summoners and groups. Groups i do understand but summoners? I find that aoe effect in game already killing those minions quick enough, faster then i can resummon them anyway. Like the act1 skeleton with rain of arrows, 2 shots all minions dead.
Was even thinking why isn't there any nodes that lowers aoe damage taken by minions, since I can't move them away from aoe, might just be that im still kinda low level(66).
One thing. I would like that when on party whe kick someone, he leaves the instance, becouse on map whe make rules, and is the only mecanic whe can hold to make players play by the rule. But some player know they will remain in the instance if kicked, so they agree in the beguining with the rules just to be in the instance and them do wat they want. Its unfair. Hope more player share this concern. and ty for great game.
"Players do not usually pick the passive skills that affect melee damage or are melee-weapon-specific."

because just to keep alive when surrounded by mobs is hard enough so taking +attack passive is like luxury to melee type, melee taking damage over survivabilty nodes? ain't nobody got time for that.

if you make a better increased difficulty design than just make a "let's reduce the resist so it gets hard" maybe we melee can ditch some resist node or some "must have resist gear", that would be great.


make white support gem, "THE ULTIMATE ANTI-DESYNC" with description "/oos no more",, vendor recipe would be 6 mirror and 66 exalted.
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Last edited by estu87#5462 on May 10, 2013, 5:50:47 AM

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