[April 12] Initial Development Manifesto Feedback

I'd like to hear more with regards to skill viability and disparity.

As it stands we can see a lot of complaints about certain skills being "OP". My firm belief is that if a skill is powerful and fun, you do not nerf it but rather you improve the skills that feel lacklustre in comparison to match the fun and power factor of the "OP" skills.

I'm hoping you'll look into skills like Ice Shot, Arc, Arctic Breath, Sweep & Shock Nova (and even Ice Nova!) and such other skills which have good potential to them but get overshadowed by their cousins but do so without taking away from existing skills.


When you play a character and you feel powerful, you tend to want to play more. Not so much if you feel like a child poking a ironclad dragon.
Last edited by Lyralei#5969 on Apr 12, 2013, 11:46:20 AM
I think armor with evasion and enfeeble works incredible good, i play solo only melee hardcore character and do maps solo, now lvl 80. If ggg buffs both i simply be immortal.
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dunkeyking wrote:
lol just make the client authoritative over sync issues. noone cares if a small number of people cheat for tiny advantages - walking through monsters useless if you're half decent at a very not-hard game (except desyncs...), speedhacks very easy to detect and still not hugely useful, pvp completely meaningless anyway - when the game is totally unplayable so long as desyncs are still a thing.

as for drops, it's entirely pointless to actually play this game when you can just try to screw ppl on trade all day. I recently did a char up to lvl67 and didn't find/craft a single piece of equipment that I then used (took it all from my old one, got given a piece or two by a friend) and didn't come remotely close to finding enough currency to buy anything worth using off trade. I've since started another character who at level 40 seems to be following the exact same path.

I still enjoy this game (for now, rapidly diminishing), but i can't recommend it to anyone until these are fixed. i've seen it enough times before, promising game driven hard into the ground by incompetent devs because they just want to keep releasing garbage instead of fixing major problems.


Agreed about the desync. I'm not a game developer but it seems ridiculous to me that the server is performing completely separate pathfinding calculations from the client based on very inaccurate information, and all because people may find a way to speedhack? There has got to be a better way to prevent that.

Let's take an example such as "Client clicks to move through a door". From what I gathered from the post it seems as if the client only sends the server information about where they clicked? Why not just send the desired path? Then the server could trust that request and adjust for things that could block the player's path serverside, such as letting the player run through obstacles that the player doesn't see clientside. Yes I suppose a player could cheat and send fake requests that would allow them to run through monsters... but even if there is no way to detect that then it still seems worth it to remove a large amount of desync from the game.

Disclaimer: I'm sure I haven't thought about this problem as much as GGG, so it's pretty likely I'm missing something here.
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We will not add a keystone that restricts you to only melee damage but provides a defensive boost, because that would be a mandatory pick for all melee characters and that's not how our keystones are meant to be designed.

Resolute technique anyone?!?

Pretty good to read. I think I'm even more concerned about desync now. Unless Australia gets a local server it looks like it'll never be up to scratch.
I am still waiting on word about Path of HP nodes. And too much RNG.

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Odoakar wrote:
The only thing I found questionable was claiming the loot drop situation is fine for solo players. It is not. It's actually horrible, with very few currency and uniques dropping, especially compared to party play.

And this.

Last edited by Torin#1843 on Apr 12, 2013, 11:54:35 AM
Thank you so much for the detail desync writeup. It clearly illuminated the entire issue.

I can now recognize that you're in a tough place, where improving gameplay is going to potentially look bad to players that don't read the forums. I hope that if more rubberbanding is implemented (something I fully support) that the forumgoers can successfully spread the "rubberbanding is good" message to everyone else :)
I am new but i read that physical damage nodes are not being taken and melee is lacking damage mitigation.

Ok so a keystone is out of the question so why not add to melee weapon specific nodes a 1-2% damage mitigation from all sources? will bow user go out of there way for a 2% mitigation in the back of a weapon node cluster? I would not think so.

An example is Cleaving ( ax ) 15% damage with axes AND 2% damage mitigation from any source or Razor's edge 12% damage to swords 20% accuracy rating AND 2% damage mitigation from any source.

both are 3 nodes back and you could easily place these through out the passive tree.

what do you think?
Last edited by Rastand#2808 on Apr 12, 2013, 12:11:34 PM
I enjoyed reading the manifesto and was about to call it a win-win situation, until I reached the end and realized numerous crucial problems are not even mentioned.

With the looting system as it is, players are FORCED to trade in order to progress trough map tiers. Yet, there are zero improvements to the non-existing trade system, default league will continue to be ran by "Real Money Traders" effectively destroying already destroyed economy even further in order to gain profit for as long as they can (or should I say until more players escape the horror Default league is turning into). For me and a few players I know, the prospect of normal game play where you can enjoy everything this game has to offer can no longer be experienced in Default league due to so many issues being ignored.

---

PoE continues to move towards MMOrpg waters, instead of sailing away from them. The whole reason we glorify games like D2 and Titan's Quest up to this day is because those "relics" were built around a single individual, you and me, and focused to present us with the highest amount of entertainment possible. Everything else, like joint playing, trading, build sharing and so on, was secondary and just a cherry on the cake.

Now, instead of creating a similar system (since quite a few GGG devs said they loved D2 and want to bring back those good 'ol days back in the form of PoE), you are effectively pushing the backbone of every aRPG's player base away from this game by continuing to improve rewards in group play and enforcing it for the endgame. This is just wrong on so many levels I can't even begin to describe.

Maybe you see the future of PoE in E-sport waters where different players will sail upon Privateer's and try to steal each others goods.. If such is true, then this game is surely headed in the right direction and my observations should be regarded as a waste of forum space.

Last edited by Grimlocke_#4737 on Apr 12, 2013, 11:55:05 AM
Are there any plans to make 2H mote viable in melee? It seems like dual wielding or 1h/shield outperforms 2H melee in most situations.

Also I'm wondering if there are any. Specific plans for 2H sword skills....most of the 1H skills for other weapon types seem to be useable for 2h weapons of the same type but with swords things like whirling blades can't be used with a 2H sword and I am pretty sure cleave is better with dual wield and supposedly cyclone is too.

I think the 2H sword and sword related nodes are great but I would like to see some other options skill wise for 2H sword than what I am using. Double strike seems really lackluster and it seems like almost any other skill can outperform it no matter how I have arranged the link.

Thanks.
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Rastand wrote:
I am new but i read that physical damage nodes are not being taken and melee is lacking damage mitigation.

Ok so a keystone is out of the question so why not add to melee weapon specific nodes a 1-2% damage mitigation from all sources? will bow user go out of there way for a 2% mitigation in the back of a weapon node cluster? I would not think so.

An example is Cleaving ( ax ) 15% damage with axes AND 2% damage mitigation from any source or Razor's edge 12% damage to swords 20% accuracy rating AND 2% damage mitigation from any source.

both are 3 nodes back and you could easily place these through out passive tree.

what do you think?


I really like this idea.
IGN: timtwins, timtwinz

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