Can't find motivation to play leagues, what do ?

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Draegnarrr wrote:
I'll struggle to come up with a better title.


Daggerfall, you are welcome.
i mostly play ssf standard now it feels a lot better

i do play leagues sometimes but nowadays only take 1 char to about 97 or 98 then im done after a few weeks and i hop back to ssf std where i can long term progress my chars and have enjoyable goals

its been a lot of fun
(سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س
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Phrazz wrote:

"Hidden mods" would be data mined and implemented into PoB in a matter of seconds.

hidden from the client. there is no way to datamine stuff which runs on the server.

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Phrazz wrote:

problem is that some skills are forgotten. Not cared about anymore by GGG. What PoB does, is just show you - before you've played 50 hours on a character - that you will be wasting your time picking this skill, if "beating all content" is your goal.


Spoiler
going back in time, ggg first tried the "balance approach" to make all skills equally viable.

then they got so many new variables into their damage calculations that they resorted to balance shifts. which extremely syncornised with their new advertisement department (streamers, kripp time) which told their folks what fancy skill interaction they just discovered.

then PoB appeared and streamers basically had to resort to explain their followers how to interact with PoB and explain some ingame mechanics to those who couldn't read the wiki for any reason.

i think PoB left ggg pretty clueless on how to make the game more interesting again, they managed to put the original developer on hold, they tried to obfuscate the skill tree to stop people taking on the project (cluster jewels, timeless jewels) but gave up on exploiting that cause people got confused about the options and players forked the PoB project and implemented all the stuff ggg invented.


the problem is PoB showing everybody in minutes which skill sucks at late endgame after ggg's announcement and the following PoB update.

age and treachery will triumph over youth and skill!
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vio wrote:
the problem is PoB showing everybody in minutes which skill sucks at late endgame after ggg's announcement and the following PoB update.



There will always be differences. Hell, there will always be substantional differences. And I can't speak for everyone, but I can speak for me and some of my friends; the problem isn't that PoB shows the difference between skills. The problem is the size of the difference, which doesn't just speak to you through PoB - it SHOUTS at you.

To hide things for the player isn't the solution here.

I can live with some skills being weaker. Hell, I sometimes play those weaker skills - because I want to. But it would be so much easier to choose the weaker skills, if they were a little bit closer to the "top" skills. Come to think of it: Fuck the "top" skills. It would be so much easier to choose the "bad" skills if they actually felt a little closer to being balanced around the environment and what the game throws at you.

I think the best solution would be a dedicated team centered around balancing "old/forgotten" skills EVERY SINGLE patch. A huge part of every patch note should be rebalancing. Would it be the perfect solution? No, I don't think that exists. But this whole "focus on one archetype now, and forget about other archetypes for 4 years" isn't cutting it.
Bring me some coffee and I'll bring you a smile.
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kuciol wrote:
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Draegnarrr wrote:
I'll struggle to come up with a better title.


Daggerfall, you are welcome.


for what I was talking about? Absolutely not :p though i'm up for hearing your pitch if you want to sell me on why you think daggerfall was the bomb.
The last few leagues, I don't feel like you are missing much by playing standard. Interaction with other content is .. fairly limited. Only recombinators were particularly interesting.

When I test skills on standard I feel like with the mix of fully developed atlas, scarabs, etc. I am often interacting with significantly more game content than when I play in the league.
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Phrazz wrote:
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vio wrote:
the problem is PoB showing everybody in minutes which skill sucks at late endgame after ggg's announcement and the following PoB update.



There will always be differences. Hell, there will always be substantional differences. And I can't speak for everyone, but I can speak for me and some of my friends; the problem isn't that PoB shows the difference between skills. The problem is the size of the difference, which doesn't just speak to you through PoB - it SHOUTS at you.

To hide things for the player isn't the solution here.

I can live with some skills being weaker. Hell, I sometimes play those weaker skills - because I want to. But it would be so much easier to choose the weaker skills, if they were a little bit closer to the "top" skills. Come to think of it: Fuck the "top" skills. It would be so much easier to choose the "bad" skills if they actually felt a little closer to being balanced around the environment and what the game throws at you.

I think the best solution would be a dedicated team centered around balancing "old/forgotten" skills EVERY SINGLE patch. A huge part of every patch note should be rebalancing. Would it be the perfect solution? No, I don't think that exists. But this whole "focus on one archetype now, and forget about other archetypes for 4 years" isn't cutting it.


Hiding isnt exactly what is happening here, more like developmental indifference as to what is outsourced.

I tend to agree that some community discovery is cool. I think having to distribute so much information in advance does kill the excitment for some things. As it stands, due to the 3rd party tools, GGG cannot do any "surprise" things from a skill or item standpoint. Filters have to account for drops, and PoB has to account for passive, gems, and skill tree changes. But that's a side effect of a specific development decison GGG has made. It's not an accident this isnt handled on GGG's end.

I think its ESSENTIAL that GGG in-house a PoB-ish system. The tooltip is a total joke. Its basically useless, and it means you cannot even make the simplest decisions on gear or gems.

"Is this elder helm an upgrade?" Idk PoB it. "Should I use x support gem or a LVL4 Empower?" Idk PoB it. "What's better on this scepter? +1 fire gems, %fire damage or fire dot multi?" Idk PoB it. I mean really GGG?

Honestly, and it's been said a million times, PoE is so insanely new player hostile, and the information gating is unlike anything the arpg genre has ever seen.
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
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DarthSki44 wrote:
I think its ESSENTIAL that GGG in-house a PoB-ish system. The tooltip is a total joke. Its basically useless, and it means you cannot even make the simplest decisions on gear or gems.


And I totally agree.

Why is the tooltip a "joke"? Because it's bad, inaccurate and in a lot of cases provides the player with misinformation. It's bad because it doesn't tell you the full story, because it calculates things wrong. Which is exactly what would happen even more if they introduced "hidden numbers" on skills, as the person I quoted suggested.

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DarthSki44 wrote:
Hiding isnt exactly what is happening here, more like developmental indifference as to what is outsourced.


Hiding is exactly what the guy I quoted suggested.

I think a PoB-like feature should be implemented in the game. And when it works sufficiently, they can hide everything they want. The same goes for trading; add the trade functionality in-game - and stop releasing the trade API to the public.

The game is - and will always be centered around numbers. Multipliers. Calculations. That is NEVER going to change. To hide these numbers from players - without an in-game system would be directly idiotic. "Hidden numbers"? No thanks. When it comes to diversity, PoB isn't the problem, it just highlights the problem.

PoE is too in-depth to go with the "feel" approach, like lighter RPG's do.
Bring me some coffee and I'll bring you a smile.
Last edited by Phrazz#3529 on Jul 26, 2022, 6:24:16 PM
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Phrazz wrote:

I think the best solution would be a dedicated team centered around balancing "old/forgotten" skills EVERY SINGLE patch. A huge part of every patch note should be rebalancing. Would it be the perfect solution? No, I don't think that exists. But this whole "focus on one archetype now, and forget about other archetypes for 4 years" isn't cutting it.

of course the skills themselves should be more balanced.

especially since there is no reward, gratification or positive acknowledgement for playing poe with weaker skills.

there has been but they killed reflect which compensated for going full dps for defense.

last words on PoB: i'm still convinced that if a game presents you 5 options to play it and there is a tool which says: "those 4 are crap", there is no choice anymore.
only people who don't have the tool, don't watch people using that tool or being masochists for any personal reason, like melee fanbois ;)

age and treachery will triumph over youth and skill!
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vio wrote:


last words on PoB: i'm still convinced that if a game presents you 5 options to play it and there is a tool which says: "those 4 are crap", there is no choice anymore.



So you prefer the illusion of choice, shrouded in misinformation provided by the in-game GGG tools?

At the very minimum we should be able to know if something is an upgrade, or make a cost analysis on dps vs survivalbility, with actual data.

Personally I think the tooltip is more harmful than helpful in its current state. It's better to remove it, especially if the poor newbie or pleb is playing PoE without PoB.
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln

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