The Divine / Exalt Change is awesome.
" The change MAY be fantastic for the "GAME" but it is not fantastic for the "PLAYERS" which is why tons of people have left the game over the change. I can sort of support your thought that the change helps the game....maybe it does...but the reason it destroys it for players is because the Exalted Orb has been the key currency in the game for the past decade. Newbies try to get Chaos Orbs, but once they get a little experience, Exalted Orbs are the currency of the game. Only advanced and super rich deal in Mirrors, so just about everyone assesses their progress based on how many Exalted Orbs they have. When GGG decided, hey, let's put in a change that will make the value of an Exalted Orb =20c (instead of 120c), they CRUSHED anyone who had lots of Exalted Orbs (80% of users). I had one mirror, but over 7,000 Exalted Orbs at the time of the change, and it had taken me ~2 years to get that many. That's a lot of work and a lot of grinding. The problem with the game now is, even if they change it back so 1ex=120c, I don't know that I can trust them not to nerf it again in the future. How can a user be sure that what he is working for will not be worthless tomorrow? Central to a good game is the issue of "trust." I don't know that I trust GGG any more. So, you might say, why don't you just start getting Divine Orbs? Well, should I put in six months of hard work building up a stack of 3,000 Divine Orbs? Who's to say that at the next patch they don't decide to nerf that and make it worth pennies.....if I can't trust the game developers, I don't think that I want to invest the time. I just didn't ever think they would do something as stupid as the Exalt/Divine switch, and now even if they change it back, I'm not sure I can trust them again. :-( |
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" But we've proven that all it takes is some moderately ok marketing to get them to try it again. IGN : Reamus
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" Exalted Orbs went back to their old value and that old value was 20 chaos. " Very fishy. Heart of Purity
Awarded 'Silverblade' to Talent Competition Winner 2020. https://www.youtube.com/watch?v=NDFO4E5OKSE POE 2 is designed primarily for console. |
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" No, they impacted (part of) the small minority who actually play Standard... " That's your own fault really. GGG has always maintained that they make absolutely NO guarantees for Standard. You can play it if you want, but any changes made to the game and its balance in the temp leagues will apply there as well. There will not be any effort expended to cushion the Standard players against those changes. Standard was originally known as 'the dump league', ie. its only purpose was to have a place to 'dump' items and currency when a temp league ended. The only reason to actually make it was that it means players wouldn't complain about it to customer support when they lost their phat lewt... Last edited by Cyzax#3287 on Sep 23, 2022, 7:49:49 AM
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" 10% is NOT a 'small' minority. It's what Chris mentioned is the rough amount of players interacting halfway-regularly with trade. Hence we could also say any chance related to trade is solely impacting a small minority and hence should never be done in a way negatively affecting the other 90%. Nonetheless... exactly that is done, and as a main argument for the game as well. " Actually... no. What you perceive as 'the dump league' is nothing else then the argument of Chris Wilson to state that 'items should be able to keep their perceived value at all times'. Which mandated a Standard League to me made so people can further on interact with their former gear, currency and so on. This means while it can also be mentioned as a 'dump' league... it's fairly nonsensical to do so as it's an integral part of the design philosophy of GGG. It has hence high value and should be treated regardingly. GGG balance is like getting a pizza which is burnt on the sides, raw in the middle and misses the most of the toppings.
Then upon sending it back you get a raw side, burnt middle and enough toppings to drench everything in grease. Everything fixed but still broken. |
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Sorry but you're wrong on that. I've used probably 10 exalts this season for amazing rares when I have never used them for anything but trade currency before.
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Reading through (most) of this thread, I came to the conclusion that neither Exalts nor Divines should be used for metacrafting.
Previously, Exalts were rarely used for their intended purpose. Now, Divines are rarely used for their intended purpose. Why can't we have metacraft-specific currency? That (and only that) would free Exalts and Divines to serve their intended purpose. ----- About Standard: Would it really hurt to allow some sort of vendor recipe in standard for people to be able to convert their wealth without losing 80% of its value? We could have had the option of buying divines for exalts 1-to-1 __in STANDARD__ only. Maybe temporarily, maybe permanently, I don't know, whichever. I mean, I don't really care, I was unaffected, I don't play Standard. But if I did, I'd have been quite angry at that change, but most importantly, angry at how carelessly it was introduced in terms of impact on Standard. |
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" I think the reason why they aren't introducing another currency to be specificly used for meta mods, or maybe even used only with the crafting bench, is because of how they want you to look at uniques in terms of value, and how they believe crafting should be finalized (Maybe not wanting to add more items for a reason, too) About the uniques, with the exception of items I am certain they were designed to be a sink of divines (Can only think of Ventor's gamble,Legion jewels and Shako), rolls on uniques actually started to matter quite significantly now, which is actually really exciting. I usually run a lot of maven, and the fact that viridi's veil jumps massively in value if it's a +2 instead of +1 kinda makes me hyped. Same for other items I've found where a high roll was worth significantly more, when ebfore people just used their 8c divines on it to make them better. Another would be, because divines in their primary use should be seen a lot less use than an exalt, and GGG knows AND wants this, if you follow their manifestos / updates. The goal pretty much is Craft a base, exalt additional mods, and perfect rolls with divines. Divines for anything else but the aformentioned uniques, or uniques in general, give you rather meager stat improvements. And because of that, having them as a secondary expense in higher end crafting, makes actually a lot of sense, and at least for me, had the intended result of me slapping exalts a lot more often, because I wouldn't have lost "too much" as a result. It's also not as disappointing to drop an exalted orb nowadays, as it was with divines back then, since the exalted orb still holds value, while divines, at most back then, I've seen only be 7-8c or about. |
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We got to exactly opposite. Divines now are too expensive to use them directly in most cases. Meanwhile exalts are worthless.
Value rerols now are completely removed from the game. When to use divines now? If item somewhere at 100+ divines prices then maybe it worth trying. Nothing really changed. |
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" *sighs* I suppose if you consider 25c in hardcore kalandra "worthless" then, yes, they are indeed worthless, though that's still a lot more than any old divine orb I've ever seen in recent memory (I think highest I#ve seen was 15c, ever). "When to use divines now?" When you want to min-max. It's as simple as that. Their effect isn't even powerful. They reroll your inherit values and due to how most items range in their roll, you'll very, very rarely see this happen. If nothing really changed, then what are you complaining about? |
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