The Divine / Exalt Change is awesome.

I think the change is OK but was implemented too early. Harbis not dropping divine shards makes them pretty useless now for currency drops, and they were pretty bad when exalts were king. No cards giving divines is another no no (yes I am aware there's one card that drops from Shavronne ).

If there had been a way of farming divines like you could with exalts which have numerous cards and shards then I would actually be very happy with the change.
"
Greebo wrote:


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.


BOOM!!! Yes, you get it 100%!!!!!!!!!!!!!! GGG could have very easily done this...and they still could....they have "remove only tabs." They could have made it so Exalted Orbs (when removed) automatically become Divine Orbs. . .but instead they have chosen to upset people and that has led to tens of thousands exiting the game....such a pointless decision!!!!!!!!
"
Vendetta wrote:
"
Bleu42 wrote:
The change is fantastic for the game.

Exalts being too expensive to actually USE correctly (filling in empty stat slots) was a bad thing.

Divines being too easy to get and use meant that unique items, even when perfectly rolled, couldn't be too powerful because a divine is a couple chaos, and you can spam until near perfect even on a budget.

Flipping these two was a very smart change, and will be a healthy upset for PoE as a whole. Now, you actually use exalts how they were meant. And Divines need to be saved for your meta crafting, are much rarer, and spending to spam divine a unique is much more expensive.

This results in well-rolled uniques being worth more, in some cases a LOT more. That's a GOOD thing.


Huh ?

The change is there only to shift the economy in a direction...

No one will USE exalts correctly even with this change...People who already slammed items will slam them even if exalts cost 500-600c, while players who didn't will never slam them.

Good unique rolls will be more expensive, while the lower end will be trash fodder very soon as people will MF more..

The problem here is that some uniques have billions of combinations, and getting one that is good to worth the price will be very rare, which instead of making the game more fun when you actually find a unique, will make it a hell for new and casual players who will have to get along with scraps while the base that already farmed like crazy this game will remain the same.

This is an indirect slap to again casual and new players, not the already veterans who will divine things even if they will cost 500-600c.


I absolutely HATE unique items and always will.
It is the same reason i HATE most mmo games.
Sets should NEVER be the end game of ANY game with crafting.

as for the change to the rarity of both currency.
ill agree and disagree
If your going to kill the recipie for divine and exsault then kill it for chaos to.

Random drop only.
otherwise PUT IT BACK.
"
Vendetta wrote:
"
Bleu42 wrote:
The change is fantastic for the game.

Exalts being too expensive to actually USE correctly (filling in empty stat slots) was a bad thing.

Divines being too easy to get and use meant that unique items, even when perfectly rolled, couldn't be too powerful because a divine is a couple chaos, and you can spam until near perfect even on a budget.

Flipping these two was a very smart change, and will be a healthy upset for PoE as a whole. Now, you actually use exalts how they were meant. And Divines need to be saved for your meta crafting, are much rarer, and spending to spam divine a unique is much more expensive.

This results in well-rolled uniques being worth more, in some cases a LOT more. That's a GOOD thing.


Huh ?

The change is there only to shift the economy in a direction...

No one will USE exalts correctly even with this change...People who already slammed items will slam them even if exalts cost 500-600c, while players who didn't will never slam them.

Good unique rolls will be more expensive, while the lower end will be trash fodder very soon as people will MF more..

The problem here is that some uniques have billions of combinations, and getting one that is good to worth the price will be very rare, which instead of making the game more fun when you actually find a unique, will make it a hell for new and casual players who will have to get along with scraps while the base that already farmed like crazy this game will remain the same.

This is an indirect slap to again casual and new players, not the already veterans who will divine things even if they will cost 500-600c.


removed quoted wrong person
Last edited by uniushi#2837 on Sep 24, 2022, 1:44:32 AM
"
uniushi wrote:

I absolutely HATE unique items and always will.
It is the same reason i HATE most mmo games.
Sets should NEVER be the end game of ANY game with crafting.


Says he hates unique items
Only character in the league is wearing 5 of them, of which I guarantee at least 2 of those have been purchased.

The more I read about you in your threads, the less sense you make...
The change made sense, the implementation, in the larger context, was stupidity itself.

Their goal was to make Divines rarer to limit perfect items and to make people use Exalt as intended, while also changing the meta craft cost from Exalt to Divines. Except...

The best meta craft methods rarely used Ex slam "as intended" in the first place, they used deterministic process such as Harvest, Delve, Essences to achieve their perfect items, and would only slam when it was the only option left. As a matter of fact, suffixes/prefixes cannot be changed is how Ex was primarily consumed. Now that the role was exchanged to Divines, phasing Exalts almost completely out of crafting. And that would affect the rich meta crafters and limit perfect items with greater Divine scarcity, except...

The power has shifted completely to rich meta crafters because they are also the ones playing in groups MFng and dropping Divines consistently, while the casual player is struggling more than ever to barely get to red maps, while also barely being able to kill AN, the place where literally all the drop chance was shifted into.

I agree with their reasoning to do it. However, everything they do only cements that they don't understand nor grasp how to actually achieve those things effectively, and instead all evidence consistently proves that they achieve the opposite effect of what they set out to do.
Ruthless should be [Removed by Support].
Last edited by AdRonZh3Ro#4713 on Sep 24, 2022, 12:02:36 PM
"
Rakushi wrote:

"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.


I can say that this hasn't been the case. I was literally always out of divines, they were meaningful.

Either by creating top-tier uniques your build relies on, that's something which can't be done anymore.

Making uniques being able to be used, some have rolls that change the game in a unique way for you, like for example Loreweave with the max res roll on it.

Rolling res higher to achieve a functional item for your build without vast changes to the whole layout.

Some rolls have very high ranges, accuracy and armor are in that class. They are worthwhile with a high roll but not so much with a low one, to achieve a high roll and keep the other rolls up used quite a lot of divines. A viable approach to handle upgrading your character which in 3.19 is just senseless to do without having an actual god item.


So yes, there were several uses which are now gone.

In comparison we had options to exalt slam before outside of actually using an exalt. Also the amount of exalts needed for a singular item outside of meta-crafting was low.


This is a change in disparity of how much those items need to be used, it's a bad change.
Exalts don't need to be used often anyways but we get showered in them now. Divines on the other hand needed to be used often whenever you started using them, the lack of availability in those amounts hampers their usage as a raw item vastly without any alternative to re-roll items reasonably with the amounts needed to do so.
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.
"

No one will USE exalts correctly even with this change...People who already slammed items will slam them even if exalts cost 500-600c, while players who didn't will never slam them.




Wrong... I slam all my gear now, before I wouldnt even use a exalt for anything.
i kinda like how divine - chaos ratio turned out. Exactly 200:1. It was at 205 or 210 for a very short time but got back to 200 after a day. Very easy to count fractionals, first time a comfortable exchange rate happened in a long time.
"
Fergulix wrote:
"

No one will USE exalts correctly even with this change...People who already slammed items will slam them even if exalts cost 500-600c, while players who didn't will never slam them.




Wrong... I slam all my gear now, before I wouldnt even use a exalt for anything.


same here

I like the change too, but some things need to be adjusted

I looted yesterday the div card giving 5 exalt : happy, but i'd be happier with 5 div :p


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