Harvest had 50% more players at same point, Ritual had 90% more

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SerialF wrote:
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TheFazzos wrote:
Let us not turn this into a contest, I just explained why in my opinion Archnemesis is good for the game because it makes OP builds not as OP. The discussion was never about who is the strongest enemy in the game.


when i go back to act 1 with my lvl 95 build i vaporize everything, you think we should introduce a mob in act 1 to counter lvl 95 builds ?


Well, the question here is why would you farm act 1?

Honestly I do not get your argument or the point of it.
should you or should you not be able to at some point have enough dmg and survivability to ignore your so called conuter cards ?
and how much time would it take ?
and in the meantime is it fun to interact with one of your counter card ?

your counter stuff is way too fucking vague.

at one point i ve seen videos where ggg introduced super fast unescapable mobs in the game that would fuck you up. was it fine for you ? hasted chaosweaver or whatever that was.

anyway, seeing your builds makes any discussion with you pointless. it s like someone playing seismic trap complaining it s too cheap to finish the game. at some point you have to create your own difficulty. you know like rerolling or sth.
Maybe you should drop originality and play something that works for once. Just a suggestion.

[Removed by Support]
Last edited by Lisa_GGG#0000 on Oct 9, 2022, 3:22:10 PM
Spoiler
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TheFazzos wrote:
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feike wrote:
Reading some of the posts, i have to ask... Am i the only one who think its OBVIOUS when Chris mentioned he dont take retention as the only metric, he meant just that: He cares about it but dont think it should be the only and true absolute gospel behind wich he should dictate the direction of the game? And when he said that he rather have 10k players than diablo-esque numbers, he meant he rather have a game thats actually loved, even if its niche and indie, than a game thats super mainstream, but its more a money-making shovelware than a game that people actually enjoy?

Really, reading the comments you would think people took those words and seriously interpreted that chris plain dont give a damn about player retention or how the playerbase would be affected on each decision



As for the player-power vs monster-power, i think you guys are missreading things, i dont think its a matter of how much power the players have vs monsters, even AN mods werent problematic at all on their original league back when those mods were even more opressive

I would say the problem is more about control: The AN introduction really takes away control from the players on the dificulty on normal mapping, you have no way to prevent or predict the diff spike that happens when a yellow with mods that counters you shows up. The loot goblin is similar: Its not a matter of the spike itself, its rather how umpredictable and unreliable it is while still being the most efficient way to get currency. Harvest? Same deal: It takes away what little control we were granted to craft stuff and forces us to either settle for "can have 3 crafted mods" and go for 2 weaker crafted mods or take a very high risk to try to get the other half of the item with T2-1 affixes

I think "power" itself is kinda irrelevant, the problem is how they are culling the way we can control how to play the game or get certain outcomes, wich i find kinda baffling: Almost every new mechanic since blight was all about letting the players decide how much challenge vs reward we want. Surely they know its good design to let the players decide how to play the game? Freedom was supposed to be one of the game main selling point


Please allow me to show you how I think it works using a Magic: the Gathering example, which I know Chris Wilson plays.

In MTG you can have a deck with a very high winrate and still lose to a single card designed specifically to break that deck. Such cards are called "silver bullets" in MTG jargon.

Archnemesis mods are silver bullets to most builds. It means that no matter how you build your character, somewhere there is something that potentially can ruin your day.

For the game, this means that it is very unlikely that somebody will abuse a mechanic to make a character that trivializes a content, because somewhere in the game there will always be a combination of mods that simply ignores that.

I remember the days of aura stackers where A8 Sirus was the most difficult content in the game (also due to some flawed encounter design but let us not indulge) and these builds could literally tank Sirus' storms. These days are finally over not only because of balance changes but also because Archnemesis makes it very unlikely to have a build that can trivialize everything in the game. At least this is how I think it is. It would be nice to hear Chris Wilson commenting on this.


MTG regularly removes things that are too consistent because counters make the game not fun to play, just look at Tourney ban rates. In fact just look at Yu-Gi-Oh banned cards and why they are banned.

But at a more basic level, Archnemesis countering certain builds and archetypes doesn't work in POE because a character could represent weeks of playtime. Getting stymied because it has a 1 in 50 or so chance that it rolled the counter mod is not fun game design for an arpg with numerous gear and skill checks.

In competitive card games, decks can take a while to build or copy, but the game itself is like three to five minutes. Players can sideboard counters and other cards to win sets against each other. In POE you have one main damage type, if that is countered you lose. Period. They need to change so much to allow people to have actual build diversity.

In fact Archnemesis only made gearing harder and constrained builds. It did nothing else really. Might as well just have given each monster +1000 percent life and damage for what the mods really do, especially when stacked with league mechanics and map mods.

The game isn't balanced around being hard, but by being tedious. They want it to take time. They leave some meta stuff around because by removing it, they would toss the baby out with the bathwater. If they truly nerfed righteous fire, seismic or detonate dead to the point of being just as good as arc or something, then they would have very few players left.

We can expand on your analogy by saying that balance changes are a little like bannings.

The only issue I have with Archnemesis mods is with Overcharged which totally makes Flicker Strike unplayable. No mod in the game currently cancels your damage, what happens is that your damage is reduced which is, in my opinion, counterable either with more damage or with a secondary type of damage. I do not think at current there are other Archnemesis mods you cannot play around.
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roundishcap wrote:
MTG regularly removes things that are too consistent because counters make the game not fun to play, just look at Tourney ban rates. In fact just look at Yu-Gi-Oh banned cards and why they are banned.


While that is true, we still need to remember that PoE isn't a trading card game, nor is it PvP focused like MTG and Yu-Gi-Oh. This is a (mostly) singleplayer game, unless you're of the opinion that the game is player-versus-GGG.

That's not to say I like archnemesis or anything. It was terrific as its own league since you opted into creating a challenge of your own making. What we've got now is the devs shoehorning in mechanics where they don't fit.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

MFers found strength in their Afflictions. They became reliant on them. I am not so foolish.
Last edited by Pizzarugi#6258 on Oct 9, 2022, 3:12:26 PM
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TheFazzos wrote:
Maybe you should drop originality and play something that works for once. Just a suggestion.

[Removed by Support]


[Removed by Support] gave you an opportunity to detail your thinking but apparently there is nothing.
Last edited by Lisa_GGG#0000 on Oct 9, 2022, 3:24:08 PM
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TheFazzos wrote:
We can expand on your analogy by saying that balance changes are a little like bannings.

The only issue I have with Archnemesis mods is with Overcharged which totally makes Flicker Strike unplayable. No mod in the game currently cancels your damage, what happens is that your damage is reduced which is, in my opinion, counterable either with more damage or with a secondary type of damage. I do not think at current there are other Archnemesis mods you cannot play around.


so you like stuff that counter builds but not when it really counter builds. hum. tell us more.
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yamface wrote:
you see this retention graph and yet there's people unironically memeing on page 1 of GD about the next poe killer when poe is already halfway on death's door

Perhaps PoE wouldn't be dying so quickly if they fricken added all the Quality of Life stuff from the Chinese version of the game (not the Pay 2 Win stuff). Oh and revert back to 4 months per league, so we aren't constantly wasting the first month of the 3 month leagues waiting for them to be overhauled with major balance changes and bug fixes caused by too short a development schedule...

Also what's with that extremely low quality picture in the Op's post? This is what it's supposed to look like:
Computer specifications:
Windows 10 Pro x64 | AMD Ryzen 5800X3D | ASUS Crosshair VIII Hero (WiFi) Motherboard | 32GB 3600MHz RAM | MSI Geforce 1070Ti Gamer | Corsair AX 760watt PSU | Samsung 860 Pro 512GB SSD & Crucial MX 500 4TB SSD's
Last edited by Nicholas_Steel#0509 on Oct 10, 2022, 3:34:07 AM
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Nicholas_Steel wrote:
Oh and revert back to 4 months per league, so we aren't constantly wasting the first month of the 3 month leagues waiting for them to be overhauled with major balance changes and bug fixes caused by too short a development schedule...


I strongly doubt that would ever happen. The 3 month schedule is synchronized with finance's quarterly earnings. Selling packs every start of the league every 3 month is too good for that.

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