The majority of players dont like hard content

"
Wladicorist1 wrote:
according to chris no one is complaining about any penalties :D


That sounds so much like a Chris Wilson statement that I had to laugh. Thank you for the chuckle!
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
hard content is ok if well designed like Hyper Light Drifter, Elden Ring, Hollow Knight, etc.. some random is need, but must rely mainly on player skills.

Right now in PoE difficult is based on pure random.
"
Turtledove wrote:
"
Wladicorist1 wrote:
according to chris no one is complaining about any penalties :D


That sounds so much like a Chris Wilson statement that I had to laugh. Thank you for the chuckle!

yw :D

https://youtu.be/ocJgvm6JlKs?t=1228 with a timestamp :) at 20:27
"
Dani_VII wrote:
hard content is ok if well designed like Hyper Light Drifter, Elden Ring, Hollow Knight, etc.. some random is need, but must rely mainly on player skills.

Right now in PoE difficult is based on pure random.

people here dont understand that
they think when you die of some bullet hell mechanic its still your fault because you chose to play that way
and my question is always
then what? should i stay in the docks and farm there?? thats the game enforcing weird difficulty on me, i faced better difficulties in any other game
but path of exile is literally the only game that has an unfair difficulty
"There are Penalties in the Game, no one's complaining about them"
Chris Wilson Exilecon 2019
Last edited by Wladicorist1#5599 on Nov 10, 2022, 5:09:16 PM
I like hard PREDICTABLE stuff. I like challenge.

Dying to bullshit death is what ended my gameplay all the past patches.
"
LewtDeezNuts wrote:
Nothing about PoE is hard.
There is no Skill play.

you can click to move.
you click to go pew pew
you spam potions.

You just hit the end of the "Skill" options.

Wow he sure clicks well!!
Thats so damn fine clickin if i ever saw it.!

The funniest part is the get gud ... at what ..
running in circles?
Stop and start shooting ... stutter step ?

Its not difficult
it's unfair , hard to see , poorly implemented.
but not hard.

People just don't like crappy game mechanics.
Cause that same mouse pointer you use to move .
Is the one you are supposed to hold still over the mobs head to be able to tell
what it is .. to avoid the one shot you take for ... standing still..


I honestly agree with most of what you're saying here but there's actually an amount of skill cap in POE, which explains why Ben can do things almost no other POE player can, and also explains why Mathil can enjoy the game with 4.5k HP. me I struggle to enjoy it at 7k HP and 2-3 or many more times the defensive layers than Mathil sometimes.

Now that said: POE has mouse piloting and pathing (your PC determining which direction you go around an obstacle which WILL walk you right into a death many times) and it has no business trying to be Dark Souls and nothing annoys me more about this game than when people tell you to git gud or a new boss comes out with a bunch of really tight puzzle mechanics that are do or die binary fail states that have no business being in an ARPG about character building and gearing. Especially when some elitist prick decides to tell me I need to get better at reflexive puzzle memorization games because I'm playing an ARPG...
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
Last edited by alhazred70#2994 on Nov 11, 2022, 6:15:34 PM
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muffinn21 wrote:
I like hard PREDICTABLE stuff. I like challenge.

Dying to bullshit death is what ended my gameplay all the past patches.


This very frequently ends my current POE session for the night, occasionally it ends a league for me (first Sirus fight blind I just rolled my eyes and nearly uninstalled the game).

The other thing that ends MOST POE leagues for me is reaching that point where its not worth looking at loot that drops... this is Red maps usually. Right at that point where Influenced rares become the upgrade and require brute force gamble or brick crafting with thousands of orbs needed to stand a chance per item...

I'm sorry but videogame nerds understand that the lottery is a fools game.
Pandering to players who don't want consequences for their mistakes is a perfect description of what went fundamentally wrong with D3 and 4.
If they wanted mindless mobile game time waster gameplay they sure did make some perplexing choices and marketing statements for 6 fucking years.
I want storymode endgame progression relative to what we have now and to offer meaningful rewards, Elder then > Uber elder please.

Storymode (anyone could do this with a decent build and practice) loot exists
Uber- Meant to be hard and mistakes matter, loot is more reliable for farming
MegaUber- not meant to be completed casually and has a low chance of chase-tier items unique to this content dropping
SuperMegaUber- Might even be considered rediculous depending on the fight but will likely be completed by some of the highest skill players and would include items only obtainable in it.
SuperDuperMegaUber- not meant to be completed really but made to give that 0.01% tier player a chance at real glory with an item that will only ever be obtained via the highest pinnacles of skill and power.

or something like that lol
Innocence forgives you
Have a random death counter
every X seconds you die.

Would you call that hard ?

there is a difference between hard and just annoying unrewarding and consistently lame.

"
SilentSymphony wrote:
I want storymode endgame progression relative to what we have now and to offer meaningful rewards, Elder then > Uber elder please.

Storymode (anyone could do this with a decent build and practice) loot exists
Uber- Meant to be hard and mistakes matter, loot is more reliable for farming
MegaUber- not meant to be completed casually and has a low chance of chase-tier items unique to this content dropping
SuperMegaUber- Might even be considered rediculous depending on the fight but will likely be completed by some of the highest skill players and would include items only obtainable in it.
SuperDuperMegaUber- not meant to be completed really but made to give that 0.01% tier player a chance at real glory with an item that will only ever be obtained via the highest pinnacles of skill and power.

or something like that lol


On paper, this seems reasonable; HOWEVER....

Once someone or a few someones create a build that can handle megauber/supermegauber, that difficulty then becomes meaningless. Then, someone creates a build that can do superdupermegauber, everyone copies it, and game breaks. This is the problem that developers face when creating "hard" content with predictable mechanics. It's only hard insofar as it is new, but once it becomes learned by even ONE player out of the masses, then everyone collectively learns how to beat it and bam, that level of difficulty becomes the equivalent of many tiers lower difficulty just with much better rewards.

I don't believe that this particular game in general has the capabilities to produce content that is difficult to the point where gearing hardly matters, and its all skill and reflexes. We have seen that the vast majority of content ever released, including the current uber bosses, simply require a gear check or a specific build that negates the entire fight...

when it was created, the Labyrinth was supposed to be the "skill" side of the game. No enemies, just the ability to avoid traps and maneuver. But now, you slap on vitality and a bunch of regen and traps don't even tickle. It's the same with bosses and 100% telegraphed fights. They give the illusion of difficulty, but then base PoE mechanics kick in and all difficulty becomes negligible in favor of Geargeargear
Last edited by jsuslak313#7615 on Nov 12, 2022, 9:32:58 AM
"
jsuslak313 wrote:

On paper, this seems reasonable; HOWEVER....

Once someone or a few someones create a build that can handle megauber/supermegauber, that difficulty then becomes meaningless. Then, someone creates a build that can do superdupermegauber, everyone copies it, and game breaks. This is the problem that developers face when creating "hard" content with predictable mechanics. It's only hard insofar as it is new, but once it becomes learned by even ONE player out of the masses, then everyone collectively learns how to beat it and bam, that level of difficulty becomes the equivalent of many tiers lower difficulty just with much better rewards.

I don't believe that this particular game in general has the capabilities to produce content that is difficult to the point where gearing hardly matters, and its all skill and reflexes. We have seen that the vast majority of content ever released, including the current uber bosses, simply require a gear check or a specific build that negates the entire fight.

when it was created, the Labyrinth was supposed to be the "skill" side of the game. No enemies, just the ability to avoid traps and maneuver. But now, you slap on vitality and a bunch of regen and traps don't even tickle. It's the same with bosses and 100% telegraphed fights. They give the illusion of difficulty, but then base PoE mechanics kick in and all difficulty becomes negligible in favor of Geargeargear


I agree that in most cases it would play out like the above, Even if a fight is hard enough once a guide comes out a good amount of players will still find a way, Guide or not i still have not defeated Aul but the guide i watched after getting frustrated nearly did the fight for me.

Thanks for indulging and responding to the thought :P

Innocence forgives you

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