The majority of players dont like hard content

^you are exactly right that the game SHOULD work your way...its just that PoE CANT work that way
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jsuslak313 wrote:
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.


Ah, that explains why 90% of players in this game have killed Uber Atziri and Uber Elder.

... oh, wait.

I think your theory has a logical flaw of sorts.
Remove Horticrafting station storage limit.
Last edited by Char1983#2680 on Nov 12, 2022, 5:36:48 PM
^nope its not that they cant, its that there is no reason for them to do so. Both fights are incredibly easy, there just aren't any legit good drops that the average person would get from them. Plus the amount of time it takes to farm the required materials to even enter those fights deter most players from trying.
Last edited by jsuslak313#7615 on Nov 12, 2022, 8:32:13 PM
Gotta break your bubble here, but the first time I've killed Shaper, Elder, Uber Elder, and Uber Atziri... I've never done it for the drops. I also know a few people who never killed them, but would've liked to, but it was never about the drops. It was about achieving the kill. And I've seen a lot of people struggle, even with normal Atziri (that was quite a few years ago though).

The fact that encounters are theoretically easy doesn't invalidate them. It also doesn't mean it is easy in practice for most people. Just like in real life. Getting a masters' degree in math is theoretically easy, do you think it is invalid because of that?

Maybe it invalidates the difficulty for you if there is a guide. But that doesn't mean it is the same for everyone.
Remove Horticrafting station storage limit.
Difficult content is not the problem but hiding the best loot behind it is. It forctes people to do it when their gear and skill is not ready yet. Why even bother with the non uber bosses when nothing drops and you are better off selling your invite to Uber farmers?
Same for maps, if the difference in Loot between yellow and red maps wasn't this gigantic it would be less of a problem running yellows until your are ready. But as it stands now running anything below T14 is self sabotage.
I don't think HARD content means the same thing in ARPG's vs other games

In an ARPG something being "hard" just means you don't have enough gear/player power

There's no skill required to copy paste a build that can afk uber bosses

It's just grindy

If people wanted a challenge they would play SSF and SSFHC or even just HC

However only a tiny fraction of the player base is doing

HC or SSFHC

The reason is that this game is not balanced around it

This game is balanced around 6 portals and throwing your corpse at a boss over and over till you get it

It's less about skill and more about grind

But in HC a mistake or doing content that you aren't ready for or even doing content that you ARE ready for can result in an instant death

One death in HC means total loss of all time spent on that character + all gear on that character

POE is a grindy game where you need to spend days of playtime to be ready for end game

Some people have hundreds of hours in a single league to make a character they want to create

So imagine constantly resetting ur progression over unbalanced game mechanics

Yes people don't like that

A few do

Most don't

Therefore most people will not play HC

So instead GGG decides to make mobs WAY more dmg/tank and slow down loot by removing it all

So instead of resetting ur progress from deaths, GGG wants people to grind WAY more for the same result

This is the future of POE

I love hard content , when i choose to do it....

Random Executioners and crap popping out of no where if freaking ridiculous. Put the damn AN back in statues where they belong try again in POE 2 when you smooth out these trash animations. For now get this garbage the hell out of the game.

Fix the damn loot too wtf
Why people keep blame GGG for AN mobs? They're great. SC players upset for no reason since they lose literally nothing if rip, HC players refuse to learn how not die for easy mechanics.

I don't want stupid statues that I have to pick up drop for them, click them, check recipes. I want this AN mobs on my map, so I can simply fight them and get my reward, as GGG did. This is ActionRPG, I like when there something explode and I have to dodge it.

Hard content? HCSSF Uber bosses are the real hard content: only 64 players killed at least 1, 12 players killed all (in 3.19). Show me someone who can't beat AN mob.

"
Jradlot21 wrote:

Fix the damn loot too wtf

Too much loot in game, players forced to use loot filters, but GGG solved this problem, in 3.20 we will be able play Ruthless mod.
Last edited by Alendert#6227 on Nov 13, 2022, 5:05:09 PM
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Alendert wrote:
Why people keep blame GGG for AN mobs? They're great. SC players upset for no reason since they lose literally nothing if rip, HC players refuse to learn how not die for easy mechanics.

I don't want stupid statues that I have to pick up drop for them, click them, check recipes. I want this AN mobs on my map, so I can simply fight them and get my reward, as GGG did. This is ActionRPG, I like when there something explode and I have to dodge it.

Hard content? HCSSF Uber bosses are the real hard content: only 64 players killed at least 1, 12 players killed all (in 3.19). Show me someone who can't beat AN mob.

"
Jradlot21 wrote:

Fix the damn loot too wtf

Too much loot in game, players forced to use loot filters, but GGG solved this problem, in 3.20 we will be able play Ruthless mod.


nice troll
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Latze wrote:

nice troll

Even if it sounds like a trolling it's truth. When mob drop rare item with good base, I want to be exited, if it will improve my character, but there so much loot that after few time you ignore all of them and only farm currency/league mechanics that will help you craft top items, and this is HC SSF gameplay. At SC Trade people simply get some currency and buy any top item that they want. How much time people need to be geared for bosses? And what is league duration? That is why drops should be greatly nerfed (1 alch per 10 acts in Ruthless as GGG said), so you will actually play and enjoy gearing your character.

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