3.20 Balance Manifesto: Monster Mods and Archnemesis

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In our opinion, Archnemesis did succeed at adding a lot of interesting new mechanics to rares, but introduced the problems described above.


It always surprises me how you can pat yourselves on the back for making an obnixious system that most of the community did not like and rant about it for half of the year !!

You could just have overhauled the system instead... That is one more that strikes 'not tested' flavor as always...
Path of Exile is a Casino for gambling addicts.
Gambling is not fun nor a game mechanic...
Thanks. Maybe I play next league.
Would actually like to see AN tags on map implicits and the mod pool be simplified for prefixes and suffixes.

For example Bog map that has Dead Eye Incendiary, use eldritch orbs or blessed orbs that you can prepare for in advance. Dom orbs can elevate the tiers of difficulty and possible mob rewards.

I would think this would require some form of megaman-ish quick gear swap that you choose and are stuck with once you enter a map, but can switch on the fly while in Hideout or in town.

Have some kind of Pantheon ish set up, select whatever pantheon to prepare for a map and it swaps to that gear/gem set up.

I think that would make AN modifiers much more digestible, loved what it brought to the table but there was just too much to soak it all in.

OR, those AN runes could be made like a scarab and you just plop it in the map device.

Really liked the look and feel of the AN runes but it was messy and overwhelming. If it was organized like a map tab it would have made it a lot more digestible.

I think item levels on things need to just be broken down into 10-12 tiers.

7 is the magic number on what the average person can remember.

Also, AN tags on items, I think they need their own mod pool and what they will roll.

If someone wants to metamod and mix things up, or recomb for some fun and interesting mod combinations, it should be relatively easy to rip and roll and not have some intense debate on whether we're going to nuke it or not.

If you want some shiny bling, you add steps of difficulty.

I'd like to see a double influenced unique or rare that resonates and amplifies mod pools.

I think it'd make it a lot cleaner, add levels of depth and complexity, and really make unique pieces of gear. Drive a player to farm whatever mods they're looking for.

As is we joke about the farm simulator because it's all gambling. You can have randomness and risk while still having semi-deterministic results. If I wanted to play slots I'd go to the casino. We're playing a game for fun and it doesn't have to be do or die, although having that option would be fun.
Chaos orbs could be used to reroll AN difficulty tiers. To add to my previous post.
is PoE back????
Veritania: When was the last time you saw the sun, Exile? The true sun.

Me, if I actually want to succeed at all in any given PoE League:
what was so bad about AN.. I didn't even feel a difference except of glorious divine explosions after started running maps with HH
The real question is going to be what did they NERF while outlining these changes :O
Buff Melee.
As usual GGG missing the point of why people were annoyed.

The game being more difficult was a good thing. The issue was the loot was [Removed by Support] shit....then you say this...


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In the new system, we have added a significant pool of new rewards to rares, but the reward that is on the monster is hidden (and not associated with a specific mod), so you don't know what kind of rewards you will get until you kill the monster.


So now we can't even skip the mobs that drop [Removed by Support] loot. You are are soo tonedeaf it hurts. I'll say it again....Put loot back to the way it was before you fucked it up. Stop doubling down on your mistakes. PLEASE.
Last edited by Will_GGG on Nov 29, 2022, 5:32:22 AM
Finally you removed AN. I'll give this game another try.

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