Objectively the worst league?

"
twothe wrote:
"
Walkiry wrote:
You'd be hard pressed to find a significant number of players who don't agree PoE needs more clarity with that aspect.


That is I think PoE's biggest flaw atm. beside the lackluster league mechanics: players don't get proper feedback while playing. You randomly die and have no idea what's going on, or how to prevent that in the future. You don't know what your spells, skills, or minions are doing and how they are performing.

Initially I guess this was so players couldn't deduct what the "best" build is, but since we have PoB now, it basically means that the group of players is divided into those that can do very high level analysis of builds and create builds far beyond anything a normal player could, and those that are faced with a game optimized for those people, who have no chance to make their own build and are forced to copy a build from one of those top players.


Using POB at the moment is a given and mandatory. No other way to figure exactly what are doing half of the mechanics, foe example impale, res pen, dots etc...
"
TorsteinTheFallen wrote:

I understand but that is strange concept to me. I played D1 in '98. For that time game had such immersion and ambiance like no other that as a kid had to mute sound sometime because it was too scary. Just fkn dark arpg, it was masterpiece.

Diablo 2, no flashy titles either.


I did play those two games too. Extensively, I might add. They were substantially simpler mechanically.

Do you know why Diablo 1 "felt" so good to play? The engine ran on an internal tick rate of 0.05s (20 actions per second). All actions broke down in multiples of it. The fastest recovery in the game was Balrogs (recovered in 0.10 seconds). Fastest attack rate was 0.15s for speed/haste melee weapons and rogue bows (weapons of speed and of haste had different magnitude modifiers for attack speed, but because it all rounded off to the nearest 0.05s, they ended up having identical speed). And the entire game was a square grid, which made the movement of enemies entirely different to predict and maneuver around. Plus the range of damage with your upgrades didn't vary anywhere near as much as PoE.

PoE is *way* past that. Past the point where a simple health bar and giving an enemy a few whacks to figure out how you were doing is enough; and while we can argue whether a separate log or screen spam is the best way, having such a mechanically complex game with absolutely no way to figure out magnitudes and effects other than looking at a health bar and maybe seeing a few more pixels move one direction or another is wholly inadequate.
"
Walkiry wrote:
"
TorsteinTheFallen wrote:

I understand but that is strange concept to me. I played D1 in '98. For that time game had such immersion and ambiance like no other that as a kid had to mute sound sometime because it was too scary. Just fkn dark arpg, it was masterpiece.

Diablo 2, no flashy titles either.


I did play those two games too. Extensively, I might add. They were substantially simpler mechanically.

Do you know why Diablo 1 "felt" so good to play? The engine ran on an internal tick rate of 0.05s (20 actions per second). All actions broke down in multiples of it. The fastest recovery in the game was Balrogs (recovered in 0.10 seconds). Fastest attack rate was 0.15s for speed/haste melee weapons and rogue bows (weapons of speed and of haste had different magnitude modifiers for attack speed, but because it all rounded off to the nearest 0.05s, they ended up having identical speed). And the entire game was a square grid, which made the movement of enemies entirely different to predict and maneuver around. Plus the range of damage with your upgrades didn't vary anywhere near as much as PoE.

PoE is *way* past that. Past the point where a simple health bar and giving an enemy a few whacks to figure out how you were doing is enough; and while we can argue whether a separate log or screen spam is the best way, having such a mechanically complex game with absolutely no way to figure out magnitudes and effects other than looking at a health bar and maybe seeing a few more pixels move one direction or another is wholly inadequate.


That was 25 years ago and why I loved Diablo had nothing to do with attack speed or server ticks, it was just something that was never made before like that. I was just a kid on my first pc, all this you mentioned didn't matter nor I understood any of it, pretty much don't follow you now.

As I said PoE lacks transparency and clarity yet we can conquer any aspect of it. I'm fine the way it is as long community can work around it.
"
TorsteinTheFallen wrote:
"
Thyrandor wrote:
"
Foreverhappychan wrote:
I think Diablo IV is going to make or break Path of Exile as the 'top' Game As Service ARPG, although I don't doubt committed Exiles can't see past their own addictions to realise what a serious threat the now imminent spiritual successor to Diablo II really is.


You have a point there, mate. Until now, there has been no true competition to PoE. Let's see how June unfolds and what it puts on the table...


As much as I like old Diablo i don't think it's looking that promising.

Gameplay from 4 days ago
https://youtu.be/sVi7HtvOinE

Looks dated and boring at least for me. Also cartoonish. Just by watching i'm not getting the good vibes.

And what's with those titles on effect, absorption, absorption, ABSORPTION! holy fuck...

Worst thing is that i don't like where PoE is going either. I played this league only because i wanted to make the build.
Sanctum is, one of the top 3 worst league mechanics i've played along with Kalandra and pre rework Harvest for the reasons mentioned before many times.

Char progression is terrible. Loot feels devalued, repetitive, predictable and uninteresting, divines inflated. Getting same uniques over and over again from same league mechanic is ughhh. Big ticket items gated behind Feared and Ubers with abysmal drop rate.
Fun factor is getting lower and lower and frustration and grind is going up and up.



LOL set your settings on the video to 2k like it should be graphics are better than POE lol.
"
TorsteinTheFallen wrote:
That was 25 years ago and why I loved Diablo had nothing to do with attack speed or server ticks, it was just something that was never made before like that. I was just a kid on my first pc, all this you mentioned didn't matter nor I understood any of it, pretty much don't follow you now.


I basically explained to you the underlaying mechanics that made the game tick and flow so well regardless of information on the screen - or lack of thereof. That's what made it good - it was its literal simplicity, grid layout, and almost metronome-perfect fixed interval flow. You might not have understood it at the time, but it's the mechanical reason for its success, past the ambience and the music.

Chasing that same feeling with a game that's exponentially more complex is pretty doomed. There's way too many moving parts in a game that not only is that complex, but which expects the player to navigate that complexity with a high degree of skill to conquer the top fights. As I mentioned earlier, curses that were literally bugged and not doing what they said they were doing passed unnoticed through the entire community, PoB maintainers and theorycrafters included, because there was literally no way to see it in the middle of this mess.

I respect not liking the numbers popping all over the screen, but the current state of obscurity in PoE is downright obsolete. Games have had fully functioning logs you can send to your hard drive for two decades now.
"
Walkiry wrote:
"
TorsteinTheFallen wrote:
That was 25 years ago and why I loved Diablo had nothing to do with attack speed or server ticks, it was just something that was never made before like that. I was just a kid on my first pc, all this you mentioned didn't matter nor I understood any of it, pretty much don't follow you now.


I basically explained to you the underlaying mechanics that made the game tick and flow so well regardless of information on the screen - or lack of thereof. That's what made it good - it was its literal simplicity, grid layout, and almost metronome-perfect fixed interval flow. You might not have understood it at the time, but it's the mechanical reason for its success, past the ambience and the music.

Chasing that same feeling with a game that's exponentially more complex is pretty doomed. There's way too many moving parts in a game that not only is that complex, but which expects the player to navigate that complexity with a high degree of skill to conquer the top fights. As I mentioned earlier, curses that were literally bugged and not doing what they said they were doing passed unnoticed through the entire community, PoB maintainers and theorycrafters included, because there was literally no way to see it in the middle of this mess.

I respect not liking the numbers popping all over the screen, but the current state of obscurity in PoE is downright obsolete. Games have had fully functioning logs you can send to your hard drive for two decades now.


Yeah you're right about this. Not only curses, lots of other stuff didin't work.
"
twothe wrote:
Just looking at the steam charts and boy is this league not received well.



Looking at the graph it is immediately visible that the loss of players right after launch is exceptional. I haven't checked all leagues so far, but compared to the past 10 no other league has alienated so many players in such a short time. Never before have so many players quit on day 1 of the league. Although the graph doesn't show all the details obviously, I think it is safe to say that this is objectively the worst league mechanic of all times.

It is also interesting to see how much potential this game has. The amount of players returning to a new league is impressive, yet many soon get bored by the game and vanish, until the next league hits.


The worst league mechanic ever. The only reason I keep / kept playing is the Atlas changes.

We really need a league with a rewarding yet non-intrusive league mechanic, BUT above all we really need NEW, FUN, AND VIABLE SKILLS.

"Wealth in a game is measured by the amount of fun, joy and entertainment you can get out of it".
-Mythabril
*Subjectively bad league would be better

Population is healthy so well received.
Atlas tree makes it worth playing. As for worst league ever, onslaught takes the spot for me. As for more mechanically involved league, Beastiary was also a disaster. Thankfully that one saw large reworks.

Leagues I loved that didnt make it into the game are Synthesis and Ultimatum. Its strange to me how much effort they put in some leagues to make them go core meanwhile others, especially ultimatum are just dropped.
Tried league content for the first time yesterday. Plowed through the first three floors no problem, will see what the end boss is like but I expect it'll be the same disappointment as Scourge bosses.

Report Forum Post

Report Account:

Report Type

Additional Info