Most negative community I've ever witnessed - why?
This one was bound to have negative feedback. The patch is largely nerfs, which is okay if you shift the meta and don't try to frame it as something other than a nerf-fest. Even a few of the positive things like the stance/adrenaline boost is absolute cancer gameplay-wise and should never see the light of day.
Then they spent a disproportionate amount of time discussing a mode that is largely unpopular and gave the impression that it is somehow guiding balance decisions. That is doomed to bring backlash. This community is overwhelmingly negative, especially on GD. But your post made fun of things being called a nerf-fest and then started enumerating the nerfs. As I said above, nerfs are fine in the name of balance, but please shift the meta somehow to make something else interesting. Spamming stances is not my idea of a meta shift. The league is also pretty barren and largely a crafting centric mechanic which will naturally be a loved/hated league. Crafting-centric leagues are definitely not my cup of tea. The core game will likely carry my excitement through the league though as it usually does. Thanks for all the fish!
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Having played several competitive games, I'd say PoE's community is extremely positive - both Reddit and the official forums. Sure, there is a lot of criticism and disagreement, but at least it's happening in a civil manner instead of wishing death and cancer for the devs
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The problem is - Streamers.
They have great audience appeal Many people like their content and blindly follow their ideas without realizing it In this you have what? 2 Streamers who see things in a solid and positive way while all the rest just make drama and generate unnecessary criticism to generate pure audience for their channels. This has been a problem in many areas, these "influencers" are a cancer for online services because they deliberately control the livestock. |
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This will be best league and patch in last year or so. I have no doubt about it.
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I think it is that
GGG nerfs stuff in a big way every league, and very rarely buffs anything in a meaningful way. The specific rmr masteries were nice because they gave a big boost early on in character progression (before diadem, before rmr clusters, or even before getting 2-3 aura clusters) and could be respeced freely before. Now GGG makes it so people have to get a mana node, which is widely useless for a majority of builds. Mana nodes essentially are going to give people .3 mana regen or 18 max mana for an endgame character which a bunch of auras going. The large nerf to reservation is the adjustment to Diadem's droprate which is perceived without any real evidence to become significantly rarer. Even if the mana node is better (its not, but it is close for a majority of builds), it makes leveling/early mapping more annoying. That is the problem. GGG keeps making the early game annoying and tedious. The wand recipe and new implicits just are baffling. This is why the majority of people despise ruthless. The mode isn't harder, just longer, more tedious. Moving beyond the rmr changes, a lot of key masteries are gone. Sure there are new ones that might be good or even better; however, the patch notes are a little vague, especially with what the new league mechanic actually has. Some people think the weapon trees are going to be character enabling (thus explaining the nerfs). I personally think the weapon trees are going to be utter trash since most league mechanics give trash rewards with a rare option of getting something decent. We just don't know enough yet to say if it is good or bad. IF GGG made the end game min maxing players feel weaker instead of yellow map enjoyers, then the community would be happier. But mostly the early game players get nerfed to hell and back every patch and get little for it. The ascendancy changes are most likely a nerf on paper, will have to see them in league to really know. I think sab trap builds are kinda dead, (trickster/assassin is just going to be better), poison conc in late game builds probably won't work with the amount of increased flask charges used. Wither notable getting reduced is a large nerf to every chaos dot build. Unique changes to breach uniques killing some builds, making some better. Removing more spell damage from arcane surge is a large nerf. replacing it with cast speed helps a little. Also get ready to enjoy 25% chance to open nearby chests mastery. All in all I think every person can run 1 less 20-30% aura depending on gear, and a loss of 15% dps depending on build. melee largely untouched at least. Just my two cents. If ggg wants new players to stick around, like really stick around, give people like 50 damage on every level 1 skill. Act one and two gets solved by that alone, and doesn't change the endgame at all. |
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A very small percentage of players even post. As with most things, posters will generally post negative at a far higher rate than positive. This game has always had more positives than negatives, which is why it has survived 10+ years, but you wouldn't know it. It is never going to have the popularity of the big brands as it is much more complex and difficult than the Diablo series, which essentially gives you training wheels, and I love playing Diablo, but it is not a very complex games.
I get why some have issues with nerfs, but for me, I never have too much problem with them. It keeps the game fresh and forces me to try something else. GGG takes the "grinding" part of their name seriously. A common mistake that people make when trying to design something completely foolproof is to underestimate the ingenuity of complete fools.
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I was hyped during the reveal on twitch and then read the patch notes and it left a real sour taste that lead to lost hype.
While the patch notes affected me with a specific lightning mastery that got removed (non crit lightning damage is lucky) its compensatable although its a ~25% damage loss. I think in older patches before 3.14 i got hyped by reading awesome buffs to underused skills and mechanics. It wasnt too bad seeing a meta skill getting absolutely axed because GGG would open 2 other doors. Nowadays i read patch notes and they dont have that anymore. They are just closing doors. The good things left for me personally: Im looking forward for the crucible mods on weapons/shields. If they are powerful i might see myself playing a league after a long time. If the mods are uninteresting for my standard builds (because really thats the only reason i would play league - strong FOMO) then i guess i wont play the league. Life recovery with flasks became interesting with Pathfinder. As a standard player who has access to instant leech and still prefers CI ES builds i always viewed life flasks as a failed game design. But at least in league envrionment Pathfinder could be interesting. |
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" Gambling does that to you. |
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