Does any one actually enjoy a slowed down PoE?
the game already takes a fuckton of time if you want to complete all the end game stuff cus of how much RNG they force down our throats so no
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"Slowed down" as in less hectic stuff on screen, so you can actually see what's going on and react to specific things? Heck yea.
"Slowed down" as in slower to get to maps/end game etc? Heck no. Ninja.
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I do. I enjoy slow game play very much. I like being able to grab snacks while mapping.
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Ruthless is a reason to come back to the game, for me. Love the direction and I hope it takes over.
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I dont really play ruthless but i deliberately play underpowered builds so i can get more out of the game.
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I say make even less loot in Ruthless but make it all "Smart Loot".
Tired of scanning useless junk for good mods. |
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No i like cycloning around exploding everything. for me the cool thing about poe is you can theorycraft, and use the knowledge you have gained about the game. to set up powerful interesting builds.
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Over the years the game got faster and faster. And while it can be fun, for me at some point the powercreep just spins out of control. Not just PoE, there other ARPG games out there also with the powercreep issue.
So I prefer a slower approach like old PoE or now Ruthless. Just look at the lootfilter. Without it the screen would be a clusterfuck of items. WTF? Why??? And I dont understand the devs also. They are aware of the powercreep issue and talk about it and nerf and Ruthless mode and PoE 2 and so on. But on the other hand they add more and more powercreep stuff over the years. PoE became like a clusterfuck collection of just stuff more and more added to the game in a kind of hit or miss approach. Ruthless mode for me is just a symptom of the problem. Last edited by odds#2938 on Apr 5, 2023, 7:21:49 AM
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" It's probably a necessary evil in a live service game. Sure, some would play the new league just because it's a fresh start, but I'd say that most players want something to get hyped about, stronger items, better ways of farming, buffs to a favorite build they haven't played in a while and so on. So, it's a problem they can't and don't want to solve, the most they can do is reign it in now and then. They can also add more high-end content that requires more power but you can't do that too much either because the rest of the content gets outdated in comparison. Wish the armchair developers would go back to developing armchairs.
◄[www.moddb.com/mods/balancedux]► ◄[www.moddb.com/mods/one-vision1]► |
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There's obviously many types of slow.
# Direct (On items affixes) - on attack speed --2h? acceptable because you have a significant higher base dmg --1h? annoying..also who plays 1h melee nowadays, there's literally 6 points in atlas and 1 tiny Gladiator ascendancy point that mention "One handed" --unarmed? you might as well uninstall --proxy (totems/mines/traps/minion) - acceptable because you scale horizontally to compensate self vertical loss - on movespeed --nobody tolerates moving slow unless they have high atk speed Leap Slam or instant and/or reliable movement skills --I understand that the game needs to load game assets in background, however cutting movespeed is a boring time filler with little player agency - on cast speed --selfcast? unless you obliterate a screen per cast, it gets boring fast --proxy (totems/mines/traps/minion) - acceptable because you scale horizontally to compensate self vertical loss # On monsters - is player ranged? it can be a good thing, unless your aoe is small and you need 10 clicks for 1 screen - is player melee? bad if you want to herd them while moving and kill big packs at once...but not too big packs for the server to hiccup...the longer mobs live and chase the player, the more likely there's a server strain, right? So in that sense, power creep is actually healthy. # Indirect/synthetic/On grinding/efficiency - on kill speed? My benchmark for fun while gearing is: -1-2 hits for a white mob -3-5 hits for a blue mob -4-7 hits for a rare mob My benchmark for fun after gearing is: -1 hit for white -1 hit for blue -1-2 hits for yellow - on map clear it's quite vague, depending on player goals, builds & probably others --do you run a map for pinnacle bosses? then regardless of size or layout, it's a inverse function with time..the more time you need to reach bosses, the less fun you have, because each map almost all of the time spent in it is moving with 1% killing the boss --do you run a map only for league mechanics? almost same as before, except now you need to also factor the build, how long it takes to fully spawn and clear each league mechanic --do you full clear a map? if you have time to full clear maps every time, you have too much time on your hands or don't value your time or the map layout doesn't give you a choice - on gearing --for clearing maps, it gets old fast as this is or is viewed as an ARPG, not some Fallout Tactics or Civ game where you can spend unreasonable hours and not finish the level --for bossing, you can at least ask other people to help, as there's so much rng and market gating that you're not likely to do it without copying best meta builds & strats ...and others, I grew bored of writing. |
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