Design for the Ruthless Movement Skill is Backwards

I'll just preface this with saying I don't play ruthless, and maybe that makes my opinion matter less. However, the new movement skill's design seems so backwards that I thought I had to say something.

The cooldown being usually long but shorter near uniques is exactly backwards for how it should be. If you're trying to make the mode feel good while not reducing difficulty, then the movement skill should be highly usable to get around normally while taking a very reserved and strategical role in boss content. Currently, it just looks like the bosses were too hard for people, and GGG wanted to throw a bandaid on that while making sure the mode still didn't feel good to play normally.
Last bumped on Apr 6, 2023, 1:02:18 PM
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I would say it's the line "cannot travel through monsters" which is the real clincher. Just means if you use it, it'll become a crutch like all movement skills do, but one that'll eventually get you killed (my take on it anyway). Ruthless is my mode of choice, but I won't even be trying the new gem out. ...Maaaybe I'll carry one in with me for labs depending on how far it travels (but realistically, probably not even then)
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X_Stickman_X wrote:
I'll just preface this with saying I don't play ruthless, and maybe that makes my opinion matter less. However, the new movement skill's design seems so backwards that I thought I had to say something.

The cooldown being usually long but shorter near uniques is exactly backwards for how it should be. If you're trying to make the mode feel good while not reducing difficulty, then the movement skill should be highly usable to get around normally while taking a very reserved and strategical role in boss content. Currently, it just looks like the bosses were too hard for people, and GGG wanted to throw a bandaid on that while making sure the mode still didn't feel good to play normally.


It's not that bosses were too hard, as such. But nearly all of them were designed with movement skills are available; and so especially if you're in melee you may get telegraphed AoE attacks which are still nigh-impossible to dodge without movement skills.

It's specifically NOT designed for players "to get around normally", hence why it is blocked by mobs.
I disagree with it being blocked by terrain, it makes the lab more annoying and areas with stairs or broken paths really tedious (Riverways!) but that is what it is.
Basially it's not QoL, it's to help in boss fights.
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Basically it's not QoL, it's to help in boss fights.

That is the problem. They made the game mode easier, but they also went out of their way to make it feel bad to play. A sensible game might give an out of combat movement speed buff to make the game play better while not ruining combat balance, but here we have GGG giving an out of combat slow down because the speed they want you to walk at is not viable for combat.

Whether or not they should have given combat mobility back is subjective and outside the scope of this thread. I just find its implementation to be completely backwards from how any sensible person would have done it. Honestly, I just really hope that among all the ruthless content bleeding into the core game these days there won't be design decisions like this in the mix.
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X_Stickman_X wrote:
Honestly, I just really hope that among all the ruthless content bleeding into the core game these days there won't be design decisions like this in the mix.


Can you give us some examples? this "ruthless changes implemented to core game" are like UFO, plenty of people heard about them, noone have seen them, and noone have any proof.
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Last edited by Mendujo#3501 on Apr 6, 2023, 8:28:09 AM
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Mendujo wrote:
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X_Stickman_X wrote:
Honestly, I just really hope that among all the ruthless content bleeding into the core game these days there won't be design decisions like this in the mix.


Can you give us some examples? this "ruthless changes implemented to core game" are like UFO, plenty of people heard about them, noone have seen them, and noone have any proof.
For some reason they keep making Act 1 harder and harder but not touching any of the acts past that, resulting in a lopsided difficulty curve and it just makes playing through Act 1 painfully sluggish. They nerfed movement skills sometime in the last couple of years (particularly cooldown based ones) and they attempted to completely destroy loot drops in Kalandra league and never mentioned the changes in patch notes. They removed several useful Harvest crafts and swapped the value of divines and exalts to make it more costly to use bench crafts and was an attempt to make Exalts (a very high risk low reward item) more likely to be used. They had a big segment on Ultimatum's live stream going into how they were nerfing players with zero compensation for it, and went into great detail because they were confident everyone would be happy about it. They introduced Arch-Nemesis into core as a way to nerf every build AGAIN but in an even more significant degree which also made most league mechanics basically unplayable and they kept doubling down on this awful decision before finally after like 4 leagues where they constantly had to keep changing how they appear in individual league mechanics because it completely broke the game's balance they had to completely rework the system to be closer to how Rares were before.

And they announced Ruthless during all of this, where many of the intended appeal of the league looking like the logical extreme conclusion of what they were already doing to the core game came off as very tone deaf. It would've made more sense to introduce this mode at a very different time in the game's history.
Chris confirmed that the 3.15 mana, flask, movement skill, and damage changes were made for ruthless but implemented in core. The game is still suffering from a lot of these changes, and they learned to talk a lot less about what is coming from ruthless afterwards. So really pointing out changes has to be speculation.

For example, the act 1 overhaul was never mentioned to be from ruthless, but a reimagining of acts to take us back to old PoE that came out in the same league as the previously mentioned changes almost certainly came from the same place. Consequently, the changes to other early acts that followed could be linked back to ruthless as well.

In addition, many changes clearly were designed to work around ruthless mobility. We have seen enemies have their skills adjusted across all game modes to compensate for ruthless balance: The skeleton boss in Necropolis had his bone prison get a hole to walk out of, and they also adjusted infinite hunger's swallow phase. While these changes are "positive" they show two things: Ruthless is still influencing the main game, and GGG does not tag every change that comes from ruthless as being so.

A recent example of something that probably came from ruthless development is momentum. A pseudo movement ability that is designed to only work when you are in combat and provide burst mobility to escape enemy attacks sounds an awful lot like the movement skill that was just teased, and it was probably designed to fill that same niche. Of course, they added it to all modes and killed onslaught though.
I forgot about Mana and flask changes specifically. Flask changes are fine (although I still feel they are too important for how inconvenient they are to use) but the mana changes were brutal, especially since they targeted trigger builds so harshly with them. They basically just did the same thing again by doubling the cost of using Poison Concoction, because low budget leveling builds are going to be targeted mercilessly since they are the most ideal builds to play in Ruthless (and even outside of Ruthless, they hate anyway because budget builds don't make for high value items on softcore trade market).
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X_Stickman_X wrote:
Chris confirmed that the 3.15 mana, flask, movement skill, and damage changes were made for ruthless but implemented in core. The game is still suffering from a lot of these changes, and they learned to talk a lot less about what is coming from ruthless afterwards. So really pointing out changes has to be speculation.

For example, the act 1 overhaul was never mentioned to be from ruthless, but a reimagining of acts to take us back to old PoE that came out in the same league as the previously mentioned changes almost certainly came from the same place. Consequently, the changes to other early acts that followed could be linked back to ruthless as well.

In addition, many changes clearly were designed to work around ruthless mobility. We have seen enemies have their skills adjusted across all game modes to compensate for ruthless balance: The skeleton boss in Necropolis had his bone prison get a hole to walk out of, and they also adjusted infinite hunger's swallow phase. While these changes are "positive" they show two things: Ruthless is still influencing the main game, and GGG does not tag every change that comes from ruthless as being so.

A recent example of something that probably came from ruthless development is momentum. A pseudo movement ability that is designed to only work when you are in combat and provide burst mobility to escape enemy attacks sounds an awful lot like the movement skill that was just teased, and it was probably designed to fill that same niche. Of course, they added it to all modes and killed onslaught though.


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VolcanoElixir wrote:
For some reason they keep making Act 1 harder and harder but not touching any of the acts past that, resulting in a lopsided difficulty curve and it just makes playing through Act 1 painfully sluggish. They nerfed movement skills sometime in the last couple of years (particularly cooldown based ones) and they attempted to completely destroy loot drops in Kalandra league and never mentioned the changes in patch notes. They removed several useful Harvest crafts and swapped the value of divines and exalts to make it more costly to use bench crafts and was an attempt to make Exalts (a very high risk low reward item) more likely to be used. They had a big segment on Ultimatum's live stream going into how they were nerfing players with zero compensation for it, and went into great detail because they were confident everyone would be happy about it. They introduced Arch-Nemesis into core as a way to nerf every build AGAIN but in an even more significant degree which also made most league mechanics basically unplayable and they kept doubling down on this awful decision before finally after like 4 leagues where they constantly had to keep changing how they appear in individual league mechanics because it completely broke the game's balance they had to completely rework the system to be closer to how Rares were before.

And they announced Ruthless during all of this, where many of the intended appeal of the league looking like the logical extreme conclusion of what they were already doing to the core game came off as very tone deaf. It would've made more sense to introduce this mode at a very different time in the game's history.


1. So entire expedition league was designed for ruthless to be released almost 2 years later?
2. Act changes going years back were also design for ruthless :O
3. endgame bosses designs from before ruthless were design for ruthless :O
4. Onslaught removed to balance ruthless :O
5. Powercreep making game easier, to be harder is because of ruthless :O
6. Lootsplosions for 6man Empyrion party insanely minmaxed magicfinders loot nerfed because of ruthless (and not because it was OP) :O
7. Divines-Ex swap because of ruthless (not because almost all well rolled uniques were worth as much as regular ones, and noone used exalts to slam extra mods) :O
8. Ultimatum announcement designed for ruthless :O
9. Arch-nemesis design for ruthless (not because rares wern't different from white mobs) :O
10. Arch-nemesis league was intentionaly unplayable because of ruthless plans :O
11. Adding Arch-nemesis rares to core game in 3.18, keeping game unplayable, to be removed after 4 leagues so in 3.22 so they will be finally old-like rares in 3.23... Too bad we jast had 3.20 so 2 more unplayable leagues left!? All because of ruthless?! :O
12. Now they revealed ruthless, and all GGG evil plans came to light, years of planning all around ruthless :O

I need a drink, whole bottle of liquid copium, this topic is new level of things I didn't know could exist.
PoE player: "I do not condone of profile shaming but if you have a private profile its also considered disrespectful" - I am disrespectful because I want privacy, I value it higher -_-
It's almost like Ruthless came about because of the direction they were taking the game and how heavy handed the changes they were making were, and not the other way around like most think. Ruthless is just one product of a larger picture.

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