Do not let the wildwood become core.
maps arent worth running if you dont get wisps
so lets remove wisps huh??? (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س (سಥ益ಥ)س
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" It will probably end up like harvest did, complete with a bunch of extra atlas passives. |
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As a slight counterpoint, the wisp bonuses don't counteract how terrible loot feels in the game. Even with like 50000% increased rarity, you could realistically not get anything worth picking up. Rare items are so poorly rolled on the ground that they are just crafting bases, and I didn't have a single good fracture yet despite identifying every single one. I think my most valuable thing is probably a stack of white harvest stuff or fracturing orb, both of which don't care about wildwood anyway.
And despite getting 10-12k wisps a couple of times, my altas strategy never "popped off" as it were. In fact I think I have had worst luck this league than others for raw currency. The wildwood never really felt worth running for how annoying it can make certain monster modifiers. It never felt rewarding or op to me, but opinions vary wildly. I feel they need to do something about how terrible the loot is unless you really really minmax quant/rare/packsize. At this point I would remove those stats entirely and make an entirely new system where more dangerous mods/content is actually more rewarding instead of just complete rng (what we have now). |
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"I ran an mf chieftain from day 2, i quit when i got my third mirror drop, had 6 hinikoras locks, hundreds of divines and quite a few cool fractures so i guess we had very different experiences. |
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" the reason for this is that too much loot drops and crafting is too powerful. these 2 factors have warped the level of gear we are using and consider good to such an extent that its extremely hard to match it. in open beta if you had boots with life, movespeed and a resist those were really good boots. if you had 3 resists those were god tier boots that only the super rich people had. now anything less than that is vendor trash. in a world where 5-10 rare items drop in a map and it takes ppl 15 mins to run a map a 1 in a million item is mirror tier stuff. but in a world where 1000+ rare items drop in a map, ppl are running them in 2 minutes + every journeyman can craft a 1 in 100,000 item and anyone remotely wealth can craft multiple 1 in a million items for their characters then you start to get to a point where thats now our bench mark for simply a good item. they know what ur saying is true but the answer to fixing it involves nerfing the item drops to like 1/20 of what they are now and nerfing the high end of crafting significantly. but they cant do that because people think the answer to loot being bad is we need more loot and more currency, and the currency is crafting materials. look at all the people calling for wildwood to stay because 'it makes the game fun' by shitting out crafting materials that in turn will raise the level of crafted gear through the roof and hence raise the bar of what we think a good item is which makes dropped rares even more shit, and it drops 20x more rares which again makes the best rare item that drops for you that day significantly better, not that youll even know cause u dont pick up rares because the drop rate of rares + crafting mats means u filter out rare items and dont even pick them up. they cant fix it because most people think the fix is the exact opposite of what they actually need to do, so if they try and fix it people will riot and say they dont play their game, theyre shitting on new players, theyre nerfing loot which was already bad. they just cant fix it, the community wont let them fix it because the community refuses to understand the cause of the problem. we can see this every time someone tries to explain to people why something like perandus league, harvest, affliction etc is bad for the game and they just refuse to even understand whats being said and just keep demanding more loot. theyre doing the only thing they can do which is drop way less items and significantly change crafting in poe2. theres no more scours, alterations, effectively chaos as we know them are gone. if i own 2000 chaos orbs, how can you expect out of every 10 rare rings you find 1 of them will be 'good'? i can spawn 200 rare rings right away without even caring, almost anyone can, so the standard of what a good ring is completely changes. theyre moving crafting away from this thing of spam on a single base axe until you hit something that is so good its better than every axe you have found in the last 3 years. they know thats what is destroying the feel of drops, theyre fixing it. but they cant fix it in poe1, real talk they literally cannot fix this game because the community will not let them, and this far into poe1 maybe the right thing to do is not change too much. this is how the game is and poe2 is the place where massive revolutions are happening, this game is staying because some people want to keep playing this game roughly as it is now, they dont want the massive revolutions of poe2 so maybe its for the best. the small things they can do is stuff like absolutely not allowing affliction to go core, at all, ever. I love all you people on the forums, we can disagree but still be friends and respect each other :)
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