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Side note, as someone who's done ff14 savage raiding where a 10 minute boss fight incorporating endurance, memory games, and puzzles can literally take some groups multiple weeks of playing 2-3 hours 2-4 times a week before they get a clear...no one wants to do that in a campaign like this; moreover even if it were to be a thing, almost everyone would just overlvl and overgear the fight to the best of their abilities and watch a guide on how to more easily beat it.
My point is not about campaign. Theres nothing hard about it. Is a super simple game.
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Posted byKodavor#1200on Apr 21, 2025, 10:11:16 PM
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World of Warcraft.
Based on difficulty encounters have different stats and Bosses have different abilities and mechanics to the fights.
League of Legends.
Low elo vs High.
In low elo people dont use the abilities optimally, resulting is missing out on combos, map awareness and kills.
in High elo people optimize their gameplay which results in a game that others thought impossible.
These ideas are already in the game through the endgame systems. The world of warcraft example is specifically modded maps and additional ways to juice them. The Elo example is the progress you make on your build through the campaign and into endgame until you eventually reach pinnacle bosses where you fine tune your gear, skills, and play.
Last edited by Lord Pinkleton#8277 on Apr 21, 2025, 10:16:29 PM
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Posted byLord Pinkleton#8277on Apr 21, 2025, 10:14:57 PM
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My point is not about campaign. Theres nothing hard about it. Is a super simple game.
This entire thread is about making the campaign harder....
Again, as someone who has done difficult content in other games that require the exact things you've asked for they're only a problem the first time you see the mechanic and then you almost never mess it up ever again.
Last edited by Lord Pinkleton#8277 on Apr 21, 2025, 10:20:46 PM
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Posted byLord Pinkleton#8277on Apr 21, 2025, 10:17:43 PM
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My point is not about campaign. Theres nothing hard about it. Is a super simple game.
This entire thread is about making the campaign harder....
Yes. So? We were on a side topic about difficulty, while in the topic of campaign.
Campaign/Tutorial has never been hard. Not in 0.1 Not in 0.2 I see no difference from 0.2 release to now in campaign/tutorial. It is as shitty at explaining things as it is in PoE1. So folk arrive in maps clueless.
Last edited by Kodavor#1200 on Apr 21, 2025, 10:23:42 PM
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Posted byKodavor#1200on Apr 21, 2025, 10:19:45 PM
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Yes. So? We were on a side topic about difficulty, while in the topic of campaign.
So, none of those things you described in your "side topic" about difficulty should ever make their way into the campaign?
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Posted byLord Pinkleton#8277on Apr 21, 2025, 10:23:07 PM
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Yes. So? We were on a side topic about difficulty, while in the topic of campaign.
So, none of those things you described in your "side topic" about difficulty should ever make their way into the campaign?
Unless you remove the atlass and place the whole endgame is tutorial ... > . <
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Posted byKodavor#1200on Apr 21, 2025, 10:25:38 PM
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My point is not about campaign. Theres nothing hard about it. Is a super simple game.
This entire thread is about making the campaign harder....
Yes. So? We were on a side topic about difficulty, while in the topic of campaign.
Campaign/Tutorial has never been hard. Not in 0.1 Not in 0.2 I see no difference from 0.2 release to now in campaign/tutorial. It is as shitty at explaining things as it is in PoE1. So folk arrive in maps clueless.
I don't understand what you're harping on. You have direct control over the difficulty of the endgame.
You can directly scale the difficulty of both maps via waystone mods + delirium and bosses via the altas passive tree.
You seem to be unable to comprehend that the problem lies somewhere else and that is in the skill balance and the progression curve being way off.
Overperformers need be brought down towards the median whilst underperformers up towards it. The problem is that this community is so rabid towards any changes once they get 'their' build going, that we'll have to wait for it until 0.3.
Then they'll introduce another class/ascendancy/weapon type/whathaveyou without testing it properly and we'll have a rinse repeat.
Do you know why? Because this game is still in early development as far as endgame is concerned. If you want challenge now, go play a mediocre build and jack all the difficulty modifiers to max.
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Posted byarandan#3174on Apr 21, 2025, 10:31:33 PM
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Unless you remove the atlass and place the whole endgame is tutorial ... > . <
At least we agree on that
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Posted byLord Pinkleton#8277on Apr 21, 2025, 10:32:30 PM
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I don't understand what you're harping on. You have direct control over the difficulty of the endgame.
You can directly scale the difficulty of both maps via waystone mods + delirium and bosses via the altas passive tree.
You seem to be unable to comprehend that the problem lies somewhere else and that is in the skill balance and the progression curve being way off.
Overperformers need be brought down towards the median whilst underperformers up towards it. The problem is that this community is so rabid towards any changes once they get 'their' build going, that we'll have to wait for it until 0.3.
Then they'll introduce another class/ascendancy/weapon type/whathaveyou without testing it properly and we'll have a rinse repeat.
Do you know why? Because this game is still in early development as far as endgame is concerned. If you want challenge now, go play a mediocre build and jack all the difficulty modifiers to max.
Wat ? Ok, I'm done with morning coffee. Off to work. C ya laters.
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Posted byKodavor#1200on Apr 21, 2025, 10:39:04 PM
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Wat ? Ok, I'm done with morning coffee. Off to work. C ya laters.
Yeah sure, sure. Cya [Removed by Support]
Last edited by Ayelen_GGG#0000 on Apr 21, 2025, 10:46:17 PM
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Posted byarandan#3174on Apr 21, 2025, 10:45:23 PM
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