Is GGG addicted to making mistakes?

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This makes me happy to hear. That means my currency as a more casual player has value to you a try hard.

Now I can finally afford to buy things from you.

Great patch.


That's literally the opposite. and that is the problem, currency has been nerfed to the ground, so a item that costs 1div for you in last patch will "feel" like it costs 5 divs now. Great patch only for SSF in some rare cases also.
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This makes me happy to hear. That means my currency as a more casual player has value to you a try hard.

Now I can finally afford to buy things from you.

Great patch.

I guess happiness is in the ignorance. ^^
I don't think GGG is addicted to mistakes BUT they are pushing their people (or business processes or something) PAST the breaking point.

Thus the "fiasco" of PoE1 for the last 9+ months, recent patch and other problems, rash of "small oversights", etc...

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As for currency I don't care if 1 Div in 0.1.x now requires 5 (or 10?) Div in 0.2.x --- Inflation I can deal with.

What I would like to see are more "economic niches" that players can find so that they can provide goods / services that others are willing to pay inflated currency for.

PoE1 had a wealth of those and while there are some things in PoE2 certainly I don't feel that the number of those "niches" or the various depths they can each be explored is anywhere close to where I'd like it to be.
Honoustly, I do think this update has hurt party play in general.

Me and a friend just restarted completely fresh new chars... full act 1... 0 exalts. And not just 0 exalts but other crafting currency alot less aswell.

While a few weeks ago... when you solo, you easily find a few exalts in act1.

So the increased drops as group doesnt feel right anymore tbh.

This has nothing to do with MF now... just plain party play and the effect this patch had on it.
Last edited by kr0ma#4031 on May 2, 2025, 12:17:44 PM
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DEvil27#6183 wrote:
They actually said they would be nerfing Rarity on gear.

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One side effect of this change would have been to make Player Item Rarity that you get on mods on your gear more valuable also, which is not our intention. In order to counter that, we have reduced the effect that these mods have.

https://www.pathofexile.com/forum/view-thread/3774647

Actually I think it is for the best. MF gear shouldn't feel required as it has been.

I know it sucks for those that already invested on that, but it is an early access after all.


Honestly I think they should remove MF FROM THE GAME, not just nerf it.
"
I don't think GGG is addicted to mistakes BUT they are pushing their people (or business processes or something) PAST the breaking point.

Thus the "fiasco" of PoE1 for the last 9+ months, recent patch and other problems, rash of "small oversights", etc...

*******************

As for currency I don't care if 1 Div in 0.1.x now requires 5 (or 10?) Div in 0.2.x --- Inflation I can deal with.

What I would like to see are more "economic niches" that players can find so that they can provide goods / services that others are willing to pay inflated currency for.

PoE1 had a wealth of those and while there are some things in PoE2 certainly I don't feel that the number of those "niches" or the various depths they can each be explored is anywhere close to where I'd like it to be.


I like your approach. Actually, there are only ONE way to make money on the game (and it's variations). You likely go to maps and in some cases drop a specific currency (div) or a good base, and that's basically it, cause the rolls on tiered items are like "reduced attribute requirement", that is pointless. I think they did a good job on making the splinters half needed to enter in pinnacles, But also the drop from that pinnacles from that type of content are costing like 20ex. I don't know if a pinnacle item should be priced as this, these item should make a more profit. From all the pinnacles what is currently paying is just the olroth's life flask, and that's even not based on the farmed splinter, it comes from a book that has a ratio of drop absurdly big (I'm talking about thing that can be farmed during a map, remove chaos and sekhemas from this analysis).

It would make lot more sense to put effort on these "uber" items, making them less farmable and more meta. Like, the "wisdom spiral gloves" should put you in a another level, but it is just a common item, actually you put more effort on farm the three breach rings from the (like, the actual boss execution that has 34kk and can kill you with one hit is debatable), cause after all you want the rings for crafting or for stack selling. All uber items should have their drop rate like 1/100 - 1/1000 based on its potential and be core of the builds, that would make farming better.

Also, I don't think (from what was shown till now). That they have more content planned for the "Full release", cause they seem to struggle to deliver this kind of content (useless, almost useless unique tablets and a class). I mean, in three months they could deliver only this, and a three that is like more backend multiplier stuff with one more button in screen than actually something that changes the gameplay.

To be totally fair, there are some good stuff, like they put some interactions between bosses, new Doryani interaction for atlas points achieved during kill of corrupted nexus and that is good, don't get me wrong, it gives deepness to the game, but man, that's only it. The mechanic of the game is the same. The method for gaining currency is the same, there is no variation at all. It just feels too little miscellaneous and not currently a improvement in gameplay. This is proved when I see lots and lots of people complaining about other things like "how enjoyable is to play your game?" or "Why do not i feel recompensated doing this cycle?"

Seems like they put effort on: "We are creating more unique items... The plan is to have a unique for each base at least (their words)", like they created 40+ new uniques, and 3 are used at all. This is just to make the GM happy seeing that they could "release more stuff" on their development sprint while the idea should be "We are making arrangements to make this one item fits better in some more situations". That's is controversial, because for making minor currencies drop less they were good.
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You are a hundred percent correct Devil, it is a early access. But is a early access that they are making almost for a year. They have to be mature enough at this point to at least test what they plan to be releasing. They literally are using players as they’re quality assurance team. They have simply made the South America whole chat accord that there is no point in playing maps for this patch, here we are not mostly hardcore players, like I’m a hardcore player, the other 12 friends I mentioned are not hardcore. They can’t make a game that only I enjoy playing, and I even been hardcore player, I don’t like to play alone you know? I mean, they can’t make a better analysis of stuff before throwing it to live.

Also, I totally agree that the rarity of items should not be even a roll in items, this makes so much other stuff to be put aside just for more 100% rarity, this is pointless, unless….. you play as a party of friends you know? That is the point, who likes to play as a aurabot if not on a squad? And that is the thing. The fun part of the game is to be playing with friends. And now they nerfed the drops to the ground. It is likely a 80% nerf on minor drops. I didn’t run 100 maps to prove this point, but the variation will be not much, from 7 it will not get to 30 as mentioned in the post.

I don’t know, I’ll try running more like 30 maps tomorrow and see what happens, but this is not a patch that make me enjoy playing as a squad, literally i can make 6div a hour if I want in trials as making ascendancy service but the thing is that I would really enjoy more playing with my friends and seen them happy for dropping stuff


I said this more than once: by paying an EA this is exactly what you subject yourself to, voluntarily. Being a PAYING beta-tester, saving the company money (besides bringing them money). I don't understand the surprise: "They don't test their patches!". Of course they don't. We are testing their patches.
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LiMA6#0387 wrote:
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The Biggest mistake atm is incresed drops ..
Serious ggg You go for Sunday players? what about regular players?
We want to feel satisfaction with drops .. want to feel WOW whern divine is dropeed ... Now We feel ""oh another div""
Fix "Rarity"was good and must have decizion , but incresed drops that much its mistake .. its road to nowhere
its simple .. when You can everything(div) get FAST your satifaction and fun gone too FAST .. hope the drops wil be FIX

0.1.0 was to much inc drops
0.2.0 was "no drop" ..
0.2.0f very to much inc drops ...


FIX is find the balance between 010 and 020



the bigger balance problem is performance/cost ratio. people are too strong for cheaps.

spending just 1 divine and being able to play t15 is just not correct design.


1div? LOL

I am doing T15 maps with 5ex spent on the store. And that is all my equipment. Nothing picked from the floor because, of course, drops suck. Oh, no, wait. I am still using my lvl40 sceptre I looted because it has an insane amount of spirit on it and a +3 to minion's level.
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Aim_High#3562 wrote:
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LiMA6#0387 wrote:
"
The Biggest mistake atm is incresed drops ..
Serious ggg You go for Sunday players? what about regular players?
We want to feel satisfaction with drops .. want to feel WOW whern divine is dropeed ... Now We feel ""oh another div""
Fix "Rarity"was good and must have decizion , but incresed drops that much its mistake .. its road to nowhere
its simple .. when You can everything(div) get FAST your satifaction and fun gone too FAST .. hope the drops wil be FIX

0.1.0 was to much inc drops
0.2.0 was "no drop" ..
0.2.0f very to much inc drops ...


FIX is find the balance between 010 and 020



the bigger balance problem is performance/cost ratio. people are too strong for cheaps.

spending just 1 divine and being able to play t15 is just not correct design.


Remove trade (leave trade between party members only), buff drop rates and encourage players to craft.


If you remove trade, you'll have an indecent amount of spam in general chat.
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LiMA6#0387 wrote:
I'm actually very convinced the core of ggg's success had already left, and its the interns that remain. Can't otherwise explain the strange quality of releases, technical errors, strange concepts, little care to performance.

I'm now extremely worried for POE1. POE2 is pretty much done.


Chris, Rory and Hrishi left.

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