Version 0.3.1 cannot change anything either
0.3.1 is merely a convenience tweak—it still fails to address the balance between players, the balance between players and monsters, or the equilibrium of item drops and difficulty progression. It just turns a boring game into a conveniently boring one. People are only excited because they finally got a response after a long period of silence.
The game still lacks challenge. For instance, this time they listened to those idiots' suggestions to nerf chilled ground and Temporal Chains. I only paid a minimal cost to counter all the effects of the slow, yet GGG chose to follow such advice—just like how they heeded those fools' suggestions to increase loot drops. They're shortsighted, thinking more drops would bring more wealth, without considering how increased item drops devalue items. GGG is even starting to head in the wrong direction. A multiplayer online game must never try to let everyone "win." It is a competition—some must triumph, and others must fail. The creators need not worry about who wins or loses, because even the losers believe they will ultimately prevail when they start playing. The creators only need to make the game more challenging. Last edited by lei895947252#9364 on Sep 26, 2025, 12:59:54 PM Last bumped on Sep 26, 2025, 7:58:57 PM
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The root cause of the team dungeon-farming strategy that people often criticize still lies in insufficient monster difficulty—where a single player's damage output is enough to clear a 6-player map. This is flawed design. Doubling the base health of monsters outside story phases wouldn't even be excessive.
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0.3.1 is a minor version change.
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" They only have this one minor version update each season. |
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" Yeah but they're working on end game major changes for 0.4 I personally think it's nice that we got rid of the tower system for 0.3.1 Also, you may think that people that argued for chilled grounds to be alleviated are 'idiots' as per your inital post, but the reality is we should have to change gear, use specific nodes on the passive tree to avoid a map being playable. Especially when the nodes can be unaccessible for some. Using a silver charm in my setup is an absolute no and I'd rather vendor those than play in a map 90% covered in shit stained ice that slows me. The debuff is still there, it will simply cover less area than it previously did. |
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" No, the root cause is the excessive rewards that teams get. The content will never be difficult because teams have massive advantages. One guy just CCs the monster. Another is just there to buff drops. Then you have a couple of damage dealers. It's simply always going to be way easier than one person trying to do the same content. By the way, just making monsters damage sponges isn't good game design either. Most people don't like HP sponge bosses in most games, because it's the most boring and tedious way to try to do "difficulty" in a game. Last edited by avastcosmicarena#5899 on Sep 26, 2025, 4:51:57 PM
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" That isn't "challenge" though. It's just tedious and annoying. The way chilled ground is now it's literally covering the entire ground all over the map and brings your player to an absolute crawl. It's so bad that most developers would never put such a thing in most games. There is nothing fun or enjoyable about it. It's only there to annoy the player as much as possible and try to coerce them into wasting some of their passive tree points to try to make it less annoying. |
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some builds for sure didnt care to notice what ground effects were doing, its safe to say u were playing those, but for some it was making the map compleltly unplayable even if u wanted a challenge, this is not how it should work, i shouldnt be forced to completly trash ur map once any mod spawn there, it should be harder for some but not to the point the only outcome is not play it, making ground effect appear 20 times in 1 screen was not balanced at all
towers were fine as a mechanic, too random at the core though, if they made the spawn not random maybe it wouldnt be so hated, but i guess it was easier to get rid of it then program is differently game is still being worked on and i think the focus on making the game enjoyable before forcing another mechanics 1st is gonna earn them a lot more money so its obvious thats the play, 0.4 will probably come with some time sink mechanic because major complain now is nothing to grind for as for me i lose interest playing after a week, but its a fun week only gamebreaking mechanic i find is this freaking depressing juicing mechanic, why i am forced to watch grey map 24/7 if i wanna add such important mods as delirium to the map, either give us option to turn it off, add map skins for delirium where u can see colors (i dont mind paying) or add another mechanic that overrite delirium so i dont have to feel like i am missing out |
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When people fail they stop spending money and play other games. Creating a game with the goal of setting people up to fail is not a good business plan.
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"Ensuring all players achieve success is what ultimately stops them from spending. The "failure" you refer to means mechanics that guarantee absolute failure for all players. Having some players fail is an essential attribute of any game—creators simply need to provide ways to avoid that failure. |
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