What could GGG do?

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snapple99 wrote:
All of my characters have always had sufficient orbage to buy what they needed to progress. That experience holds true in both standard and onslaught. It is true up to the beginning of maps. I haven't done enough maps to really comment intelligently.

So with trade taken into account I have not personally experienced any issue and I doubt these changes would have made such an issue occur (again, given where I'm at in the game). I have a hard time faulting a system wherein my character can progress through the mainline story content in all the difficulties without a ridiculous amount of farming.

I know other people mention currency problems. I'm not quite sure why that is. It could be that RNG loves me or it could be my standards for "good enough gear" are much lower. Finally it could be because they are playing well above my level at 69 and the cost of truly necessary gear has outpaced orb income.


Well, in a previous post of mine I said that over-relying on RNG can hurt the game experience and have varied feedback which is what the difference between yours and other people's experiences seem to be. Lady Luck is probably madly in love with you or something! =P

I personally have some trouble progressing with certain builds and with others I can go by until I get something good but the progression slow-down can be felt regardless.

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Hulkcore wrote:
It definitely does seen that these across the board changes are aimed at high end gear/builds, which is not a good way of balancing a game. Kaom's could have +600-700 HP instead if +1000 and it would still be a strong option without having to be accounted for in every balance decision. The same with high ES chests. Another option would be to add +HP as an implicit mod on all non-ES armors. Or, introduce an HP aura to the game. Discipline is essentially free EHP for ES chars for a minimal loss if mana. HP chars get a largely niche regen aura that takes up 40% of their mana and doesn't actually add any HP.

As far as trading, I personally dislike doing it and I don't consider it a vital part of the game. It's an item acquisition method, but it's disproportionate in efficacy to the other item acquisition methods in the game (killing monsters and crafting). It's far less time intensive and lets you pick your gear in advance. It seems like there should be a better balance between the three methods.


I'll agree that they can rebalance Kaom's to something more reasonable and give it 3-4 sockets max or something along those lines.

The Vitality aura (which had my favorite aura animation in the game before the redesign where it became the ugliest... =/) eats up a little too much of your mana/health and it's a little underwhelming for me. The Rejuvenation Totem on the other hand is pretty damn good so long as it's not destroyed in seconds but we do need something better I think.

Trading could be hard in the sense that it's difficult to get a rare high level item, not in the sense that it's what the game is about and feels necessary to get gear.
I guess the unique form to recover this economy is to increase the supply.
They ´re developing the last boss of Act 3, put a Kaom, Shravone and other expensive unique as a reward to Merciless. If you kill the boss u could choose one of them.
The RMT should hate this idea...


And obviously, never create another overpowered unique.
IGN: Fenix_de_fogo_e_gelo, Periguetescion, Ravvengar or Powerangger
My shop: http://www.pathofexile.com/forum/view-thread/379503
Last edited by mtulio_2000#3649 on Jul 17, 2013, 3:44:49 PM
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Vegnarus wrote:
Well, in a previous post of mine I said that over-relying on RNG can hurt the game experience and have varied feedback which is what the difference between yours and other people's experiences seem to be. Lady Luck is probably madly in love with you or something! =P

Always a possibility and especially in a game where the variance is vast. But my own sneaking suspicion is that it has more to do with the fact that I consider this appropriate armor for starting maps and/or farming Piety:



I dont' know exactly how much my son traded for that but it wasn't much. I could probably get another one or two of them even after screwing myself over with crafting. I think I have about 12gcp in currency in my stash.

Granted, many fights are kind of "white knuckle" and it would not be good enough for onslaught. But in standard that's one of my best pieces of gear. I like the white knuckle aspect and I like that there are easily accessible areas to fight which are make me adjust tactics on a moment-by-moment basis.. often times within the same fight.

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Trading could be hard in the sense that it's difficult to get a rare high level item, not in the sense that it's what the game is about and feels necessary to get gear.

I could be wrong but I think they made it hard by making it a "deep skill". With no standardization and no economy and no nothing then figuring out what something is worth and how to get it is an awful lot of learning. Consider how much easier it'd be to trade with a solid currency and known "current market values" on things (ie: an auction house).

I approve of that. If they want it to be an important dynamic then it's a good thing that it takes some real knowledge to execute. In addition, it takes some skill too. A certain amount of "salesmanship" is definitely going to advance your efforts in this space.
I don't trade. I don't group. My comments reflect that.
I think a lot of people are exaggerating, especially the 'you can't progress through merciless without RMT' faction. You can get fully equipped in decent gear for 1-2 exalts and easily beat the game.
GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
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Xavderion wrote:
I think a lot of people are exaggerating, especially the 'you can't progress through merciless without RMT' faction. You can get fully equipped in decent gear for 1-2 exalts and easily beat the game.


Finishing game is easy, hard is surviving +74 maps.
I´m 82 and I guess I already did +20 maps while can´t up to 83. The 66-69 pratically haven´t effect and 70-73 always kill me, even when I pass one or two, I die after this...
IGN: Fenix_de_fogo_e_gelo, Periguetescion, Ravvengar or Powerangger
My shop: http://www.pathofexile.com/forum/view-thread/379503
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snapple99 wrote:
I could be wrong but I think they made it hard by making it a "deep skill". With no standardization and no economy and no nothing then figuring out what something is worth and how to get it is an awful lot of learning. Consider how much easier it'd be to trade with a solid currency and known "current market values" on things (ie: an auction house).

I approve of that. If they want it to be an important dynamic then it's a good thing that it takes some real knowledge to execute. In addition, it takes some skill too. A certain amount of "salesmanship" is definitely going to advance your efforts in this space.


It's just an illusion though because in D2, D3 as well as PoE, the values are often arbitrary and loosely dependent on the drop rates, popularity and power of the gear or items exchanged.

If you're rich, you don't care, but if you're at the bottom then you don't have much of a choice. If you don't need something, lower what you're asking for or just give it away. There's no need for make-up "market prices" to get in the way.

In short, it's just certain people influencing the economies and setting the prices for the rest to follow.

On a sidenote, I wonder if there are any sly GGG devs lurking in the darkness and reading the thread right now? =P
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Vegnarus wrote:

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Hulkcore wrote:
It definitely does seen that these across the board changes are aimed at high end gear/builds, which is not a good way of balancing a game. Kaom's could have +600-700 HP instead if +1000 and it would still be a strong option without having to be accounted for in every balance decision. The same with high ES chests. Another option would be to add +HP as an implicit mod on all non-ES armors. Or, introduce an HP aura to the game. Discipline is essentially free EHP for ES chars for a minimal loss if mana. HP chars get a largely niche regen aura that takes up 40% of their mana and doesn't actually add any HP.

As far as trading, I personally dislike doing it and I don't consider it a vital part of the game. It's an item acquisition method, but it's disproportionate in efficacy to the other item acquisition methods in the game (killing monsters and crafting). It's far less time intensive and lets you pick your gear in advance. It seems like there should be a better balance between the three methods.


I'll agree that they can rebalance Kaom's to something more reasonable and give it 3-4 sockets max or something along those lines.

The Vitality aura (which had my favorite aura animation in the game before the redesign where it became the ugliest... =/) eats up a little too much of your mana/health and it's a little underwhelming for me. The Rejuvenation Totem on the other hand is pretty damn good so long as it's not destroyed in seconds but we do need something better I think.

Trading could be hard in the sense that it's difficult to get a rare high level item, not in the sense that it's what the game is about and feels necessary to get gear.


I think the trade off between getting a bunch of HP, but losing all the sockets is a cool trade off on Kaom's. It just seems like the benefit is so large that the drawback becomes negligible. There's not a question of whether or not it's better to use it, it's a no-brainer. It should give a bump to HP for sure, but not to the point where you don't have reservations about whether or not the HP is worth it.

The thing with the Vitality aura, which I think is fine the way it is, is that very few builds rely heavily enough on HP regen that they need to run the aura in addition to the 2.5%+ that's easily obtainable to the strength part of the tree. And ironically, it becomes most useful to low life righteous fire casters who are using ES anyway. And, there's a big difference between regen and a base amount of HP. Ask any HP based char if they would give up 215 mana for 212 base HP (as lvl 20 discipline gives to base ES). That's a solid investment of a small amount of mana in return for a big EHP boost.
Last edited by Hulkcore#6592 on Jul 17, 2013, 2:52:16 PM
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diebymee wrote:
...the problem of ES / CI beeing overpowered doesn't come from the nodes, but from the armors with 800+ES. A lot of people think that the solution would be to reduce the ES from the armors and not nerf the nodes, so people who can't afford a 800+ES chest don't get nerfed too.

You're absolutely right, and to balance the disparity, GGG needs to employ a game mechanic from Diablo II: diminishing returns.

The reason 800+ ES is overpowered is because there's no cap on the damage reduction of ES, it increases linearly without bound. What GGG needs to do is reduce the effectiveness of ES gradually after total ES accumulates beyond a moderate level. That would allow them to keep releasing high-ES items without the danger of OP ES stacking. The trade value of 800+ ES items would then drop to affordable levels.
The problem is ppl dont craft at all, only endgame and not all.
Crafting is not worth at all.
Like to make 5L i need to spend tons Jeweller's Orb and Fusings Orb and Armourer's Scraps/Blacksmiths, ONLY for 5L!
6Links is most useless and waste time/nerves/currency and more timekill in game. No fun with that. Ppl even quiet bcs of Links or Sockets when trying 6S or 6L.

Even better can say: to make 4S or 4L you need to spend 20-40 Jeweller's and Fusings... lol. Only 4L. on gloves/Helmet/Boots. Joke? Nope. Thats middle how much i spend when try 4S/4L items.
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Fantoster wrote:
The problem is ppl dont craft at all, only endgame and not all.
Crafting is not worth at all.
Like to make 5L i need to spend tons Jeweller's Orb and Fusings Orb and Armourer's Scraps/Blacksmiths, ONLY for 5L!
6Links is most useless and waste time/nerves/currency and more timekill in game. No fun with that. Ppl even quiet bcs of Links or Sockets when trying 6S or 6L.

Even better can say: to make 4S or 4L you need to spend 20-40 Jeweller's and Fusings... lol. Only 4L. on gloves/Helmet/Boots. Joke? Nope. Thats middle how much i spend when try 4S/4L items.


They had a good idea when show the eternal orb. But again the supply is the matter. If all people could buy it for a reasonable price the problem was solved, but unfortunately it is rarier than exalted orb. It becomes a new item on RMT shops...
IGN: Fenix_de_fogo_e_gelo, Periguetescion, Ravvengar or Powerangger
My shop: http://www.pathofexile.com/forum/view-thread/379503

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