PoE break due to horrendous RNG

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Lol funny stuff
Last edited by Bex_GGG#0000 on Sep 8, 2013, 2:38:15 PM
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DijiGo wrote:
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hahahaha

Last edited by Bex_GGG#0000 on Sep 8, 2013, 2:38:38 PM
Ok, I'm playing solo since CB, all my friends left after 2 months due desincs and rng , For all this time I have around 15 exalts(11 of them were traded, around 4 were found) So I brought Marohi, and That is all what I have for now. Average drop for my two my lvl 84 rangers is 1 alchemy, 30 alterations, 20 transmutation every 10 maps ... Best uniq drop for all this time - Carcass Jack... I though I need about 2 months to get Kaom's Heart... :D what a joke!!!
3.0 IC Elemental Facebreaker Ascendant (HHC) - https://www.pathofexile.com/forum/view-thread/1972518
2.6 Burning torpedo BLS Berserker(HC) - https://www.pathofexile.com/forum/view-thread/1866111
2.5 HoWA BF Elemental Raider - Hybrid 800+int - https://www.pathofexile.com/forum/view-thread/1785450
Last edited by Damac0101#4648 on Sep 8, 2013, 4:37:42 PM
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Zemel wrote:
This is as stupid as making less drops the more you level up. Oh wait ? That's the case !

Already the case because the high-level items are diluted with low-level mods? Or because the minimum bar for sockets and links gets higher and higher?

As for my stupid league idea, I'm assuming you are talking about the part about penalizing excess play, not the re-balance. If I organized an amateur sports league (basketball, bowling, whatever) and stipulated "no professional players", would that be stupid?

For the purposes of my casual league, I'd say that for anyone who regularly plays PoE more than 30 hours a week, well, that might as well be their day job.
Running heists fully zoomed in... because
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Zealflare wrote:

This is not the case with POE. There are MULTIPLE accounts by people on how they have not found an upgrade to their gear since 20-30 levels ago (example being a lvl 50 still using a wand he found at lvl 25). And with the RNG + loot table of POE, that is certainly possible.


You do realise that this is a good thing as well, the fact that an item he found 15-20 levels ago that is still useful, that is not a sign that he cannot find upgrades but just that he might have gotten a lucky drop.

While you can find really useless items as a high level character you can also find
good rares as a low level character that will carry you for a long time.

When your character is past level 80 its supposed to be extremely hard to get better items since the game content kinda ends there.

How fun would it be to always find items thats slightly better then the last one, making you change gear very often. I like this system where you can get large bumps to survivability and/or damage.
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devmoon wrote:
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Zealflare wrote:

This is not the case with POE. There are MULTIPLE accounts by people on how they have not found an upgrade to their gear since 20-30 levels ago (example being a lvl 50 still using a wand he found at lvl 25). And with the RNG + loot table of POE, that is certainly possible.


You do realise that this is a good thing as well, the fact that an item he found 15-20 levels ago that is still useful, that is not a sign that he cannot find upgrades but just that he might have gotten a lucky drop.

While you can find really useless items as a high level character you can also find
good rares as a low level character that will carry you for a long time.

When your character is past level 80 its supposed to be extremely hard to get better items since the game content kinda ends there.

How fun would it be to always find items thats slightly better then the last one, making you change gear very often. I like this system where you can get large bumps to survivability and/or damage.


You implying the base item is "good". That´s not even everytime the case.
What can never be lent or earned?
Somewhat, that devours everyone and everything:
A tree that rush. A bird that sings. It eat bones and smite the hardest stones.
Masticate every sword. Shatters every shrine. It defeat mighty kings and carry mountains on lightly wings.
What am i?
While that is nice, you still have to deal with eventually upgrading and that's where the negative aspect of it all kicks in. It would be nice if the mods that were rolled on quest rewards were actually close to your level. I'm getting stuff that is 10-30+ levels below me despite the item level of the actual item. This doesn't even factor in the chances the mods are actually useful to me.
But GGG did think of that, you do not need top mod rolls for your level to be able to succeed, and I am talking the 0 - 70 leveling

After you kill piety in merciless things become different and things being hard to get is just natural since the game content ends.
Yeah, the lack of diverse endgame content and the loot system in this game are the two biggest things holding it back. Others include the awful trading system, OP vs underpowered skill balancing, things like that, but end game and loot are the two largest offenders in my opinion.

Think about it: Diablo II, the best ARPG ever made and one of the best games ever made, was addictive for a few reasons. Firstly, you could complete the entire game (hell baal, not counting UBERS since these were online only) by playing 100% offline in singleplayer. You got good enough gear as you went through the game. You never saw a Zod, probably didn't complete many runewords or have the best uniques, but the gear curve climbed with you, and those BiS items were only really meant for online PvP and ubers runs anyway.

Piety on Merciless should be accomplishable by anyone without trading or grouping. 75+ maps should be arguably also be accomplishable, however slowly, with self-found gear. Someone with nonsense like Kaom's, perfect 6Ls, whatever, should be able to do it in a fraction of the time that you can, but you should still be able to do it, imo. That makes a good game. They can make other end-game content (a la UBERS) that drop really neat gear (like UBERS did) if people want things that only the best gear can accomplish (I think this is a good thing for the game).

Secondly, and I don't know why no other ARPG has implemented this, certain unique bosses should have a higher chance to drop certain uniques. Kole could have a higher chance to drop Kaom's. This lets you have more avenues to farm, rather than Lunaris 3 or maps all.day.long. Wan't a Shav's? Farm Piety. Kaom's? Kole. Put in other bosses for other uniques that make sense and are fun. This would reduce the disparity between people who win the lottery and don't. In my opinion, very few or no items should be worth 10x what other players could ever farm on currency alone, but that's another argument for another day.

Low rolls on suffixes and affixes should not be able to roll on gear you get in 60+ or 70+ zones for example. Low base type items should not be able to drop in these zones either. This would give the game a sense of item progression. You would still roll 99% shitty items with terrible affix/suffix combinations, but you'd stop seeing, for example, high base type item with 6 good affixes but SURPRISE they are all really low, or just one or two is, making the item worthless.

The currency system is also holding itemization in this game back. Exalteds should never have been rare (adding ONE suffix/affix is rare? lol?). Things like fusings should never remove sockets, but should have a lower chance to 5L and 6L to compensate (there are numerous threads on how to achieve this). I've always thought it would be good in this game to have a currency that lets you choose which affix/suffix on an item you want to remove and roll another, or which affix/suffix you want to reroll the numbers on. This would of course be expensive and make the best items easier to attain, but that's the damn point.

That's most of my thoughts. Another one is JESUS CHRIST the inventory in this game is so small, relatively, compared to other ARPGs. Leaving 30+ rares behind in a map because every person in the group is full on gear is bad design, imo. Not letting you enter a map a ton of times is bad design, too, imo... isn't the xp penalty enough to discourage people from doing this in maps?

I'm sure lots of people will flame this for being "ah3" or casual status. Some of these arguments have their own merits. I hated D3, but truthfully speaking I don't think D3 was bad because of the AH. The AH discouraged players because it highlighted the kind of RNG that game had, too, and that one item could be worth 10x your entire lifetime of drops.

I played D2 for years, and still do. I play D3 occasionally, despite its many flaws. I'm not against a grind, but any grind should give you slow progression with the occasional loot explosion of goodness that gives you a nice bonus. That bonus should not be worth everything you've looted in the past 5 months, though.
My Standard shop: http://www.pathofexile.com/forum/view-thread/109915/page/1
There are two ways to get stronger:
- Randomly (Skinner cage)
- Progress towards a goal

Ideally a game should have both, not just one. Too much randomness makes you mad, too much linear progress feels like grinding.

My opinion is that the ideal is 66% progress and 33% randomness. No one likes being the plaything of fate, randomness is only enjoyable as a positive experience - ie you shoulddn't need to suck off the luck gremlin to be allowed to progress in the game, but you can grind towards this goal and every once in a while you get lucky and jump ahead on the grind curve.

A very good implementation was spellbooks in Diablo 1. You could buy them, but they were expensive. However every once in a while a library spawned as part of the dungeon and you got one or two free books. No matter what (well unless you were playing a warrior) the library was useful, and if you saved up enough money you would eventually be able to buy your desired book as well. You had a certain long term positive outcome, with a chance of a positive random event.

Interestingly this is also how League of Legends operates: part randomness (whose team will get the morons this time?) and part progress (getting better at the game).




Also, there should never be a risk attached to doing something with an item that took effort to find. Diablo 1, trying to upgrade your Thinking Cap without destroying it. Also, the uh... what was it called again... the thing where you take a shrine and use it to add affixes to an existing item in MXL (god I'm getting old). There used to be a variant that required some high end runes and had a percentage chance to work; I took this out after the massive amount of attempted cheating told me that this wasn't what the community wanted.




Lastly, I don't like item gates. Hard endgame content should be hard in terms of player skill, not force you to get Items XYZ or fail. Items should help, of course, but they shouldn't be a win switch (I actually liked the combat in Diablo 3 and its skill based minibosses). The main advantage with this is that you avoid creating a small pool of viable items and then everything else, which prevents the desperate farming at the edge of the hardest zones.
Median XL 2012 | Diablo 2 mod
Adun Tori Laz.
Last edited by BrotherLaz#0587 on Sep 9, 2013, 1:11:22 PM

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