1200 fusings, no 6 link

"
CanHasPants wrote:
I know it is a tad tangential to the topic at hand, but I also feel the mid game needs a little bit of love, instead of being totally disregarded for end game balance. The same problems that exist mid game also permeate throughout the end game, at least to a slight degree. It all stems from itemization and RNG being the primary contributors to the character's identity, which is far too elitist for my liking. For comparison: See D2, where skills were entirely separate from itemization, and a character could find and maintain its identity throughout progression, even with shit items. Here, too many of a character's identifying features fall on itemization, and there exists too much reliance on luck to maintain what should be a constant. Even into the end game, before we even reach the point of vanity.

I find my suggestion to be a fair compromise, offering a solution that normalizes itemization enough to develop a character's RNG-centric identity, without impeding upon the necessity of the RNG for prolonged vanity-driven gameplay. If resultant inflation would imbalance the economy, I contend that it is only because a total disregard from midgame content has imbalanced it from the start.

I can see this resulting in more people investing in rolling a 6L, and I can also see this inflating the value of orbs. I cannot see how this would lead to more 6L being made; only making it more expensive to try (as people would be rightfully using orbs for lesser means). If vanity is the motivating factor here, I can only foresee it becoming even more significant.


There are already skills that do not rely on itemization. There will likely be more, once OB is completed. PA being an extremely prevalent example. Throw this in with a majority of spells. Is this game EXTREMELY item dependent? Yes. Link Dependent? Yes. However its all relative. Its all EXTREMELY relative. I have never, in well over 60 characters past 50, lacked a 3l, a 4l or a 5l when I wanted one. Ever. It could be attributed to luck, yes, to skill, I would like to think so.

In the end, yes, its possible that fusing 3-4ls in the mid game could be made more forgiving, I would just like a way to fix it without affecting 6l end game fusing. Many many people do not attempt 6ls because they don't want to risk it, rather then not being able to afford it. Making it less costly, less risky, would therefore increase the number of 6ls in circulation.

I don't disagree with WHAT your trying to accomplish. Simply giving an extremely high end "Elitists'" view of the problem, mixed with my own experience in games in general
I, on the other hand, have experienced every bit of difficulty in acquiring the links/sockets I've needed thought progression, of every one of my toons. Could this also be attributed to luck? Probably :)

I do, by the way, agree with what you are saying. I have from the start. I'm trying to bring a different perspective to the table, that orbs are too "elitist" in application as is. Even in terms of perpetuating market mobility, the desire to sell or buy orbs stems from a few people with the means to acquire a significant amount of market influence, stirring the lower "classes" to funnel those orbs upwards. This does also stimulate upward movement within the market. But still, there is no "common" or "casual" incentive to use orbs that does not involve wasting wealth, at times when wealth is a rare commodity. That is utterly backwards to me; wealth should be a rare commodity because it functions properly and is therefore universally used, not because it is trade fodder.

So let me ask you directly, do you think ensuring a single socket color or a 3L would inhibit the fear based motivation to not even try for a 6L? 4L? 5L? Is there a point where the idea remains viable and merits further discussion? Or perhaps, is there a better way to alieve the aforementioned problems? I'd kind of like to get people to start thinking more outside of the box, more so than promote my own ideas. These threads have a way of devolving into "spend 1500 fuse to guarantee a 6L" vs "No it's a bad idea" and that puts nothing constructive on the table.

Edit: Elfing typos!
Devolving Wilds
Land
“T, Sacrifice Devolving Wilds: Search your library for a basic land card and reveal it. Then shuffle your library.”
Last edited by CanHasPants#3515 on Dec 4, 2012, 5:36:39 PM
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CanHasPants wrote:
I, on the other hand, have experienced every bit of difficulty in acquiring the links/sockets I've needed thought progression, of every one of my toons. Could this also be attributed to luck? Probably :)

I do, by the way, agree with what you are saying. I have from the start. I'm trying to bring a different perspective to the table, that orbs are too "elitist" in application as is. Even in terms of perpetuating market mobility, the desire to sell or buy orbs stems from a few people with the means to acquire a significant amount of market influence, stirring the lower "classes" to funnel those orbs upwards. This does also stimulate upward movement within the market. But still, there is no "common" or "casual" incentive to use orbs that does not involve wasting wealth, at times when wealth is a rare commodity. That is utterly backwards to me; wealth should be a rare commodity because it functions properly and is therefore universally used, not because it is trade fodder.

So let me ask you directly, do you think ensuring a single socket color or a 3L would inhibit the fear based motivation to not even try for a 6L? 4L? 5L? Is there a point where the idea remains viable and merits further discussion? Or perhaps, is there a better way to alieve the aforementioned problems? I'd kind of like to get people to start thinking more outside of the box, more so than promote my own ideas. These threads have a way of devolving into "spend 1500 fuse to guarantee a 6L" vs "No it's a bad idea" and that puts nothing constructive on the table.

Edit: Elfing typos!


At the same point, 3Ls are somewhat redundant, as you already find plenty of these in the game. Now, making that uber pair of boots you just found, 3/4l, yes that should require some investment. However, at the same time, what's the right numbers, percentages or areas to shoot for. While i believe the devs HAVE been playing with the numbers on these a bit over the patchs, in the end, it comes down to how the devs FEEL it should be balanced. Without dev insight on the particular numbers, its impossible to balance around a point that would have a hope to be implemented.

However, having any floor at all of "It can only get better" is a dangerous prospect. like I said, not against it, I just think the idea needs some evolution, thought, possible reworks to get into the thoughtful bin, as now we are simply throwing back and forth an ambiguous idea with no idea on the devs relative feelings towards this specific issue.
im for making fusing more common especially since the double name formula nerf is going to murder the primary means of quickly getting stupid amounts of them.

personally i am very apprehensive about investing time into this game specifically because of this issue.

On one hand I can appreciate the whole rng argument , but too much rng has been known to destroy games (diablo 3 + bad rng + auction house = dead game). I also understand that 6l is viewed as proper end game super gear.

but i also believe that spending 3 months gathering currency ( and this is when you actually have gear good enough to farm for the currency). and then end up with nothing too show for it is for a lack of a better phrase: intensely frustrating.

I wont lie if i were to spend 1000 fusings and not get a 6l id probably go play another game on the spot and never look back. I just don't have the time or the immeasurable patience to suffer such a colossal waste of life and then try again with the thought of wasting yet another three months of life.

in the end i guess i am fine with there being risk , but too much risk just makes the whole thing unproductive.

this isn't like gambling in diablo 2 which was purely optional to character progression , and it just does not seem fair for it to be achieved through such an uncertain and often painful mechanic. Most of us normal people don't have the 1000s of hours needed to make such a thing trivial.


by no means am i saying it should be easy to get. just that even if it takes me a year i want to get there eventually.
Last edited by Saltychipmunk#1430 on Dec 4, 2012, 11:08:16 PM
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Saltychipmunk wrote:
im for making fusing more common especially since the double name formula nerf is going to murder the primary means of quickly getting stupid amounts of them.

personally i am very apprehensive about investing time into this game specifically because of this issue.

On one hand I can appreciate the whole rng argument , but too much rng has been known to destroy games (diablo 3 + bad rng + auction house = dead game). I also understand that 6l is viewed as proper end game super gear.

but i also believe that spending 3 months gathering currency ( and this is when you actually have gear good enough to farm for the currency). and then end up with nothing too show for it is for a lack of a better phrase: intensely frustrating.

I wont lie if i were to spend 1000 fusings and not get a 6l id probably go play another game on the spot and never look back. I just don't have the time or the immeasurable patience to suffer such a colossal waste of life and then try again with the thought of wasting yet another three months of life.

in the end i guess i am fine with there being risk , but too much risk just makes the whole thing unproductive.

this isn't like gambling in diablo 2 which was purely optional to character progression , and it just does not seem fair for it to be achieved through such an uncertain and often painful mechanic. Most of us normal people don't have the 1000s of hours needed to make such a thing trivial.


by no means am i saying it should be easy to get. just that even if it takes me a year i want to get there eventually.


You will get it eventually. You just can't be scared about using them. Also, I'm confused by the statement that you would quit after using 1000 fusings, but if you got one in a year it would be ok. You should be able to farm MUCH MUCH more than 1000 fusings in a year. Let alone from what you buy.

Drop rates are fine for fusings btw. Do not increase.

EDIT: For serious emphasis: You will ALWAYS get more orbs. Do not be afraid to use them when you deem it necessary
Last edited by SL4Y3R#7487 on Dec 5, 2012, 12:48:08 AM
Like I said I got 1k fusings in a week, not easy nor cheap but possible.

I don't think you should double the drop rate but I'll say it again, I think you should drop the vendor price so that you can get 2 fusings for 1 6s sale. That won't ruin much and make it easier to obtain the massive amounts of fusings required for 6l, hell even make getting 5ls a little easier to do without such heavy trading.
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I still like my 5L= 5 fusings idea.

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SL4Y3R wrote:
I still like my 5L= 5 fusings idea.



I'ld prefer a stack of jorbs, but 5ls are so worthless if they aren't armor or top tier weapons. Would be nice to not vendor 5ls for alchs anymore.

Also would like to see the 6l recipe changed to an orb thats slightly more....relevant. However, thats more preference then anything.
6L should be as rare as 3/20/2 circlets are in D2, i.e. an mean-time between drop (craft) should be measured in months and years not in hours and days.

6L are the base of serious power gaming and its rarity should reflect this (just like 3/20/2s).


At the moment PoE is pretty well balanced around 4L with decent gear, and this is the sweet spot imho. Casual players can quite easily get to this point and enjoy most of the content, without lacking in power or pwning lvl 68 maps.

I would just wish that the distribution of gear-power should be more platykurtic (slimmer tails and broader peak). There should definitely be a wider gap (in mean-time between drop) between very good and godlike gear.
[Standard league - UTC +2]
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Moosifer wrote:
I don't mind that 6ls are hard.


The problem is though that it isn't "hard" to get,just time consuming and monotonous which i would consider poor design because after spending months you could end up with nothing more than a 5 link and just quit.

I would like to see that the time spent would actually result in something, as it is atm you could try to upgrade something spend 1 or 2k fusings and end up with a worse item than you started with
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