Why you shouldn't nerf in ARPGS

Things get Nerfed because of Ladder / Races, simple as that.
PoE is meant to be a challenge, ie no faceroll gameplay.

So when something turns out to be overpowered it gets nerfed because... hey, the game is supposed to be challenging.

That's GGG's vision for the game.

Surprised?
Making all the good builds bad is just forces people to chose the dwindling number of good builds left, until they get nerfed then PoE turns into some RPG wannabe piece of shit where it takes 5 seconds to kill whites :)
I don't understand nerfing when they leave legacy items in the game. If something was so OP, why do they leave old versions of the items in the game?

And its not because they cant update the stats, after the shield Nerf my shiny 1500 evasion shield turned to a junk 1300 evasion shield, so they can update items, but they wont Nerf OP legacy items.

This tells me it has nothing at all to do with balance.
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Last edited by bhavv#7360 on Nov 6, 2013, 8:36:09 AM
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bhavv wrote:
I don't understand nerfing when they leave legacy items in the game. If something was so OP, why do they leave old versions of the items in the game?

And its not because they cant update the stats, after the shield Nerf my shiny 1500 evasion shield turned to a junk 1300 evasion shield, so they can update items, but they wont Nerf OP legacy items.

This tells me it has nothing at all to do with balance.


The shield changes were made to the BASE stats of shields, which (like gems) is pulled from the game database. They can easily alter gems and BASE stats because of this. Updating active modifiers on thousands of items is a technical challenge.
Oh yes, let's make a new league: Faceroll league

Nothing is ever nerfed (or rebalanced). Like, ever! (Unless it's a boss that is simply tooo haaard)
No exp penalty on death.
You can respecc at any time anywhere with no penalty.
You do not have to follow the branches on the talent tree, you can put points anywhere. Restrictions are anti-fun, freedom for all!
No stat requirements on gems. See above.
Blue and above mobs guaranteed to always drop minimum one orb. Unique monsters always drop at lest one unique item. Because grinding is boring and loot is awesome.
Players can chose hardcore or normal like always. However, dying in hardcore does not demote you to normal, players can chose to continue playing hardcore anyway. This is to make hardcore less frustrating, because lets face it: Dying in hardcore is just way to frustrating and unforgiving, it's totally unfair that you can no longer play hardcore after dying just once.

This would make path of exile sooo much more enjoyable for the uber casuals who are only looking to pick up a cheap and easy game that the can quickly pick up and enjoy for 4-5hours before uninstaling and moving on to some random indie game that will keep them entertained for another 3-4hours.
Last edited by Zenanii#4752 on Nov 6, 2013, 10:39:41 AM
i dont see codt making any of my friends vastly superior, something has to be dominent. im not a fan of all the nerfing
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I'll just add in this to re-iterate what was said...


You have to be able to nerf things in order to maintain any hope for a 'balanced' system of in-balances because otherwise the entire game is going to be hit with continual power creep and the system will fall apart at the higher levels/end game. Its a lot easier to bring the fringes in then to rebalance the entire game around the new power creep constantly... praying that the numerous interacting parts don't break the game entirely when they are used in ways you never thought of but knowing that it will anyway.


Stuff will be exploited to make it more powerful then originally intended and we will find ways to exploit them as much as we can in ways the developers never imagined... if things cannot be toned down, only up... then you have a system where power creep will spiral out of control and the whole system collapses.
Last edited by Jiero#2499 on Nov 6, 2013, 6:11:11 PM
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MperorM wrote:
I agree that you should try to balance the game, but don't do it once the players have started to enjoy using it, and have spent time which they can lose by a nerf. They should spend more time balancing before they release something and less time after.

If GGG took your advice to heart, they'd still be working in-house to balance every aspect of the game, and we'd still be waiting for them to release it.

Look at it this way, when you pick up a new arcade game, do you expect to play it perfectly all the way through the very first time? No, you replay it, learn the course better so you can anticipate the curves, and with practice you improve your score. Demanding that GGG never revise any aspect of gameplay after each update is literally expecting them to anticipate every combinatorial balancing issue in advance, and nail all the details exactly right on the initial day of release.
Last edited by RogueMage#7621 on Nov 6, 2013, 6:50:28 PM

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