Wealth in PoE allows players to bypass challenges and break the game
Depending on your element, there's quite a lot of ways to deal with reflect.
Regrets are cheap. And you don't need eternals. |
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Sometime i wish everything is bound and fuck trade :D
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" oh, you mean just like in real life. Money alters your life. What is new about that? |
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" The flaw to your reasoning is that you assume farming is an effective path to wealth in this game. Intense, dedicated farming can get you a decent amount of wealth, but to be able to shrug off 80 regrets, or to be able to afford a Voltaxic, or to even consider using Eternals while crafting, the only consistent way to make that kind of money is to flip items and play the market. It's like this game has two kinds of content: Content for most players, and content gated off for the people who play Path of Economy Simulator and the very, very few people who are lucky enough to get something highly valuable to drop. IGN: Ikimashouka, Tsukiyattekudasai, DontCallMeMrFroyo
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" There are people who can obtain a decent level of wealth mfing lunaris. I would know because a friend of mine has found 2 soul takers within a span of 1 month. IGN: Arlianth
Check out my LA build: 1782214 |
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Outliers don't speak for everybody.
IGN: Ikimashouka, Tsukiyattekudasai, DontCallMeMrFroyo
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" If everyone is equally "wealthy" then what else is there to look for? |
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" If i wanted to play a real life simulator i would play real life. It has better graphics and dosen't desync |
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So, by acquiring power... the game becomes different or easier. How novel, I didn't think it worked quite like that at all.
The OP is absolutely correct, players should not be able to progress in an RPG. Items should be account-bound so nobody can trade. In-fact, nobdoy should be able to see anybody else's items, so they won't even be able to get jealous. While we're at it, perhaps we should consider removing more elements of progression? It's kind of annoying that the game can be much easier for someone who finds a good item or discovers a powerful build - monsters should power-scale like in Skyrim, so that it's always fair. Nobody has an easier time than anybody else. And probably, we should consider removing random items too - they make balancing the game way too difficult. Just introduce set items that drop from bosses, with standardized non-random stats. You can easily balance the game around these items. I mean, hasn't anyone in GGG played WoW before? Sheesh. You'd think they'd know how to design a game like the rest of the industry by now. My Keystone Ideas: http://www.pathofexile.com/forum/view-thread/744282
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Everyone being wealthy? This is like communism. Great on paper, shit in action.
IGN: Caessa_Undying - 4 FPS Immersive Rain 4 Lyfe!
Shop: http://www.pathofexile.com/forum/view-thread/822740 |
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