GGG should probably address the player retention rate

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deteego wrote:
Mortal Conviction is never used to run auras on a BM all life character, MC is used for low life builds to put yourself into low life, still using ES as a your main life source

Using flat auras on a full life (no ES) blood magic character currently is not worth it. You have to spend way too much of your tree to just make it viable, and odds are you could use those nodes to give an equivalent bonus to what the aura would have given you without having to worry about lost life



and that requires shavronne's and a blood magic gem (if you want to use mana instead of that low life to cast) + likely either prism/alpha/mana reduction gem and maybe a few reserve reduction nodes.... hardly what can be called workable to a non ultra rich player.


Even on paper the whole thing looked bad no matter how I tried to spin it....
Last edited by Jiero#2499 on Jan 7, 2014, 5:06:49 PM
I like it how a retention rate is now about Blood Magic and how it was buffed and nerfed and the effects of it.

Obviously buffing it will increase player retention rate in a meaningful way..
Last edited by RagnarokChu#4426 on Jan 7, 2014, 5:09:07 PM
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anubite wrote:
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sidtherat wrote:
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anubite wrote:

What got me angry at sidtherat is how he addressed Chris as a "CEO" -- as if his title makes him into this unknowing suit we're so familiar with.

Chris is not a guy in a suit hired to run this game, like you'll find behind the likes of BF4 or CoD. Chris is someone who loves ARPGs and built one from fucking scratch in his basement, making it into a multimillion dollar product. There's no way you can reduce Chris down to a bureaucrat and imply he's the kind of scum who would mislead us.


get a grip


Yep. You're a troll. You just proved it.

You don't even care about this game. Why are you even here?



Why? Because he doesn't agree that Path of Exile is the greatest thing on Earth?
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deteego wrote:
Mortal Conviction is never used to run auras on a BM all life character, MC is used for low life builds to put yourself into low life, still using ES as a your main life source

Using flat auras on a full life (no ES) blood magic character currently is not worth it. You have to spend way too much of your tree to just make it viable, and odds are you could use those nodes to give an equivalent bonus to what the aura would have given you without having to worry about lost life


Well the advantage of aura-nodes is they make the auras not only cheaper but stronger. Also all the aura-nodes are 46% reduction, not 41. You can run 2 60% Auras (Grace and Determination) for 20% of your life and when placed in Alphas Howl they will offer you about 11k Armor ALONE (if you haven't skilled any Armor/Eva nodes). So in theory you could wear complete ES-Gear while still having a large amount of Life and Armor, but that's normally the only use for MC. And if you are doing that you might as well add Discipline or Hatred or whatever to the mix to drop under 30% HP. With a decent chaos-resistance you wouldn't even need Shavs for it... but than again that's not the normal BM-Char you would think off. A brute wearing heavy armor smashing people with... well whatever he gets a hold off would never run Auras with BM... but than again that somehow feeds the theme of such a char, the problem is he can do the same more efficient with the BM-Gem and run Auras.

However if you count a char as being a BM-Char when he runs Auras and uses the BM-Gem for anything else than the statement could propably be true.
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RagnarokChu wrote:
I like it how a retention rate is now about Blood Magic and how it was buffed and nerfed and the effects of it.

Obviously buffing it will increase player retention rate in a meaningful way..



Small things that annoy players over a period of time combined with a lack of retention can cause them to seem like much more major issues and cause players to leave in waves... which feeds back into itself and snowballs into larger losses of players. If we had a sense of community then small issues can be brushed off easily, without that and with watching most people you know quit then those small issues build up (or are buried and fester) to game killing ones and we quit to join them. And with that players on the edge with these small issues are sitting there watching their friends quit and they leave here to go join them else where, which spirals more and more here.

At least airing them out and speaking about them is doing something, even if off-topic.
Last edited by Jiero#2499 on Jan 7, 2014, 5:33:05 PM
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allbusiness wrote:

Why? Because he doesn't agree that Path of Exile is the greatest thing on Earth?


Isn't that Snapple or something?

or a Snapple ingredient?
IGN: SplitEpimorphism
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syrioforel wrote:
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allbusiness wrote:

Why? Because he doesn't agree that Path of Exile is the greatest thing on Earth?


Isn't that Snapple or something?

or a Snapple ingredient?


Made from the best stuff on Earth, I think is how they say it.
"FullyBlownDaddy"-FullBlownDaddy™
"FillBlownDaddy"-GGG
"FullBlownMommy"-Casual_Ascent
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Jiero wrote:
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RagnarokChu wrote:
I like it how a retention rate is now about Blood Magic and how it was buffed and nerfed and the effects of it.

Obviously buffing it will increase player retention rate in a meaningful way..



Small things that annoy players over a period of time combined with a lack of retention can cause them to seem like much more major issues and cause players to leave in waves... which feeds back into itself and snowballs into larger losses of players. If we had a sense of community then small issues can be brushed off easily, without that and with watching most people you know quit then those small issues build up (or are buried and fester) to game killing ones and we quit to join them. And with that players on the edge with these small issues are sitting there watching their friends quit and they leave here to go join them else where, which spirals more and more here.

At least airing them out and speaking about them is doing something, even if off-topic.

If it was about the viability of many of the major keystones and different play-styles in the game (melee, magic, ranged) with the variety of spells and mechanics balanced to one another and how they play from level 1 to end game to create a satisfying experience then that'll be a great discussion.

Using forum space and much effort from a multitude of people to JUST discuss blood magic exact mechanics and power in a super late game build as a means to increase player retention rate is kinda small time.

IE: Good message, painting a low quality picture.

My personal opinion about blood magic gem and keystone in general is that it's an extremely interesting mechanic that opens up much gameplay, but at the same time is very easily abused to extreme in specific setups. An unfortunate nerf was given but I think blood magic needs a slight redesign to reduce the "OP in exact niche situations" so they can allow for it to be more powerful by default.
Last edited by RagnarokChu#4426 on Jan 7, 2014, 6:08:08 PM
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evilcloud5 wrote:




Made from the best stuff on Earth, I think is how they say it.


It's a bit disturbing. Who wants to drink tea made from easy blond women who enjoy giving blowjobs. It's a bit gross.
Anarchy/Onslaught T shirt
Domination/Nemesis T shirt
Tempest/War Bands T shirt
Last edited by reboticon#2775 on Jan 7, 2014, 6:08:42 PM
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RagnarokChu wrote:

If it was about the viability of many of the major keystones and different play-styles in the game (melee, magic, ranged) with the variety of spells and mechanics balanced to one another and how they play from level 1 to end game to create a satisfying experience then that'll be a great discussion.

Using forum space and much effort from a multitude of people to JUST discuss blood magic exact mechanics and power in a super late game build as a means to increase player retention rate is kinda small time.

IE: Good message, painting a low quality picture.

My personal opinion about blood magic gem and keystone in general is that it's an extremely interesting mechanic that opens up much gameplay, but at the same time is very easily abused to extreme in specific setups. An unfortunate nerf was given but I think blood magic needs a slight redesign to reduce the "OP in exact niche situations" so they can allow for it to be more powerful by default.



Oh, it was never about that actually but rather about what I said and that it seems a combination of other smaller issues we've repressed seems to take a life of itself on the larger scale (if you read what I've posted in the early pages of the thread).

Since I had no direct clue as to what caused the issue I've seen and explained in those early posts here I asked for people to post and discuss what they feel may be at fault here for those grievances. The blood magic part arose from several people's annoyances and sorta merged them into one that will burn itself out soon.


As far as all the offtopic annoyances that have been talked about in this thread... it's been helpful actually and I think I've been seeing a common theme in what we complain about, how we complain about them, what we ask to be done about them and our reactions to them. And like I said so far it seems the common theme is that we are currently a fragmented community that is often at odds with each other and missing that anchoring sense of belonging normally niche communities would have.

So these little side discussions about other little annoyances of ours is actually helping me see the larger picture I think and maybe even what may be the common theme in how we tolerate them.
Last edited by Jiero#2499 on Jan 7, 2014, 7:47:47 PM

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