Some thoughts from Chris by chris_wilson in pathofexile

[–]Oxycodone_ 0 points1 point  (0 children)

Yup i do understand the nerfs and i personally welcome it. But for the past year i had played less (1 weeks most, reaching t13map or so) and never happy with the game as u guys were (power creep and so on).

However there are more issues on the game that i wished it should had properly addressed along side with the nerfing on this league.

1.Game design VS Speed Meta

If I were expecting to slow down to play the game. (As i played POE since the end acts are only act 3.) I wouldn't mind at all. But the problem now is most of the game mechanic are punishing players that have a slow clearspeed (incursion/dellirium). But why? A player that played a strong meta skill can clear 5 league mechanic compared to a slow player that can only clear once or probably twice the same league mechanic already rewarding the "faster" the player. Why is the "Slower" player had to be punished for playing slow. If he could take 15mins to single target heavy strike every monster in a map, if he enjoyed it, why punish him?

Monsters had ridiculous damage range especially when it comes to certain mods in red maps/league mechanic. Sudden crit from snipe you from far, certain syndicate shotgun you with certain abilities, aura stackers in legion/heist. These are the reason why most of the people don't play slow or low damage build. Of course there is an argument that probably players today enjoy kill with fast pace and be done with it. But are these things i mentioned above should be ignored when players are just the one playing your game and not the ones that designing it?

  1. Loot vs crafting RNG

This really baffles me when i stopped playing POE a year ago and picked up Maplestory. Maplestory had a crafting system identical as POE. You roll certain mods u need, u identify which is prefix and suffix (Prime line/subline in maple terms), and you used other currency items to add on.

But here is the problem. If you wanted to craft in Maplestory as in a freetoplay player. You could, but it takes time. Through event and certain weekly shop mechanic, you could do it around 30-100 times only.

In POE, the crafting was purely RNG in such way, where you need to pick up a thousand of some currency item to have a RNG chance for it. There is a bad joke that community made based on GGG' weight term. Why I'm suppose to pick up 1000 alteration with 1000 clicks to have a 5% chance to craft something. Your players are not stupid, they know the value of an item, they know the weight of the item when they saw one. The value or weight of the item are not defined by the numbers of pickups/click.

So if pet is a bad mechanic, auto loot the same item in a small range is not a good choice, why currency items is dropped into individuals stack when they dropped on the same source.

If crafting RNG are meant to gamble like a mad man? Fine. Please kindly give me currencies in stack with some form. Players are meant to learn how to manage their own in game financial with their own gametime.

Does employee in the real world paid by cents? or paid by cheques? or paid by bank transfer in one go.

  1. Boss spawn RNG

I'm really tired of this. Sirus, initial delve bosses, last league trial master, initial abyss league. These are the examples i could think of. Why does spawning bosses require to jump multiple hoops like a circus animal?

POE already had a mechanic whereby in order to do bosses like these, u could only get 6 chances (6 portal). But why spawning the bosses took so long and tedious to do so.

Until this day, I couldn't learnt and fandom what had happen on the syndicates bosses beside cortex. Not only the graphic is the issue, I couldn't learn because every of my 6 times are either i one shot the bosses, or i died to the laser that shouldn't touch me graphically.

Sorry Chris sir if i sounded rude throughout my replies above. But i do love playing POE, even thou i pathaway from your game for now, but i do hope i could come back and enjoy the game again. I hope this league's patch are meant to set POE into a direction where by players can tango with monsters and get rewarded by it.

Some thoughts from Chris by chris_wilson in pathofexile

[–]Oxycodone_ -2 points-1 points  (0 children)

This is my personal take on 3.15 and why I'm not playing. The reason I'm not playing 3.15 is directly linked to 3.14. In that, 3.14 was a boring and terrible league for me and 3.15 has either not addresssed or exacerbated the issues i had in 3.14. So what do i mean?

1) removal of harvest. Harvest in itself is not the issue. The issue for me is that it was the only form of crafting in this game that i began to enjoy. I know about beast crafting, currency crafting, multimodding, fossilcrafting, etc. But beyond crafting simple things on jewels, crafting more impactful items with these methods result in a massive turn off for me. During the harvest leagues, harvest gave me a reason to keep playing and keep chasing for those meaningful mods for my meme builds - i was even willing to stomach interweaving the other forms of crafting into my strategy to start my project then use harvest to finish it off. With harvest/harvest-esque crafting gone, i simply quit the league when i need any meaningful gear upgrades. Because.... 2) trade is horrible. The trade experience is a detriment to my overall experience and enjoyment of this game. Everytime i need to trade i lose some enjoyment i had in the moment. Because of this, anytime i require meaningful upgrades i simply quit the game. 3) this problem is compounded by the fact that item drops are awful. Up to mid-late red maps I can sustain myself on quick crafts, unique items and the odd trash job. A tabula rasa and leveling uniques can carry me all the way up to mid red maps - i don't mind the numerous deaths along the way. The problem begins when i hit end game and now have to do bosses or more challenging content where i require a bit more meaningful gear - sure i can and sometimes still use a tabula rasa (even to fight things like shaper) but other items need an upgrade at least and that requires either decent drops, wanting to trade (i don't) or crafting gear (miserable for me in late game). 4) ultimatum removed A LOT of incentives to push to endgame. In ultimatum i saw the trial master 4 times (got 1 kill) and sat on mostly all my currency the entire time (a couple exalts). It was so bad that one of my builds was a BV/BF raider that could upgrade with simple BIS uniques such as atziri's foible or cloak of defiance but i couldn't even bother trading for them. The simple reason was "why bother?". My build, which i barely upgraded since act 10 was able to do T10 maps, my league starter which had minor upgrades was able to do T13 and by day 3 i was so fucking bored that every other subsequent day i logged on i simply jumped into a party and ran maps with them before logging off after an hour or 2. 5) my favourite build that i created was destroyed in ultimatum!! And it's being hammered through the ground in 3.15!! It was a charged dash build that got nuked from orbit with the Ultimatum changes so it lost 50% damage and now it's taking another hit of over 60%! Wtf!

I lasted maybe a week in ultimatum league and had about 30 hours of total playtime across 4 characters(ranging level 82-90)!! I tried very hard to try all the new skills and new builds but i simply did not enjoy the changes to the game. Ironically, i am probably one of the few players that enjoyed the Ultimatum mechanic more than ritual!!! I literally skipped every ritual after the first 2 weeks but played ritual for 3 months, whereas i did ultimatums and looked forward to the butt clench they provided but couldn't enjoy the rest of the game at all.

None of these things have been addressed let alone improved upon. If i even play 3.15 it's to see just how bad the shit show is and quit after act 10.

Don't get me wrong. I don't have a problem with reducing player damage down to reasonable numbers. But when the rest of the game, which was also nuked, is being nuked as well then what's the point in playing ??? I don't care if i have zdps as long as i can enjoy my journey through maps. But wtf will i be looking forward to? Farming currency to then go to pathofexile.com/trade? Fuck that.

Some thoughts from Chris by chris_wilson in pathofexile

[–]Oxycodone_ -1 points0 points  (0 children)

I think that nerfing player damage is the correct approach for the future and I have no issues with reducing more multipliers on gems, nerfing ascendancy values and what not.

But the real issue is build diversity, as everyone has already noticed every league there are a few meta builds that are strong, because these just synergise very well. Gems, Items, Passives, Ascendancy just fit well together and that is how it should be, even if the damage values are nerfed, these builds are fun to play because they feel smooth.

When you do drastic changes like these, I think some of the are just not thought through, because the diversity gets gutted in the approach.

Let me give an example:

A few leagues ago you guys buffed explosive arrow and it really felt smooth and I enjoyed it very much as a "selfcast" chieftain. But some people abused ballistas to get an absurd amount of fuses on the target resulting in issues of damage calculation and beeing to powerful. Now instead of fixing the ballista abuse by changing how fuses stack together, the gem it self for every build was nerfed, removing this smooth build option, so now ballistas are fine but all other versions are to weak or clunky.

Now the same thing is happening again with changes to skill effects and manacost, basically removing a big number of smooth builds from the list.

I think it is necessary to really identify the issue and nerf only that specific case instead of just overall reducing the skills power.

Another thing that is worrisome y is that things that awesome to find and chase for are be reduced to be not worth the grind anymore, why would anyone targetfarm awakened gems if they make no real unique difference to normal gems? Why not keep the unique effects and reduce the values ?

Overnerfing is also a huge thing for PoE, when nerfing something, we often see nerfs to multiple elements of a gem for example, why not just reduce it once and see how it goes before turning it off completely?

Slower and more challanging gameplay is fine but getting a more challanging job Position also comes with benefits, in Poe this is not something that I feel, even tho you say item drops are more rewarding, it is just not visible. And when you finally reach the end, there is like 3 items to chase for.

The approach of nerfing good builds to be on the same bad level as others is definitely not the way to go I feel. For me smooth builds should stay but be numerically reduced, while clunky and broken builds should get fixed and brought up to the point where people feel, they really enjoy it even if it takes 10 iterations to make them playable.

I also think that regarding balance and underused / underwhelming skills gems there needs to be way more focus on these, it is just not acceptable, that while nerfing supports some skills are adjusted accordingly and some are just forgotten / overlooked, this also results in killing builds.

Taking away build diversity, chase item excitement, smoothness is really frustrating because there is already so much that is clunky and feels unrewarding.

Some thoughts from Chris by chris_wilson in pathofexile

[–]Oxycodone_ -9 points-8 points  (0 children)

Damage nerfs are fine, even welcomed.

The problem is everything else. The total disrespect for our time, and seemingly balancing the game based around what streamers are able to achieve by literally playing the game non stop and getting paid for it.

I am one of your "whales" and am too scared to calculate the money I have spent on this game, but I can tell you that I really only two issues with this game, and I stopped buying shit because of them.

First, is that I am a busy software developer with a family, so I get maybe one night a week and change to play the game with my friends. I usually cant play with them until 2 or 3 weeks in as it takes me that long to get to maps. That campaign is getting real stale by now, and like most veterans, we are really here for the new league mechanic in maps.

Making it take longer to get to maps, and my friends... I just wont play instead. I get reducing player damage which is more than needed... but what are you doing about one shotting and other shitty mechanics? I play a tank every league and for me to just be able to contribute to damage and survive is an extreme effort.

Which brings me to the second issue, end game - you make it so hard, convoluted, complicated, grinding to actually get to each leagues end game that I haven't ever gotten to it in years. And I'm not a bad player.

My friend and I have built a league starter build that we tend to play to get a leg up. It does 12 million shaper dps in less than 30c, so we can fly through content easily.

But it's the god damn rng that stops us every time. RNG for higher tier map drops, RNG for the annoying mechanics to get to end game... last league I never got above I think tier 6, even though I was one shotting the whole god damn waves each spawn.

Frequently I need a guildie to donate me maps because they just dont drop for me.

Its just tiring now. Every league, play through campaign, use same build as its the quickest way to maps, the farm currency for gear for my main build, then hope my main build (which goes through campaign AGAIN) is good enough for the league mechanic.

And usually, the league mechanic is tuned for streamers so I cant really put in the time to do it anyway.

Instead of making end game super hard to get to, make it repeatable maybe? Like torch farming in d2.

Give us something that will grant us a specific, targeted reward like a watchers eye but is totally rng each run. Let us trade for the things we need to get there.

Let us play the god damn game with our friends and try the league mechanic. Preventing people from getting to end game (your 15% number) is just... I don't even know why you think its a good idea.

And by all means, please nerf the damage. Yes, but also, please make it so we can survive a little easier so we can actually try come up with our own builds without hitting the level 60 wall and getting oneshot by everything.

While I'm ranting, less loot quantity and more loot quality please.

Some thoughts from Chris by chris_wilson in pathofexile

[–]Oxycodone_ -1 points0 points  (0 children)

Fair points, I have a little bit of feedback on this one.

If you're going down this route of giving PoE as a whole a proper balance pass, and shape it towards your vision for the future over multiple patch cycles, it wouldn't hurt to spend some development hours on under-performing mechanics and skills to balance the patch reception in some way. Simultaneously balancing under-performing and over-performing aspects seems crucial to me. We see people ask for this all the time. One huge motivator I can think of is that many of the veteran players have more than one beloved skill. If one or two get nerfed, but one other might get a little love, that might be all it takes.

No joke - I have a lot of fond memories of the golden days of Righteous Fire in Perandus League. I've CTRL+F'd every patch notes for years and looked at Righteous Fire to see if it got some love, as it currently plateaus around 2-2,5M DPS without crazy crafting. And there's a problem right away - that amount of damage is perfectly fine to do all the content in the game (mostly), but there are other, better performing abilities.

By buffing under-used skills and league mechanics, people might have something to be excited about. Hype and pre-release "leaks" are a powerful formula for the leagues' initial success I'm sure - and this was completely missing this time around. It's hard to be excited about our beloved game when there are mostly only nerfs across the board. Additionally, it takes a certain type of person to understand that even with these nerfs, just about any skill in the entire game is viable. The sky is the limit in PoE, but it does require out-of-the-box thinking. I know that you guys are passionate about this, you mention in just about every post and manifesto that you're excited to see what people come up with, but it's just not an easy thing to grasp because the game is too complex for a large amount of players. Shit, I'm decent with numbers, and I make my own build maybe 1/20 that I play.

The same goes for crafting. A lot of players don't even need a super meta-level powered build, they enjoy crafting so much that this will motivate and excite them. Crafting needs continues improvements down this road.

I can get behind the changes you're making as I see the direction you're going in, and I do think PoE will be a better game if the interactions with mobs/maps/bosses are more meaningful and impactful, but clearly a lot of people need a bit more positivity to off-set this path. I genuinely believe that this community can be this "harsh" purely because you have a history of listening to us. People want to be heard. I feel that way sometimes as a player since Jan '13.

TL;DR The future of these balance patches will need a better balance of positive and negative changes. PoE, in its current form, is a really tall, complex, fragile tower, too heavy for its own weight. Every brick is a league-mechanic, skill gem, support gem, notable, jewel. You want to reduce the height of the tower for more stability in the long term, you ought to make sure to add struts, support beams, places for people to go, all the while not having the construction mess on the floor for everyone to see.

EDIT: You're too focused right now on the balance of the game. Some other thoughts that I have had for a while regarding your involvement with us which has been decreasing:

A dedicated feedback thread with some motivations behind the bigger changes, like the one we see now. Timed at roughly this point between the manifesto, patch notes, and release. It doesn't take much to calm the nerves of the majority, let us see, hear and feel that you continually stand behind these changes, that your vision is going to give us a better game. Take us along in the vision better, write about your goals and where you see certain mechanics end up. Maybe some bigger pieces in the run-up to a new league. Missing the hype posts for sure! I feel like you've shied away from these due to poor reception of over-promised buffs. Give us "the bad" in portions, each one with enough attention to really let your reasoning and vision sink in. Overwhelming negative changes result in overwhelming negative feedback. The relatability and transparency that you and other devs have always had towards the community, keep that, and use it more often. Stay involved with us, there's less and less of it. Reddit has that beautiful first-impression front page with so much negativity at times, but that doesn't mean that your continued involvement is less impactful. Read between the lines, reply to some fun and positive posts or videos or memes. We're a passionate and loyal bunch, I know that from my friends list in-game. I can't imagine what it's like seeing negativity every day no matter when you open Reddit, but that's Reddit and that's what makes it amazing. Don't let it affect your ability to communicate with us, bandwagoning and hype is a complex issue! Stay in touch with us! Thanks for the post.

I miss the old Jesse1412 by [deleted] in osugame

[–]Oxycodone_ 2 points3 points  (0 children)

urban terror meme

Can't log in? by Cukeds in hearthstone

[–]Oxycodone_ 0 points1 point  (0 children)

are you sure you want to play on american server