Development Manifesto: Delirium Improvements

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oneshot989 wrote:
Get rid of the timer. Please. How can you complain about the speed players take the game while putting timed events???????


I can't agree enough. Backtracky areas/zones/maps that make you zigzag make you go back through the center or the expanding radius of the map. Either get rid of the timer, or make the mist follow the map like a river would. If the zone is an open area, make it a swirling mass like a tropical storm.
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SerChivalry wrote:
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girng wrote:
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It looks like we broke something with 3.10.0.


LOL!



Pretty much sums up how I feel about the current state of development in general. Its good to know people are finally starting to drop the "GGG can do no wrong they provide a free to play game" bullshit because it was getting tiresome after repeatedly bunk releases that focused on breaking things more instead of fixing existing issues in any way shape or form or giving the user a satisfying experience at all.

You get an F- for this manifesto by the way, not that I'm surprised. You could have just said "We're sorry we f***ed up" but that would be admitting fault which would be unthinkable for a corporation to actually do.

I'd give you suggestions but its clear at this point you dont actually pay any attention to your base.

edit: You guys are JUST now realizing that every league is actually us beta testing for them? Because that's been the reality since the game came out.


And yet most users have no issues at all. Like me for example. :)

If I would be them - I'd say f you guys with computers from the last century.
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sym wrote:
are you fucking serious?

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The monster damage bonus scales up to 30% increased at absolute most.

30% extra on a hit that would already one-shot you still one-shots you. do you understand?

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We are reviewing all of the Delirium monsters and skills to find any that are overtuned and will be making adjustments to any that might be dealing disproportionate damage.

try doing this BEFORE the league comes out

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(At the time of publishing, we just found an issue where in many areas, Delirium monsters and spawners do not appear when extremely deep in the mist).

how could this possibly get by your """"""tests""""""?

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Currently, there's a random chance for individual Delirium monsters to have mods that cause On-Death effects.

do you know why random instances of on-death effects works in cases like bearers or volatiles? because you actually have time and visual clarity to tell what the fuck is going on. in delirium you basically can't stop moving, you have 0 time to read the mods on the monsters, and when the """effect animations""" play you can't fucking see shit, UNLIKE bearers or volatiles.
BRIGHT BLUE CIRCLES WITH PULSATING ORBS IN THE CENTER = DEATH
GIANT FLOATING LAVA BALL HEADED STRAIGHT AT YOU = AVOID
there's nothing like this in delirium, there's just grey/white shit, covered up by fog, and then you die if you stop for a second near any mobs

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it's because they are a viable way of making monsters that are killed instantly have an effect on players, and they aren't trivialised by clear-speed.

so you designed a league mechanic that is squarely focused on how fast you can clear maps to the point that you cannot fucking stop moving at any point, and then you say this shit which makes it seem like you have an issue with clear speed 'trivializing' the game? which is it- do you want people clearing fast or not?

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Delirium increases the difficulty and reward of all other Path of Exile content.

no, it doesn't. nothing about this is difficult other than attempting to avoid the nearly invisible particle effects that signal something that will instantly kill my character. that's called tedium, to the point that i've started skipping delirium encounters entirely when they don't offer me maps or currency as a reward. and when i don't skip it, i'm basically rolling the dice with my character's experience bar.


this is fucking bullshit and you know it


100% this
IGN: @Azuriyl or @Bephany
Bro, why you guys didnt make only equal currency vacuum? Nobody likes to click a thousand times in same kind of currency to pickup all, we lost time, just make this QoL and its perfect.
26 pages in.. pretty sure this won't be read, but hey just wanna say it anyways...


First things first
Thank you.

Feedback on manifesto and game in general

League machanics
First off; the league mechanic is interesting, but i hate that most of the past leagues have all been about run run run!

As a bit older then average i think, i need a bit more time to see what's there and what's not.
And it's more enjoyable for me personally if i can go at my own pace and do the content, look around a bit, experiment a bit etc., rather then having to run like a headless chicken to get anything done.

From what I've seen it seems you like at least partially agree when i see more bosses in POE2?


Vacuuming items and inventory space
I understand to drop the items naturally. You want that meg-pie reaction and then the instant death associated with going to the item, picking it up and then dying to a ground effect or getting jumped by packs of monsters all somehow able to one-shot :).

More serious though: with delirium interacting with all the content, i frequently run out of space to even pick up during sometimes (not to mention it's hard to see what's going on sometimes... )
-> there is no time to look if an item is good and drop it bakc on the gorumd if not during the encounter.
It would be great if:
1) Currency matching loot filter would be auto pick up (same as azurite, or drop stacked at end of delirium)
2} Maybe an extra inventory tab, or a separate currency only tab or something.

One-shots and damage de-sync to visual
!Currently my number one issue with the game!
The number of one-shot content now in the game is staggering. EVEN NORMAL MOBS can one-shot sometimes!.
I understand a boss having one-shot potential with telegraphed moves, i even understand a rare or unique in the map having the ability to do a lot of damage, but the one-shots from normal monsters (even in campaign while sometimes pretty serious over-leveled with good life, defenses and items...).

-> you made such a strife to make attacks telegraphed, but then seemed to have stepped away from it for the sake of increasing difficulty.
I don't mind difficult, i like that, but not where I'm sitting here wondering what the hell happened (talking about the random one-shot deaths, even after fights ended, I'm full hp, then suddenly I'm dead with nothing around!).

=> I very much miss a death recap of what killed me. it would make me better understand what's going on, it would make de-syncs between damage and visual more clear and it would help me identify what i should work on (improving a certain resistance..., better identify a dangerous attack.. etc).


In closing
Glad the increase timer is coming for older content. wonder how a blight is gonna look like in delirium. :).
I know this sounded a bit.. negative. It wasn't meant to be. just my 2 cents on things. i do enjoy playing POE (when im not being randomly one-shotted somehow).

Please keep up the good work otherwise. thanks!
Last edited by Care_Less#5506 on Mar 17, 2020, 1:08:04 AM
The changes that were made to volatile monsters is the best example of a good on death effect rework. Another effect I really like are the floating orbs created in Yugul, Reflection of Terror fight. Called Manifestation of Fear.

The rolling balls of liquid created by metamorphs, and that are also in the new delirium are on the ground and less easy to see. Monsters, ground effects, player spell effects and minions often block them.

I think there are many examples of clear effects in PoE. Generally the attacks I don't mind contrast from the rest of the game, and have a delay or are zoning or slow moving to give the player time to react.

Delirium is cool but everything is black on gray, and reuses some death effects which didn't stand out anyway. So now they are extra bad.
Last edited by Sigrosa#7976 on Mar 17, 2020, 1:03:16 AM
Thank you!
No matter how much the reward they given, u are back to standard and start from 0 for the next league xD
Last edited by imcominghehee#2660 on Mar 17, 2020, 1:05:01 AM
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imcominghehee wrote:
No matter how much the reward they given, u are back to standard and start from 0 for the next league xD


That's the point?

:D
No mention about dual wielding sword bug???

Wtf seriously... :'((((((((((((((((((((((((((((((((((((((((((((((((((((((((

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