Development Manifesto: Delirium Improvements

let's conveniently ignore cluster notable stacking as if it's an unintended side effect that nobody in the office could have imagined. either you have the most incompetent game testers of all time or you're intent on doing one thing and saying another. it would be funny if it wasn't so fucking sad
Please consider to make the planned key binding "league universal".

E.g. Delve already has 2 more bindings (flare and dynamite) but they can only be used in Delve. Same Key binding could be used in Delirium to stop the counter, in Metamorph to bring up the organ assembly, in blight to skip the preparation period etc.

Hmmm this are really good changes and thank you GGG for still working even when we have Pandemic.
I love to see "Delirium Alongside Previous Content" and "Performance" changes... and I'm truly happy that you decided that vacuuming would be stupid AF in POE.
But if I could ask something... Please allow us to play on "potato mode". Do like Runescape 3 and allow us to disable textures. Just rough shapes and colours. Every league lag it getting worse and worse for me.
Explaining in the same manifesto that on death effects are made so that monsters have impact on the player and that players should stop to pick up loot....

Does GGG plays this game indeed ? Because it doesn't feel like it, seeing such blatant logic loop only a few § aways from each other.
Thanks again for the great work.
Most of the things stated in this post are needed.
"
Eepis wrote:
"
moneypants wrote:
So https://www.youtube.com/watch?v=r2UqLDGf-Ro

Its kinda dumb that steamers cry so much that they have to add a hotkey.
they pay the game in hard core but dont want risk when they die.


Hello Softcore player.

We like to take risk, and we love adrenaline rush.
We DON'T like uncontrollable bullshit.


YES im softcore because theres few fights i find hard. i have level 31 hard core am thinking trying hardcore again
More time for other leagues encounters, a meter bar and a Auto-End bindable button, thats great^^.
Rewards filling quicker in the end, good news too (since its the moment you take 1 minute to kill a pack taking 0.01% of your damages) at least it could worth something to go deeper, maybe^^'.

No vacuum, i guess we will still get cluster and splinter on the way and maybe backtrack for currencies then.

Less DPS from Mist mobs ? They don't have a DPS/Damage problem, it more likely du to all the debuff on us they take time to kill but its fine.

Thanks again.
Dear GGG,

please stop being completely disconnected from your player base.

A concerned player.
"In addition, even if we wanted to, it's not really even practical to vacuum an entire map worth of items and drop them in one place."

But you did this extremely well in synthesis... Just saying
GGG, please.

"Give them more time to pick up items" is NEVER going to work. Never. As long as there's a time limit, people are just going to use that extra time to kill more things, because that's what the design leads people to.

Also, trying (and failing, incidentally) to punish clear speed builds via on-death effects, when you design mechanics that encourage clear speed over everything else, really ain't the best. If you don't want clear speed meta, then don't make clear speed mechanics.

Clear speed already wins out over slower options because it can just do everything faster, but this gets them more stuff per encounter as well as just more stuff for the same amount of time.

Also, didn't your trailer for Delirium talk about 'how deep you dared to go'? Not 'How deep you can manage to go before our timelimit kicks you out'.

Just remove the time limit and make the limiting factor the scaling difficulty. You go until you die or decide to back out so that you DON'T die. Then both types of build can feasibly do the content with a different approach rather than clear speed getting all the toys like usual.

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