Game Balance in Path of Exile: Expedition

Ok, so you did some uninspired numerical nerfs to player defences and
attack, while keeping one shots in the game, and ZERO CHANGES TO
AURABOTS. I guess neon is still cucking you all, huh?

Oh and don't get me started on "OVERLY NEGATIVE COMMENTS"? Thou shall not speak ill of SAINT GGG, OR YOU WILL BE PUNISHED.
Lots of people mentioning there was no Headhunter nerf mentioned. While it's possible that there could still be one in the patch notes, (as this didn't cover all item changes) i don't think they will nerf that item directly.

One way they could indirectly nerf that item, is by lowering the amount of rare enemies each type of content adds to the game. Especially the current league mechanic each time. The item would still feel cool, and very impactful, but the stacking buffs wouldn't mount up so much.
This reduction in rare enemies doesn't necessarily need to make the game easier. To compensate for the lack of strong enemies, they could be replaced by an invasion unique, a magic pack, a rogue exile, a warband, or a roaming metamorph.

Another way to affect it could be to have certain Rares be "Corrupted", and their (soul, essence, power, whatever it is that Headhunter takes) is not stealable, as something else has already claimed it. This could also affect flask charge generation in the same way.
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Sakadi wrote:
In short this game isn't hard, what is "hard" for players is the continual 1-shot BS this game seems to favour... And I do not know about you, but being 1-shot for no apparent reason isn't fun nor does it make a game "hard"

Reading all of the patch notes I would like to know how many extra skill points are we getting to combat the loss of survivability? Or is the intent of this patch to make the players create multiple characters to combat a certain situation faced in a map? Because come next league there will be no way mitigate the encounter with out 10 mirrors or being a streamer who plays 16hrs a day with 5 of his/her jobless friends?

- Nerfing movement skills isn't a good for the game and a emphases should be put on making them more rewarding for evading enemy attacks.

- There needs to be a rework on defence. As before mentioned getting 1-shot by an off screen bin-chicken isn't fun nor does it make the game "hard" it just forces the community to play 1 style of game play.

- Crafting needs to become more accessible for the common players or an emphases put on rewarding the crafter of an item though a buff or de-gen for someone else who uses that item (GGG should explore this)

- If Crafting won't be improve or the above won't be explored, then please make crafting materials more common so people will be more willing to give it a craft before turning to POE.Trade crafting needs to be more engaging if you're focus is on making it stupidly hard without an taking advantage of an exploit.

- Nerf steamer group play before decimating the average players experience. The buff for a 6 man group should be removed before even considering the changes you're about to make GGG.


I guess we as a community will find something to exploit just to get into red maps this league.

I don't know about the rest of you... But I'm not exactly looking forward to


*** PATH OF EXILE - The League of: Dark Souls... ***


hahahha +1 to this
Very nice stuff!! cant wait

"As usual, we've buffed Firestorm." KEKW
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wookers79 wrote:
So you want it to take longer through content we have already seen 10 million times already. This does not sound exciting. Sounds boring AF. I will be skipping this league. If anything you need to do more buffs so i can get through story and maps quicker so i can play a bigger variety of builds to make the game fun and your doing just the opposite. I'm looking for fun when i play games.


YOU FOKING WAT? LOOKING FOR FUN WHEN PLAY GAMES? HERESY!
When fallacious arguments aren't convincing comes the biased moderation.
yo, with the movespeed nerf and damage nerf, you just made headhunter like 1000 times stronger and anyone who has headhunter will be controlling the economy!
Is zealotry getting a rework in light of the conc ground nerf? Zealotry specifically creates conc ground at the enemy's location because it's meant to increase crit chance, so with that gone there's little to no benefit to that mechanic. What relation does this have to flasks? Why would you try to balance a flask by gutting a major game mechanic that has skill gems, items and ascendancy points and all sorts of other things dedicated to it?
Well I guess see you in 3+ months when you realize all of this is utter crap.
i think POE will gonna die this league...... instead more fun we got more suffer!
Last edited by papandreu#4891 on Jul 20, 2021, 4:50:01 AM
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Bakudan wrote:
I'm the kind of "bad" player who play the game since Beta, around 100-200h per league approximatly (mostly SSF SC).
I still play the game because there is a toon of Bosses i've still never saw and defeated (Uber Elder, Aul, the Harvest One, Cortex).

I've only manage to reach and kill Shaper once since it was release, i've only manage to reach Sirius a few times without a chance to make it past 50% life.

I don't care, i like having content still available because i need to get better or luckier on drops.

But the last 2 leagues i gived a shoot for SC trade league (from the end and then from the beginning) to see if with the few exalts i had, i could make some more progression, i did fully completed the Atlas for the first time and was "almost" able to reach Maven, "almost". But it would still have required a few more hundred of hours dedicated per league so....

Every big nerf (or balance like you love to call this insanity) since à few leagues just make me realize a will probably never reach that content at some point. It just make it more tedious.

I really think you don't realise how much time your game requires, how much knowledge, and you seems to only judge your content base on 10 streamers and a few ppl buying exalts, abusing mekanics or even bugs/macros, the same ppl being more vocal than the mass on every media, to "balance" your game.

I don't really mind having even more difficulty in the end, but for the Potato Sakes !! At least make something about gearing ourself, feel like we do have upgrade our characters after 100-200hours put in it. So sometimes we can find some real usefull pieces of stuff even Bind to the character, instead of 100% more punishement at every new steps and Gambling/RMT as the only way to make some improvement while playing.

Looting feel blank, crafting feels like requiring big Gambling addictions and a PHD at the same time, killing bosses feels as rewardings as killing a zombie on the Beach...

I don't know, maybe introduce some big "first time kill on this character reward" so people reaching those bosses for the first time each league have a chance to upgrade something. And people farming them can't abuse this.

Maybe you could even introduce stuff like the more time past between killing the same boss, the more he replenish his loot chance, so ppl farming them quickly don't see much difference but ppl farming them only a few times per week/month can see an improved chance to drop stuff ?

On the first time you kill each of those uniques Bosses like Atziri, Maven, Shaper, Elder, the Breach ones and so on, you get a usefull upgrade like +50 perma life, +1 extra tree point, unlock a usefull crafted mod, get a worthy full juiced map, get a guaranted Uniques/ special loot this Boss usually gives randomly, upgrade a dedicated new "Boss Tree" with special perk about defeating Bosses, i would love this one.

You could also remove those phoquing "reflect damage" "mecanics"/modifiers on maps wich just lead to random stupids insta kills.

Since you also love to "cap" thing for players, well you can use this amazing skill to also "cap" stuff like "bleeding/poison/DoT damages from monster can't reach more than 10-20% of your life pool per second", why mobs insanity should be uncapped in this way ?


You also don't seems to realize that the real problem is that ppl stacking months of currencies can make a regular build just 10x more powerfull, that the issue, not ppl playing an "OP" build in its unleashed version of 10% of his power because he doesn't have every shaper jewel, every perfect rolls, every orbs in hundreds of time to gamble the values and so on. Maybe you need to figure out how to "Hard Cap" some values, to prevent some spells to hit more than thousand times per second by something else than mana cost which can be nullified with top end investment.

You could just make it impossible to stack more than X times the same modifier, instead of nerfing all the value bind to it.

You could make things like getting exponentially more numbers on stats can also give exponentially more counter-stats/debuff so it doesn't affect thing for regular values but kinda hard cap to much stackings.
For example if you judge than 200% more physical damage is the soft spot, make it so every 10 more extra% reduce life by 1%, just a random value example.

Instead of having the mass being collateral damages for your lazy global numbers cuts.


Anyway, i guess like the last league and some other ones too, i will vote/disapprove your blind changes with my wallet after trying the league for a few days. Maybe its the only solution that can affect those decisions mades around the elite only...


how do I upvote your post? GGG needs to read this

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