Game Balance in Path of Exile: Expedition

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Piacevole wrote:
Why ppl are so angry about it? Its just a game you don't have to play...

https://media1.tenor.com/images/6ecbfb56a63d94d41de099ee39f2375a/tenor.gif?itemid=12389001
I am cringing
funniest thing is that top tier players, group players and streamers like empy will not give a single fuck about any of those changes, while casual players like those complaining in this thread are actually being shit on by GGG
The Mirror of Kalandra :
1st - 5th May, 2020 18:32
2nd - 28th April, 2021 04:25
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SADOMIES1 wrote:
I went to the Steam statistics, and once again I was convinced that PoE is a game for streamers. See for yourself:

https://steamcommunity.com/stats/PathofExile/achievements/

Mervale is killed by 47% of players, i.e. half of them can't even pass the first act.

Malachaya kills 22%.

Climbing, the maze passes 19.5%

The beginning of the end, level 60 takes 18.1%, i.e. 18% of players still try to play PoE as they can. Let's take this for 100% of those players who did not quit PoE at the first difficulties.

The foot of the mountain-level 70 takes 14.7%, 81% on our scale. It turns out that 19% of those who took 60, no longer take 70.

Up the steps-level 80 takes 10.9%, or 60% of those who took 60. T, i.e. 40% of those who took 60 lvl, no longer take 80.

New Order of the World-Place the Guardian Stone in any area on your Atlas - 8%. Do you understand that only 8% of all players come to the cards? And this is 44% of those who took BGN 60, i.e. more than half of those who took BGN 60 could not enter the cards normally.

There is nowhere higher - the 90th level takes 6% of players, i.e. only 33% of those who were able to take 60 lvl reach 90.

The Creator of worlds-and only 3.2% of players, or 18% of those who took level 60, kill the Creator, i.e. 82% of those who took level 60 did not reach the Creator.

And you know what else is more interesting? 90 lvl takes 6% of players, and the Shaper is killed by 3.2%. It turns out that almost half of those who reach 90 lvl can not kill the Shaper. How do you like this? And, after all, the Shaper is the very first high-level boss. There is no Elder or Sirus in the statistics, and what's new there, Maven? Now think about what percentage of players the development increases the difficulty for. Only 3.2% of players reach the Shaper. BEFORE THE SHAPER!


This doesn't necessarily mean players quit because it was challenging. PoE doesn't strike me as a challenging game and I do about 2-3 weeks. PoE is an enormous time sink so I can understand why so few people make it so far into the end game. I think they just get bored.

If you know what you're doing getting to 80 and maps in a day is expected. But then you have the serious climb of getting a reasonable weapon to enter maps with and then faced with grinding obscene amounts of hours finding fewer and fewer upgrades. It's also completely RNG so one person might roll a six link in the first day and another might not roll a six link in the first month.

The attrition point comes when you've exhausted hundreds of orbs and haven't gotten the item you wanted looking back at the maps and saying alright, we go again with a big sigh. We've done this since 2013 and sometimes I look back at all the stuff I did and say no wonder I'm not entertained anymore past leveling to maps. Some people love mapping for hundreds of hours each league. I can't say I do. It's all sameness to me.

Which is why I beat the drum about integrated PvP and recently bringing more of the end game to the leveling process. So it all meshes together better than it does today and you're not forced to do hundreds of hours of mapping to continue progressing.
Could we just get the option to not download subsequent updates, just to hypothetically solo what we like as-is? Your blatant aversion to enjoyable experiences is astonishing at this point. I don't even care about additional support, just let me continue playing the game that I grew so fond of until I grow completely bored with it (without you expediting that process).

Edit: I just had an epiphany, and I understand how to communicate with you...

"I... Would... Pay... Cash... Money... For... This... Feature (lolrotflmfaogg) Understand?
Last edited by Tomboski#3170 on Jul 20, 2021, 9:24:37 AM
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Our ability to create interesting boss fights and monster combat is removed when players are routinely killing those monsters or bosses before they have used a single ability.

I must've missed those "interesting" boss fights up until doing ~T6 maps.
At best some bosses have more than 3 abilities/phases.


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Because of this, we're significantly reducing player damage at higher levels to greatly increase the challenge of endgame content, and are raising monster life at lower levels to make the levelling experience in-line with our vision of how Path of Exile should be.

What is "higher levels" supposed to mean: lvl 38+ or something?

What is that "vision" of PoE you have?
Just based on context I have to infer that you don't want a challenging game by means of e.g. a better AI or far more scarce, but better loot, but instead by making enemies damage sponges by increasing their HP + nerfing player damage across the board.


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...but we're still going to continue our tradition of making changes to the most powerful and least powerful mechanics to improve build diversity.

I have to LOL at that "tradition": e.g. Spell Totem alone has the capabilities of spawning a large selection of builds, but too bad, Spell Totem itself is hindered by such massive gem penalties that seemingly only a few spells like e.g. Freezing Pulse and Dark Pact out of ~40-50 spell gems are good enough to provide sufficient damage to go for Spell Totem as the main damage source.

Decoy/Devouring/Rejuv Totem/Dominating Blow/Reckoning/Riposte/Blind/Cast on Death/Stun Support etc.: how long until their times comes to "improve build diversity"?


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Monster density in Path of Exile gets a lot higher as you play through the game. When we initially balanced flask charge generation a decade ago, we did not anticipate the levels of monster density we would reach by 2021. Monsters in Acts 6 through 10 now generate fewer flask charges and monsters in maps generate even fewer still.

So now there's a lot more strategy involved with flask use. Flasks don't gain as many charges, so are a little harder to constantly spam and aren't designed to provide such a powerful slew of permanent buffs. But you can control which provide larger than normal effects and which are triggered automatically as part of your build.

I have to LOL again:
- You have a "vision" no one knows about
- You have been bloating mob density seemingly exponentially over time
- Considering the sheer amount of trash loot, the mob density and the fact that stacking offenses is far better than stacking defenses the game has regressed into building glass cannons with maximum amount of damage for long time now
- Due to that flasks can easily get 100% uptime
- Now you're like "100% flask uptime is bad", but instead of also adjusting the regression towards glass cannon + the mob density you're effectively only nerfing one of the main sources of defenses(and partly offenses)
Last edited by Merwise#2613 on Jul 20, 2021, 7:48:04 AM
Where is the point in removing Aisling?

I can't imagine that you ppl (GGG) honestly think that gambling for equipment is "fun". At least you should know it and if you HONESTLY think opposite change your mind...

Maybe your way of thought is, if people don't get what they want, they will try harder and longer to get, but this will not happen.

This Expansion oculd force the biggest player retention and bring you one step further to oblivion, but we'll see...

If you aren't happy with the direction the game is going, consider sitting this league out. Player numbers/retention are the only things GGG really cares about.
https://www.reddit.com/r/pathofexile/comments/ont6d2/if_you_arent_happy_with_the_direction_the_game_is/

It’s ok to quit the game
https://www.reddit.com/r/pathofexile/comments/onv2nc/its_ok_to_quit_the_game/


I like this very much... :D
https://clips.twitch.tv/IgnorantPowerfulWoodpeckerHassaanChop-TmjyySaUlnufhRJT
Last edited by bobZ_roX#2903 on Jul 20, 2021, 7:45:25 AM
My only real problems are the movement speed nerfs, especially in the early game. The acts are not the main point of this game and if GGG has goals to do that then they need to make a league mechanic related to the acts.

I have only played since 2018; movement skills have been pretty much the same for me these past few years so seeing that changed is going to make the game feel even slower for my builds that were not raider zoom zoom.

To make other builds viable there should have been more of a balance between nerfing the overhyped meta builds and buffing the not played skills. This patch just feels like instead of balancing things out GGG just took the easier approach and nuked the strong skills.

I'd also like to see less random junk item drops and more magic/rare items that are worth crafting or using instead of just ignoring 95% of drops and buying items on the trade site.

I'll still try the league out but will definitely feel more pigeonholed into playing raider for the speed or a minion build to help negate the nerfs to most other skills.
So, maybe I didn't read carefully enough, but did they forget to post Molten Strike nerfs?
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Furpict wrote:
Delete aurabots :)

If they not after manifesto like this, this woud be worst ligue ever.
Nerfing regular builds when there is actul party abuse in game.

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