Citadels are allowing only one try?!
" Exactly this! However I'm not ready to throw the dude under the bus just yet. It sounded like this issue was pitched at a table of people where these issues are only worked on if the decision is unanimous. He's not aloud to talk about the table or the people so the answer is difficult. Other things probably got higher priority and unanimous decisions, and he's not aloud to say it that way, or what they are, or why. Not truthfully anyway. All his answers are super vague but straight to the point on purpose. It not easy doing those interviews, with one wrong word you could completely decimate your "thing" or anger a whole community of people. IMO they are unnecessary at best, and at worst, could go very poorly. Give me a Text Post of the changes, and an explanation if you feel like it but really, I'm not entitled to one. Transparency doesn't necessarily equal trust or loyalty. If a change is made and is disliked, and the reason for the change is disliked, your doing double damage when you could have avoided it. A couple bad apples voted to keep it I'm guessing. I hate to even try to think why, that is a rabbit hole best avoided. Here's a hot take: I would pay a large daily/weekly/monthly fee to get... Unlimited retries on ANY maps. The ability for my maps to retain a waystone when I die. Maps keeping their juiced up stats when I die. Not losing EXP when I die. Straight up, extra lives, without loosing a map or its current @ time of death drops. I want to stop being punished for trying to enjoy this game. I think THEY KNOW ALL THAT..... |
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Someone said 6 attempts will fix this. It won't. It didn't with Arbiter. You want to do endgame bosses you need a build that can destroy the boss in seconds. Simple as that.
To fix this they need to scrap the entire endgame. Atlas w/ mapping+towers, league mechanics, etc. Those are all just bad placeholders that should have at least been copies of the good version from PoE1. They need to adjust damage. It isn't as simple as changing numbers so that players, mobs, and bosses stop one-hitting each other. They'll have to look at how item bases are designed, the passive skill tree, gems, and how all of this interacts with each other. The current design is lazy. And you can tell it is lazy because they don't even understand how their own game works. Someone just filled out gems and passive nodes and dumped a bunch of white bases for each item type without considering how they all might interact. And they spent 5 years on this? Maybe 3-4 of those years were spent entirely on the art design, which is great. They could keep that part and apply it to PoE1. Or take the 10 years of work in PoE1 and bring over some simplified pieces of it while building in tutorials for each piece. Introduce them slowly via league again? I dunno, but what we see here just isn't cutting it without major surgery. |
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