3.14.1 Patch Notes Preview
I purchased both the Spark Spider MTX for Saqawals Tornado build, and Celestial Flameblast MTX for the Relic of the Pact. Is this just going to be a common trend of making purchaseable MTX unusable with skills after a week or two?
Will there be any plans to make it usable or in the future, or did I just waste money, and have to go through the refund process? |
|
" If you're skipping breach right now, you're missing out big time. If you play SSF then that's different but breach is pretty crazy right now, especially in Lira Arthain region with the flash breach passive notable. It's unreal and I won't be surprised if it's nerfed in the future. Once again we have a single region that feels head and shoulders above the rest. Last league it was Valdo's with the Harbingers, now it's Lira with both blight(and consistent blighted map drops) and the craziness that is flash breach. Don't disagree with anything else you said though. Not a huge fan of the ultimatum mechanic in it's current state. The risk vs reward aspect felt GREAT while leveling through the acts, the rewards felt worth it and I had a lot of fun with it, got some awesome rares and such to help me level, even got a lifesprig early on in act 2 which was huge. It was still OK in early end-game mapping but now in the end-game T14+ map farming, it feels pretty bland honestly. The wave cap should be higher and the rewards should be increased to justify it. Sure, there's ways for a variety of builds to cheese there way through the mechanic but if you increased the wave cap, and the difficulty and density to go with it, it might bring back some semblance of challenge and thus would make sense if you buffed the reward potential a bit to go with it. Oh, and no one likes stone circles. It feels like a cheesy way to increase difficult, but if they're buffing rewards for stone circle ultimatums then we'll see. As far as harvest goes, I was opposed to GGG nerfing it the way they did in a multi-pronged fashion. I think removing all tags from influenced mods would've been enough on it's own to dial things down a bit. I think it needs another balance pass. Is it still useful? Yes, for certain things like cluster jewels, curse on hit rings or elusive on boots for example. But overall, it feels far less useful but yet you still have to waste time to enter the grove and make sure there isn't something useful hidden in there. This was already a complaint within the community before harvest was nerfed, and it hasn't gotten any better after the nerfs. I think the mechanics surrounding harvest need a complete revamp and frankly, I'd rather they just remove it from future leagues until they can re-work it. Both in terms of balance and mechanics of how you access it and how many crafts can be stored. Last edited by KFieLdGaming#6475 on Apr 28, 2021, 8:36:33 AM
|
|
Increase the chance of finding Aug and T4 seed
|
|
Quitting this league after 2 days was a right call.
|
|
Texture streaming? When will this be fixed?
Right now the game performs worse than a lot of games in beta and that will probably scare off new players that decide to try it out. |
|
where are the tweeks to rewards ?(you know what you get a t16 ulti ? nothing, ,nada) where are the fix for texture ? where are the new real drop rates % ? the game has been ninja nerfed, the economy is messed up but this is what you guy come up with ?
Slowing down the game ? you killed it. few player will endure this and all this during a pandemic? backstabing the last fun i had... this is coming from someone who play a LOT. |
|
lmao those patch notes. what a joke
|
|
How about something like
"Fixed a bug that made Harvest completely useless" ? |
|
Up until this league only thing that hurt by playing PoE was my hand (and my GPU i guess) but now my heart also hurts.
You not only released league that is a complete mess with all the performance, texture issues and may weird bugs but you also introduced bugs that were already fixed, like leap slamming into a wall. I have no idea what happend, is it Ultimatum76 ? Thanfully this is a league with no splinters but for the love of god if you do not fix thae clicking issues there is no way i will play the game, it is physically impossible to play for more than 1,5H before it gets uncomfortable. It is double frustrating when i run couple maps and click 76534293 times to pick up random stuff and then going to delve and seing how azurite just flows to the inventory. Just, just why? You have a system in one mechanic that is great but you choose to ignore everything else. At least some pick up radius would be nice but honestly loking how people can play the game in China and comparing this to what we have is just sad:( I hope you learn something from this league and start to implement changes that PLAYERS want. You can no longer ingnore the performance and clicking issue if you want your game to continue. I just hope that some day i would be able to play the game without pain. |
|
" So I took a little shortcut in the original post, because in all honesty I could just do a few thousand words post about the state of the game after these nerfs, performance and future, all subjective of course because we all can have different opinions on things, nothing wrong with that (as long as in the process we not insulting each other intelligence - like that little jab on majority of yours). But I just want to address this one thing you are sort of touching here. You are very wrong if you think that fracturing delirium maps/blueprints or splitting bases only affect 0.5% of people. Those changes actually affect the vast majority of players, and unfortunately are mostly hitting the 90% club, not the 10% club. As you stated yourself people will find a way to min max farming efficiency, but who are those people? Because as you can see in this thread the “less advanced” people are having issues with sustaining maps, let alone efficiency. Now, what did fracturing maps, blueprints and splitting bases did for the game? If you look on it globally without the “I hate rich” glasses, those mechanics provided mostly for casual players. Because of those mechanics there was enough currency generated on the market to make things affordable for average joe, and his normal mapping returns better. 100+ scarabs per 1 ex, 600-700 chisels per 1 ex, bulk sextants, regrets, sac frags and so on, these prices are gone, and with that being said the “normal player” cannot really “buy” stuff with his normal gains because that junk that drops from his maps is still worthless as it was. Beast splitting is a whole different can of worms, but it short it should’ve been dealt with differently. Split status that shows on both items now should’ve been removable with scouring orb, and this would make idiotic t1 magic bases printing impossible but still let average player to get his 6 link astral or regalia around 2-3 ex or less (6l lvl 86 clean astral in league is about 5.5-6 ex now). Bottom line, even if we put harvest nerfs aside, rest of the nerfs affected every average player more than the top 10%. Because the top 10% will muscle their way thru RNG with amount of time played and knowledge of game mechanics. These nerf didn’t take away from the top, they took away from the bottom more. Cheers. Persistence makes impossible possible, possible likely and likely definite. Yep, Mirror will drop eventually -_-
|
|