3.14.1 Patch Notes Preview

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KFieLdGaming wrote:
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Fromhellrex wrote:
Harvest, now, as Breach and Abyss, are useless and a simple "skip" part of the game. This league is too hard on regular players, the rate of map drops is awful, well, I am not enjoying this game at this point, considering stop playing, and I am a supporter since 2012.


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.


Thanks for the input. I'll give breach a chance, then.
Last league was so much better for new players. I feel that harvest + ritual really made a huge difference.

Sad Panda =(
Yikes
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N4rk0tyk wrote:
Grrrr....

I’m happy to see you are attempting to fix issues, but game is in pretty bad stage now. I never had issues with nerfing overpowered builds of broken mechanics, but you decided to nerf end game for majority of players. Yes, there are people who will blindly support any decision you make and pretend to enjoy everything, but truth to the matter is that game is not enjoyable for a lot of players. Fracturing nerf wasn’t necessary (for example, we already had to reveal split copies of blueprints, it already had high cost associated with it and rewards were already nerfed as well to the level where fracturing BP wasn’t super rewarding), delirium maps didn’t have to be nerfed either (again, it already was gated behind few exalts per map between fossils/sextants/scarabs/prophecies and on top of it you needed an actual build to be able to run them, this alone was putting high price tag on running them) and don’t even get me started on that overnerfed harvest, with - again - empty promises of keeping the rare crafts on same rarity level. I ditched harvest 2 hours after I was finally able to play, did about 80 harvests (staying on standard this time, again, league looks recycled) without seeing EVEN ONE T4 craft, EVEN ONE augment or remove non/augment WITH fully rolled watchstones etc.

End game is non existent for a lot of people now, and the rebalanced rewards are a joke, outside of the Lab (which you will most likely “adjust” after this league because it’s prolly too rewarding)

I love the game and I have no issues pumping $$$ into support but this is getting a bit out of hand.
Game performance for me was MUCH better last league, I can't tell you the amount of times I got f'ed by something that wasn't loaded in properly this league.

Oh, and I guess HARVEST?! Idk I can't say much, Harvest was legit the reason I stuck around last league, it made progression feel great for someone like me so I'm probably a little biased.

Although again... Nothing is more frustrating to me then dieing to shit not loading in, in an already visual clusterfuck of a game.

I'm sure there's more to nitpick at but eh, I think poor GGG could use a break with how great a launch this league was.
Well I enjoy this league :P

Great, now that we have fixed the descriptions, we maybe can work on putting the fun back in the game? pls?
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N4rk0tyk wrote:
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Guilty1 wrote:
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N4rk0tyk wrote:
Grrrr....

I’m happy to see you are attempting to fix issues, but game is in pretty bad stage now. I never had issues with nerfing overpowered builds of broken mechanics, but you decided to nerf end game for majority of players. Yes, there are people who will blindly support any decision you make and pretend to enjoy everything, but truth to the matter is that game is not enjoyable for a lot of players. Fracturing nerf wasn’t necessary (for example, we already had to reveal split copies of blueprints, it already had high cost associated with it and rewards were already nerfed as well to the level where fracturing BP wasn’t super rewarding), delirium maps didn’t have to be nerfed either (again, it already was gated behind few exalts per map between fossils/sextants/scarabs/prophecies and on top of it you needed an actual build to be able to run them, this alone was putting high price tag on running them) and don’t even get me started on that overnerfed harvest, with - again - empty promises of keeping the rare crafts on same rarity level. I ditched harvest 2 hours after I was finally able to play, did about 80 harvests (staying on standard this time, again, league looks recycled) without seeing EVEN ONE T4 craft, EVEN ONE augment or remove non/augment WITH fully rolled watchstones etc.

End game is non existent for a lot of people now, and the rebalanced rewards are a joke, outside of the Lab (which you will most likely “adjust” after this league because it’s prolly too rewarding)

I love the game and I have no issues pumping $$$ into support but this is getting a bit out of hand.


I'm not sure if you know what word "majority" means.
From dictionary:
Majority: the larger number or part of something

Now there is one part in your message that will probably effect majority of players and that is harvest. I skipped harvest and ritual leagues because i busy but o'boy am i happy i did! I'm huge fan of crafting in PoE and love the balance between luck and some control. For example fossils are great. So when i saw what people were able to craft in harvest and ritual so easily i was kinda sad. Crafting had become just this buffet table where you picked what you wanted and done. You got easily items that used to take hundreds or thousands of exalts, eternal orbs and divines in standard. So im glad they nerfed it but also i agree that maybe they overdid it. maybe it was enough to remove those way too easy crafts. like remove life add life things and slam crit mods etc.

What comes to fractured and delirium things those changes only effect handfull of people. I mean optimistically i would say 0.5% of players actually did those things in large scale. Probably even less. Personally i think splitting and fracturing changes were good ones. I'm sure it was fun for those few who did it and got shitload of headhunters etc. but i think for the long economy point of view i think it is healthier to cut something from the top.

People will still find a way to min/max their efficiency in farming and get everything they want. You did before delirium and heist, you can find a way to do it again :)



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.


Any nerf like this takes from the top and the bottom. The thing you fail to see is that the bottom and middle become more competetive for the majority of players and the random RNG chances of finding valuable items is more in their favour again.
Map sustain might be difficult for most people but this isn't a long term issue. Most people will get to t16s and sustain perfectly fine within the next week if they are still catching up.

The nerfs have reduced the distance in both skill and game knowledge between the top and the bottom of the economy, effectively making it more competetive. If you feel there's no endgame, you're [Removed by Support] ignoring the multitude of options available to you. There isn't one single way to farm anymore. There are many ways. This is called balance.
[Removed by Support]
Last edited by Lisa_GGG#0000 on Apr 28, 2021, 11:55:24 AM
Please fix the client crashes.

The current state of the game is a joke. The greatest risk in ultimatums is not whether I want to risk another round because of it's difficulty, but rather can I trust the client about not crashing for another 30 seconds (which it VERY often cannot accomplish).

The #1 priority should be fixing these crashes.
texture streaming?
KranglingKearKames
https://i.imgur.com/zB2RgAs.mp4
https://imgur.com/a/mafhrmH
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Bracks_ZA wrote:
Okay - so some feedback that I would like to see in patch notes.

1) Buff rewards for Ultimatums or make the monsters less powerful that spawn. It is currently too much risk for too little reward.

2) Map sustain is terrible this league - please fix the drop rate.

3) Master missions are pretty much non existent. Fixing this makes putting extra content in bland endgame maps a lot nicer and more enjoyable.

4) Fix Texture Streaming or allow us to turn it off.

5) The general state of monster effect clutter in Ultimatums - you cannot see anything and always die from something random or just getting swarmed by countless enemies.

6) Build diversity - you are forced to play to the mechanic (defensive) otherwise you will die easily and often. This punishes people who don't have god tier defenses or gear to just 1 shot everything.

7)Loot in general seems very unrewarding.


+100 for this post. Feelsbadman

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