3.19.0c Patch Notes and Update on Community Feedback
I mean, the fact you can't sustain alchemy orbs anymore is more than depressing. On average every 10 maps you get 1-2 alchemy orbs to drop, maybe 3 unique items if you're lucky, that's nowhere near enough to sustain alchemy orbs for the "alch and go". You can't even afford to buy a map for completion from Kirac, cause it's just not worth giving him 4-6 alchemy orbs for 1 map. And most of the changed unique items are still just lvling unique items that no one is gonna use after they reach mid game, so i really don't understand why the nerf to the drop rate of uniques. This is just my 2 cents. Cheers.
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" You're completly wrong the guy who rushed acts with P.conc. You missed the part where that your problem - But most players don't. Pick Gladiator and play with Double Strike and Cleave from 0 as if you start league. Not funny? Have some issues? Yeah, i see that People like you is real poison for this game, poison that say "Enough" when you have to say "MORE", where is flexability and diversity? Continue to play on your poison cancer, pretending like mostly everything is in good spot and there is no need to fix something that important to someone and not for you. You're talking from the point of your Tower |
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But, what we do with those rare bases if we still dont have currency to craft with?
Man this is serious, who do i need to talk with to help with testing? i dont care if im working for free, i want to help things to get fixed asap. Diablo 2 > Diablo 1 > Diablo 4 > Diablo > Torchlight > Titan Quest > Grim Dawn > Diablo Immortal > Path of Exile 2 > Path of Exile.
Purchased Vessel of Hatred Supporter Pack |
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You've missed the entire point of all the feedback.
If a player(s) can't sustain &/or juice maps, what's the point in playing? |
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Before doing the balance let me explain how percentages work again.
So if you have +5000% quantity on a monster, the way percentages are converted to ratios is to divide them by 100, per-cent, every-hundred. So when we apply this to old quant bonuses we end up with 5000/100 = +50x. So when loot quantity is calculated based on the seed value it is multiplied by 1+50=51 times. Now some of the brighter minds among you might notice that 51 is in fact not 2 or 3 times. You would be right. A 2 times increase to quantity is only going to drop us 1+2 = 3 times the regular loot. Now back to the percentages, 3/51 *100% = 5.88%. We got massively shafted from behind without lube, and you didn't bother to tell us about it. You actually thought we were too stupid to notice the biggest nerf you've done in PoE history. |
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there is no point in fixing any other thing if loot/juicing still shit for trade league and crafting still shit tier to play ssf
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They just don't care about player feedback. Soon the only one who will be playing will be Chris and Devs.
Vote with your wallet and playerbase/stats guys. Stop deleting my posts mods. |
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disgusting
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Yep. I could kind of tell after the initial league notes. I've had releases so bad my team had to roll back before, no shame. A couple of alpha patches, a couple of hotfixes, this is clearly a design team that has run rampant and a cascade effect of seemingly bizarre balloon balance exposures causing missed checks.
What is balloon balance you say? When we create equilibrium by offsetting competing abstracts in equal quantity/value to balance a system. Inflate a side, and the other must be adjusted. POE has become a multi tier multi dimensional set of balloons because of a current direction that is essentially dart board design. Case in point: You can't slow down the gameplay without reducing the number of monsters and increasing the exp/drop/wow factor/danger/reward per monster. POE had a great creep factor, but now it looks like a psychedelic mocap figure pinball machine game. And despite all the feedback going on, the player still feels weaker and less connected to the action. It's proving true for my play style. I'm no streamer or elite player, but I do run mostly minion builds to end game content where I feel the fun reward is there. Resulting thought is why would I bother trying some obscure unique based build now when there is no point to even try to play past the meta wall? I can actually get behind some of the direction in mind (adding itemization to the summoners rather than being skill gem level dependent) If it helps, here's an idea on current recovery: 1. Restore the balance of hit points and nerfing to its proportional level prior to 3.19. (fairly manual because base life/defense/damage/etc has all changed, agreed) 2. Keep Kalandra as is for the most part. Very fun side quest/synthesis type minor diversion. 3. Subsequent release should address the actual intent by the design team to slow the speed, increase the compelling enemies/drops, and control the endless power creep on players. Begin with the end in mind! 4. (I'll get flamed here, no doubt)... Don't worry about new content. Just focus on getting the competing design features you have going to work together smoothly. Continuing to fix one or two areas is clearly showing the gaps everywhere else. 5. Design team needs to be held accountable to add content features to the existing status quo outward, rather than making outside changes that seem interesting, but then result in the core mechanics needing to be completely reworked to "fake the funk". |
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THANK YOU GGG, THANK YOU DEVS. :)
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