What Happened with Items
Why archnemesis is necessary? Before archnemesis, the modifiers were much more intuitive.
You can add the archnemesis mod to Atlas Passive. You should make easy to learn at Act and initail stages of mapping. Players who want hard mode, then they can choose archnemesis on Atlas Passive and get much more rewards. You have time to test the drop rate, not at your brain but beta version. I think the philosophy of the developer is very important, however, philosophy should not become bad willfilness. Most gamers are not Gauntlet players. |
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Archnemesis is really bad, just remove it from core and put it in the atlas passives (which are incredible)
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Thank you for taking the time to make things clear. I am concerned about the criteria you apply for deciding numeric values, but I've come to respect and share your vision for the game. Keep on working and improving, and I'll keep supporting the game when my budget allows it.
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At this point I doubt there's people in GGG that knows how to beat the game without dev mode
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GGG- We Sorry we fucked up the game
Also ggg- we dont gonna fix it LMAO |
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" 60 hours in, level 88 (would be 90+ but I die a lot), almost done the atlas, and I have yet to see any kind of "exciting" drops. Nothing but whetstones, scraps, and 6s items. I understand why loot was shifted over to AN mobs, but it really feels like all the good loot is now hidden behind these ultra rare mobs in 1 giant "jackpot". Also not a single mention on the removal of harvest crafts... |
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I had a late start to league, so I have been playing after all the changes, and I can saw FOR THE MOST PART< from a mid level player perspective, the game feels pretty comparable. I agree with what chris is saying in this post in terms of the impact on the current state of the game.
That being said there is still one aspect that feels WAY off. I have many cassia encounters and it is not uncommon for one of her chests to drop 0 of the loot type the chest is supposed to. Just a couple garbage rares. And in general splinters, league specific items, etc, just seem to drop in REALLY low amounts. This is the biggest problem I feel about the current loot system. Others have commented that in general the best sources for things like splinters are not the league mechanics themselves, which is an issues and seems to be outside of what GGG has previously said is their vision. So I would curious to hear more about this aspect. TLDR; league mechanics should drop more of their specific rewards, and have a minimum of at least 1...... |
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"An adjustment to the average number of Archnemesis Modifiers on rare monsters to increase difficulty, justify the higher rewards and create more random interesting encounters that add variance to gameplay."
The problem people were feeling with Archnemesis was two fold, both that the top end of the encounters were too hard or build oppressive, and that overall the rewards were not worth the level of challenge. This may have addressed the rewards problem partially, but it made the difficulty problem worse. They were already warping the identity of base monsters and league content around themselves and this didn't address that. There is already too much variance in the difficulty of monsters, it doesn't scale neatly with all of the other mechanics we have to increase difficulty and loot. The low end is too low, many encounters feel just as unimpactful as they did before archnemesis. While some scale to such extremes that they make the game feel imbalanced. There often isn't counter play except to kite (RIP melee/summoner) and hope you don't get auto attacked for most if not all of your life in a single swipe. Mixed with mechanics where monsters pop in ontop of you (beyond) or where your options for retreat are limited (Ritual/blight) they can feel especially frustrating. Atlas rewards are imbalanced, it's more than beyond, by reworking how these mechanics are rewarding us, you change how they interact. It isn't just the top end juicers that are losing out, many of the atlas strategies and map investments we can make don't feel in-line with a handful of mechanics which weren't hit by loot changes, making them feel much more rewarding by comparison. They are also massively inconsistent, which hurts more casual players the most. Instead of a steady stream of smaller currencies, you have to rely on larger hits which are fewer and farther between. Meanwhile your gear progression doesn't feel meaningful because monsters range from pointless to OP with little inbetween. Becoming more powerful just means slightly fewer monsters will one-shot you, but you'll always run into edge cases. |
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Please give reforge suff and prefix back in harvest. There is no feasible way of making good items without them. They were not 'filler'. I don't even care about the loot drops I want to craft in a way that is not
'spend 40 ex getting 3 mods' 'exalt' 'bricked' 'start over from scratch' Etc. Almost every single item crafting technique we've had access to disappeared with reforge suff/pre. This is by far the worst nerf of the league and not even a mention? 11211
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Could be time to actually listen to your playerbase instead of doubling down on whatever "philosophy" you have.
This "we know best, it doesnt matter if you THINK You are having a bad time, you're really not" attitude is getting pretty freaking old. |
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