What Happened with Items

I am still hopping this is bad dream and whe I wake up, drops and harvest will be like before 3.19.
So this is what I understand from the philosophy:

Instead of getting consistent loot, and more importantly having the control of how you want to get it, you get a completely RNG dependent tanky unfun one-shot monster once in 10-20 hours that drops 50 divines at once.

Previously, players had the control on how to play the game, and how to customize their loot. Don't like heist, blight etc.? No problem, skip. Want to juice your maps or do Alva's with atlas passives, or farm low-level maps for div card? Go for it. People set the game up the way they wanted it, worked towards setting it that way and got rewarded. This is what made it satisfying.

The entire game, crafting, currencies, have been set-up this way over the years. You can't just change it overnight without massive problems. What is worse is that now they think they fixed it. If there was another recent interesting ARPG right now, the player retention would be at 10%.
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Iggy5150 wrote:
Eveything souds good on paper, but results are completely the opposite.

"I have seen parties in this league get multiple mirrors per day" By running maps? I would recommend your staff to take a closer look on how these people are making such amounts of currency by drops, in case third party illegal tools are being used. All the feedback I get from experienced players running max juice maps is that the more they invest, the less they get, either playing full party or solo. I have the same experience as an MF player.

"...or find over 50 Divine Orbs from a single monster." We are aware of that, but is that a good state of loot balance? To rely exclusively on finding a single monster with solaris-touched + a few other AN mods, after you've hit a couple of eldrich altars with chance to duplicate currency? Where is consistency?

The truth is that mapping feels horrible now, most streamers look like their dogs just died, and we don't see you addressing players' main concerns.

----

Also regarding Harvest, why did you remove reforge keeps, reforge much more likely, jewel implicits, and socket colors. What is the point of all this?

Many crafts still required many harvest tries + several other non-deterministic steps, such as elevating mods, awakener orb two bases, blocking mods + ex slamming, using aisling and blocking again, etc. Harvest was in a very good balance in terms of power, but along with solving the itemization problem you created a bigger one, which is that very few people are crafing stuff now. Many great players ended up swithing from SSF or HC SSF to trade league this patch because of that change alone.


This ^
Changes are good for me.
Just BUFF harvest and everything will be ok.
Archnem still needs alot of balance changes offensively or removed completely
so the entire gameplay is now revolved around finding a single Archnemisis modifier (Which i havent seen yet after 200+ maps) that most likely will oneshot any build in the game because thats how archnemisis works.. in order to get currency???

You actually balanced the game around extreme cases which 0.1% of the playerbase did and ruined it for everyone else...

guess this is it for me.
Was fun while it lasted... sad to see my favourite game that i spend 1000's of dollars on being ruined in a vision that no one likes...

maybe its time you start going through the feedback from your players who is also the sole reason you have a job...

who cares if everyone has 1000's of divines (that change was freaking weird and malplaced as well btw) the economy will adjust to people having lots of currency anyway but it feels better getting rewards for the content you run. It feels terrible to run 20 maps in a row and get 3 rares that are useless out of it... but at least i can quality the rares cuz you overtuned the wethstone and armourer's scraps....


Goodbye.. thanks for the ride sad to see it all gone within so short time..
Good changes, thanks for the update.

Really enjoying 3.19 and coming up with strategies for the new balance. Decided to play private league with some friends and we're all having a blast. Feels great to exalt slam gear and stack item rarity again!

Harvest nerf has made early progression a bit harder but it's also made other content viable again so I'm actually really happy about that.
no chris, the loot is not ok for an average player
im barely dropping chaos from maps or even from league mechanics

no chris, you cant avoid a rare
why dont you try to avoid a AN with hasted and stormprision? post a clip of you avoiding that for us
and you cant also avoid rares cause ALL THE LOOT IN THE GAME is gated behind them now, so why would you avoid the only thing that actually can drop stuff??
and when you do, you get a flasksplosion, nice

this is nowhere near enough
i can simpathise with some stuff you said, but in general you are so far away from the reality of the game

the loot still broken
AN still broken
minions are unplayable (25 weight on +2 helmet??? really???)
smooth progression is still dead
build diversity is dead

Last edited by blindwar#5838 on Aug 26, 2022, 4:55:35 AM
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Ziiyo wrote:
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bitkungkp wrote:
Path of Whetstone



Rookie Numbers! :) - What a joke!



That amount, I play this league around 1-2 Hours per day LOL.
and not drop Alchemy to craft a red map to progress the atlas anymore.

Bad league ever.
GGG, Chris Wilson

I believe archnemisis could work much better if some of the modifiers were changed entirely. For example "haste" have the rare monster visibly charge up energy to perform a charge attack so we notice it and have time to react instead of being just a huge Stat boost. Some of these mods make the rares make them deal WAY TO MUCH DAMAGE and makes them annoying to deal with in general ESPECIALLY when stacked together. I'm okay with hard to kill rares that take a decent amount of time to kill but they also need to be rewarding on that same coin. The huge stat boosts these modifiers give are the real issue not so much "archnemisis" modifiers. Get my point?

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