An Overview of Upcoming Changes

The changes that are still on my wishlist:

- Revert the exalt -> divine changes. Suggested fix: Revert changes, but swap effects of the two orbs. The entire game was built around high-value exalted orbs (div cards in particular). It feels super bad to get a previously high-valued drop, and selling 6-links is completely worthless now.

- Revert harvest changes. Part of what makes PoE great is the intricate crafting system. However, being almost fully random is terrible. It's a bad decision. I can live with the harvest system we had last league, but itemized. Please please make SSF viable for high-end gaming again.

- Normalize the loot drops. Get rid of loot goblins, but increase the base. I'm really _really_ struggling with sustaining any sort of currency this league. It feels super bad to not be able to chisel and alc your maps..
Thanks, all these sounds good on paper, way better than the last philosophy excuses, but I am very sceptic at this point, how it turns out in practice, considering the happenings in the past twelve days.

The leagues are more and more rushed since heist, it clearly reached a dead end now and fall apart.
And these hidden changes like this sudden brutal loot re-architecturing does not help either..

As a summarized feedback from a regular / solo / non-juicer but lots of time playing player.

I have no issues with the diffucult and long archnemesis fights as long as they are not bricking builds, like mana siphon, and as long as timers are removed or adjusted (delirium, delve, blight, incursion, legion, etc are bad now for us regulars).

The introduction of these loot goblins were a very very bad idea, we need consistent and well spread rewards, currently 95-98% of the monsters in a map are worthless, including the bosses; then when regular player finds the goblin and gets 3 chaos orbs, that hurts a lot.

Marking the completed lake tiles are also twelve days late, also the on-map tile names then the stored and itemized lines are mostly different, it is close to impossible to search back what was exactly in an itemized lake later.

I ran some al83 lakes today and lake loot is still very lackluster, so I shall still just horde them.

Tainted currency drop rate is already shameful, their function is furthermore, I just did an abyss into beyond memory yesterday, dropped 1 single fusing and 2 chromatics from 1-1 bosses on rare T16 maps, not a single tainted currency dropped from any other beyond monster on 4 T16 rare maps.

Harvest shall be deleted at this point, or needs to be made way more close to its original implementation by bringing back lots of useful crafts and further optimize the gains vs. costs, as right now a full atlas passives garden only yields lofeforce for 6-10 reforges in best cases, mostly 3-4.

I did not try minions this patch yet, but special expections and immunities for them sounds not good overall as they can lead to potential broken things again.

Honestly, it is sad to read that damage number on AN monsters are just started to be looked at now.

Together with lightning mirage, hexer and mana siphoner shall be also looked at deeply.

Spark and LS collision overhaul sounds great, played LS last league, playing it now again, and it is pretty bad in the lake and in any indoor maps practically.

And yeah, the loot, in general, is way less than before, whatever the global statistics are showing in any excelsheets anywhere.. I for instance do the exact same mapping strategy (tree + map rolling) now as in 3.18, and generic loot are way more less, incursions are dropping nothing to 1-2 something, and so on, the maps feel totally empty right now with some very rare and small peaks here and there.

All in all, the lake is cool, but the layout is problematic for moving and attacking and it is very unrewarding, not to mention, it takes lots of maps to build them up properly. Also the mirrored rings and amulerts are very scourge level baits, have yet to see a single one worth considering to be useful for anything. And this new loot spiking situation is very very bad in my opinion, and mechanism's timers shall be adjusted as well, but I asked that lots of times already, so yeah..
All-time non-streamer luckless dropless rewardless tons-of-time-playing non-TFT-er 100% solo player.
So, it just turns out, we were lied to for years with the promises of a two-storied one PoE 4.0.
All these worse and worse beta leagues, all these braindead changes, all lead to this.
when i spawned an unkillable 4 arch mod one-shotting rare in a t4 map that used a blazing-salvo like black and yellow projectiles killing me with one hit I quit PoE. Archnemesis mods were the worst thing GGG did to PoE.
Map bosses / endgame bosses should be hard ok but not a random rare ones being x100 times harder.
Good stuff
IGN: HarroHarbinger
"monitor the situation". Why is that needed? You know what changes you made, and you know what state the game was in before you made the changes. Clueless.

"We are aware of feedback around Harvest crafts but don't have any commentary on this yet." Whoever was in charge of the Harvest rework made sure to kill literally every good craft Harvest had. You nerfed Harvest after Ritual so fucking hard it was barely worth using, and now you come back for the death blow? Why don't you just delete the mechanic instead as many have suggested if you don't want it in the game.
please fix scourge arrow
overall i think things are settling ok.

my least favorite thing about the league?
yall said low drop-level gear was more culled at higher levels.
YET OVER 60% of my KALANDRA REFLECTIONS?
iron rings, paua rings, coral amulet.
and you only GET a reflection every 6-10 maps.
at 60% rate, not even 75% chance, or 100% at certain difficulty.

harvest feels terrible-spend 3 mins to clear out dangerous mobs,
get enough for MAYBE 2 crafts, the most basic ones. sometimes NOTHING.
i understand nerfs, but this is a 95% reduction from 15-20crafts per harvest.
AND we lost useful, neat things like gem and unique swaps.
a better system would be give us a choice of 3 crafts from a plot
and we pick 1-3 to save to bench, based on map tier maybe.

limit archnem mods in instances like boss fights-YES!
dont forget about Syndicate research encounters-
you have maybe 1 min and then the mobs DISAPPEARS.
oh my GOD that feels terrible.

MF cull DOES need to be addressed. i dont care how, add a floor and a ceiling.
LEVEL IT OUT, make rarity only from gear not apply to conversion on AN mobs.
the biggest problem w this league is FAMINE.
going 10 hrs or days and days w.o a single Exalt or Divine feels bad.
why one time get lucky and get 15 from one mob? feels bad.

lastly, the reduction of rare mobs in Acts w.o interacting w/ league mechanic-
in my experience resulted in MUCH less rare-rarity drops in acts 1-5.
it was painful using crap blues even tho i was 8-10 lvls overlvld by act 7.
mod weighting is already so spread that only maybein 1/50 rares is even usable.
cutting rare mobs by 2/3, 3/4 makes famine from usable drops 2-4x worse.
"
We don't have an immediate solution for this but we are actively looking at it.


Easy.
Archnemesis: Remove Archnemesis from all rares, keep it on up to one rare on a map, if you really love this hated mechanic. Give us back the old rare system.
Loot: Revert loot nerfs and remove the unhealthy pattern of loot goblins
Minions: Revert the nerfs to minions and enemy damage buffs.
Harvest: Revert harvest nerfs
Last edited by MaximGorkij#4178 on Aug 31, 2022, 1:29:55 AM
Just return OLD Harvest to the Standard.
Bring back my interest in the game.
Last edited by Psychedelium#7855 on Aug 31, 2022, 1:30:34 AM
I do not see Fix for:
Harbringer monsterst DO NOT droping loot when Harbringer die.
I can FLY!
Steam: http://steamcommunity.com/id/WDRU/

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