Following up on Recent Feedback

Oh and past two leagues by this point I had two watch stones and was working on fighting Elder/Maven etc.

I have not finished my atlas yet. Not because Im not playing. I dont have the maps or the character that can clear them well enough. I had to farm whites so much that Im almost burnt out on mapping and the Lake is boring with no loot.

Also what "Lore" is there with Kalandra. Iv read all the notes in the Lake and she has said some interesting things. But there is nothing to it. Im going to "Regret" taking the items? When? Why? There is no boss. Its all like half a story if that.
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allbluedream wrote:
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interdicted wrote:
Chris should take this course of IPD.

Integrated Product Development (IPD) is a framework to help management and active project teams reach innovation goals. Originating in government systems, IPD is a management theory that promotes simultaneous integration of multi-disciplinary teams and concurrent engineering. By utilizing the life cycle concept of development and involving all team members early in the design phases, products are more customer-focused and achieve operability objectives with less rework and waste.


Bold of you to assume they want to satisfy customers ¯\_(ツ)_/¯


well, i have to assume that since its a principle when a company makes a consumer product, and with that principle on mind, proper application of IPD will generate REVENUE. I mean, AFAIK GGG is a profit oriented company right? a team that works for a living and not for charity or pure passion without pay.
Well. I was patient for something to be done about harvest and the fact that influenced gear is impossible to craft now but whatever. Uninstalling and never looking back.
Thanks for the updates. I really appreciate the transparency and the effort you all are making to keep this the premiere ARPG.

A quick bit of feedback on the Beyond in the Lake of Kalandra. I've run about a dozen of those tiles and have only received 0-2 tainted currencies per encounter, with the highlight being a Beyond boss that dropped 2 tainted currencies by himself. I definitely would love to see the drop rates increased for these currencies.

Cheers!
Thanks for the frequent announcements and improvements although there are still a lot of things to address. Here are my thoughts on some of the issues.

Concerning Lake of Kalandra:

The drops from reward chest feel alright. The problem is the time invested in creating a good lake. It takes 10-15 maps to create a good 5x5 lake. Running these lakes feels like they don't respect my time invested in them. I would like to see specific reward types linked to specific tiles, which would allow us for further customization of our lakes and go for the rewards we want, instead of them being gated behind rng.
League content in the lake is all around bad. It feels like their rewards are not properly scaling with increased difficulty. The reward scaling does feel off for all lake content, not only, but especially for league tiles. Two examples are Harbinger and Expedition. It feels very demotivating when a difficulty 10+ Harbinger or Expedition drops some measly chaos shards or four/five exotic coinage/scrap metal etc. Especially when a single Incubator can give me the same reward. Other content such as Essences is way too hard on higher difficulties. On my char with 60k armour, 60k evasion, fortify, 100% spell suppression, 100% ailment avoidance I never run these because I will probably die and Essences in maps offer basically the same amount of rewards. The chance for Deafening Essences or Essences of Hysteria, Insanity, Horror or Delirium on high difficulty essence tiles should be a lot higher, if not guaranteed.


Concerning Harvest:

I'm not that happy with the response. Reforge keep prefix/suffix should be in the game in some shape or form for all item slots. Missing these crafts feels even more punishing due to the content being generally harder (AN mobs, nerf to defences), especially for new players because they were the go to mechanic for entry level crafting. Making eldritch chaos/exalt/annul more common would counterbalance this to some degree, but their drop rate would have to be significantly buffed.
My char sits at 700k kills and I've found ONE single eldritch chaos orb in maps and nothing else. And I'm fully specced into altars.
What a joke, you guys are good at being bad.

Basically said nothing usefull, just nerf after nerf, ill certainly find another arpg, seems balacing isnt ur deal
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While this isn't exactly what you want to hear, I can say that this issue was pushed very hard during discussions to see if any compromise could be made. Harvest's crafting potential without being gated by rarity is just too high.

You're absolutely right, this is exactly what I don't want to hear. If you guys had rolled out the changes slowly this wouldn't have hurt so much, but not only did you remove reforge suf/pre, you also double the cost of metamod crafting (making it even harder for the non-rich crafters to craft - WHY?), you change the big currency type from exalt to divine while removing the 6 link recipe, not creating a divine shard, leaving in the harbinger exalt shard drops, not changing a single divination -> exalt card to give divines instead. What the hell was the point of this change? There already were alternative methods to using an exalt on an item, but there is no alternative to a divine now, which means the ceiling is raised for good rolled uniques - ones that need high rolls to be usable. In the past, it was viable to roll timeless jewels by spamming divines. Now, there's nothing you can do (obviously you can spam divines still but that's 15x more costly, it's completely unreasonable), so now we have to buy & sell timeless jewels through the trade site until we find one with a good roll, and keep track of 4-5 digit numbers or pray we don't get the same roll twice because people are going to just resell the poorly rolled timeless jewels, like we're doing ourselves.

I'm still playing this league but as a relatively new player who's only reached endgame in two previous leagues, these changes feel absolutely fucking awful. I really tried to give everything the benefit of the doubt, stick with it, maybe it will improve, and that's why I'm still playing unlike everyone who quits after day 3 due to "loot" complaints (I've still made about 35 divines already, I don't get the loot complaints, it's fine).

But despite really giving these changes a second or third chance, they just fucking suck, I cannot see them in any positive light. It feels like you guys just made a bunch of changes without giving them enough thought and enough testing.

And I know my post will be lost into the void and read by no one, so I'll end it here.
Deterministic crafting is the only way to remove metas and allow players the liberty and enjoyment of building their own CUSTOM character. Give use the ability to make our own characters that are strong enough to play any build without having to go third party for trades.
It's disappointing not to see any discussion of properly addressing the impact of Archnemesis mods on mapping.

Archnemesis mods have ruined the game. Every second map there is a rare that bricks my build. There is no way of predicting what is going to happen when I fight a rare because there is too much stuff happening on the screen and they are often too fast, sometimes one-shotting me before I can even check the mods. Mapping is extremely frustrating when you can't tell how hard a rare is going to be and when some of them are quite literally impossible to kill even if you are able to trivialise the map boss. I am questioning why I bother to log in when I'm just going to get shredded every two maps with no counterplay and no reward.
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Vosu wrote:
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While this isn't exactly what you want to hear, I can say that this issue was pushed very hard during discussions to see if any compromise could be made. Harvest's crafting potential without being gated by rarity is just too high.

You're absolutely right, this is exactly what I don't want to hear. If you guys had rolled out the changes slowly this wouldn't have hurt so much, but not only did you remove reforge suf/pre, you also double the cost of metamod crafting (making it even harder for the non-rich crafters to craft - WHY?), you change the big currency type from exalt to divine while removing the 6 link recipe, not creating a divine shard, leaving in the harbinger exalt shard drops, not changing a single divination -> exalt card to give divines instead. What the hell was the point of this change? There already were alternative methods to using an exalt on an item, but there is no alternative to a divine now, which means the ceiling is raised for good rolled uniques - ones that need high rolls to be usable. In the past, it was viable to roll timeless jewels by spamming divines. Now, there's nothing you can do (obviously you can spam divines still but that's 15x more costly, it's completely unreasonable), so now we have to buy & sell timeless jewels through the trade site until we find one with a good roll, and keep track of 4-5 digit numbers or pray we don't get the same roll twice because people are going to just resell the poorly rolled timeless jewels, like we're doing ourselves.

I'm still playing this league but as a relatively new player who's only reached endgame in two previous leagues, these changes feel absolutely fucking awful. I really tried to give everything the benefit of the doubt, stick with it, maybe it will improve, and that's why I'm still playing unlike everyone who quits after day 3 due to "loot" complaints (I've still made about 35 divines already, I don't get the loot complaints, it's fine).

But despite really giving these changes a second or third chance, they just fucking suck, I cannot see them in any positive light. It feels like you guys just made a bunch of changes without giving them enough thought and enough testing.

And I know my post will be lost into the void and read by no one, so I'll end it here.


yay void

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