Following up on Recent Feedback

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Faerys wrote:
In fact, there is a lot of imbalance in the game. Take at least the ability to move. We have a flame dash with 3 charges that have a CD, and a conditional shield charge that you can just hold down and roll across the map. I also want to mention defensive mechanics. You've brought suppress spell damage into play, but prevented any class from collecting it from the passive tree. Same with armor and block. At the same time, you nerf builds from league to league, forcing players to leave their favorite builds. And plus to this the constant strengthening of monsters and bosses. Here's an example of an uber version of bosses (level 85). If you don't have the highest level defensive mechanics. That is, a cap of block and suppression. These bosses for your build become simply unkillable if you do not have 50 million damage. And that's what you call complexity... It's called unbalanced game mechanics. My point is that you are buffing the content of the game, but not giving adequate character buffs (available to every class in the game)


+1

I dislike how the game keeps getting harder the more content is added. I want to be able to DO the content... why give players new stuff if it is unfun or unrewarding for them to engage with? I play games to have fun.
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Now that crafts are tradeable, Harvest's power was reduced to be more in line with other crafting methods


GGG, repeat after me: Harvest. Crafts. Were. Always. Tradable.

by allowing players to itemize the life force and 'trade' it did not 'magically' make it go from 'non-tradable' to 'tradable'

you just made it so that the less valuable crafts were more accessible.

if players wanted the more valuable crafts, they got them.

I fail to understand your logic here.
The Best Balance Team IN GAMEPLAY HISTORY HAHAHAHAHAHAHAHAHAHAH KEKW
Sigh, i used to be excited to see what buffs and new stuff the new leagues would bring. Last few leagues it has just been nerfs in overal player power. Atlas passives were nice for agency, but while we now have that agency it doesn't really feel that it matters in terms of content and rewards; everything is AN and all league rewards and quantities got tuned down.

I could make a list of stuff that got gutted for early game and how that makes the game more tedious instead of more inviting to grind, but you hide your indifference behind your stance of ''monitoring''.

Lake of letdowns. Keep your basalt spires, incomplete lore snippets and loot that is ''totally fine''.
You know, half of this Archnemesis garbage wouldn't be such an issue if you just zoomed out a little lol
For harvest crafts that were removed, couldn't you just have them drop as an item? So you need 10k life force or whatever + this item which is reasonably rare in order to craft it? This way common crafts are still accessible, but rare crafts are still ultra rare and tradeable?

Also can we just remove the harvest garden and have harvest packs that are part of the map? Garden seems mostly pointless now.
Last edited by Solvolne#7177 on Sep 2, 2022, 12:59:49 AM
no buff loot? ok... rip
neat
Last edited by bluecometxD#2684 on Sep 2, 2022, 1:08:55 AM
about mark problems. What about revert hex/mark back to curse but keep the power?
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.


Ah yes, having a reasonable way to recolor items is way to strong for people that play the game casually and can't even get enough chromies thanks to the recent loot nerfs. Sure...

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