Following up on Recent Feedback
Your revenue will tell you it is possible to bring back reforge keep prefix/suffix and you can foresee what is going to happen, can't you?
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This follow up. Just shows me GGG doesn't want to change. And don't want players to be rewarded. Just look at the comments on harvest. Like why? You don't want people to trade harvest crafts? But people were doing that before the changes. It isn't ever not going to be tradeable. No matter how you bring it in. Not unless you start making bind on pickup drops.
The logic in this post is all about why GGG doesn't want people to feel rewarded for the time they put into this game. So please give me a break. This is why drops suck this league. They care more about making sure you struggle for anything. Instead of caring about players having fun. Last edited by AngryFan#6446 on Sep 2, 2022, 6:41:12 PM
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I don't think the game is in as bad a state as players are making it out to be. I agree there could be a few improvements in some areas and I see that the dev team are constantly working on and communicating their progress, ideas and implementations. I notice their ongoing attention to the game and their efforts to fix most issues the community is sour about, with some complaints being more reasonable than others.
That being said, I AM new to PoE and to aRPG's in general, with PoE being my first, so maybe there is something I am missing? Harvest: I don't feel limited in my crafting options in the game. Last league, I hardly came across the keep prefix / roll suffix option in Harvest. I could see why this is far too powerful to have available at the ready. While I don't believe this is absolutely necessary to have, there could be ways to implement this by adding it as a rare, untradeable crafting option that randomly drops in Harvest, not listed in the rewards chart pre-harvest and only usable by the player who harvested it. Some crafts I would like to see reimplemented are the change socket color and set implicit on jewel crafts, as I do not believe those to be overwhelmingly powerful. Archnemesis: This was my biggest complaint at the start of 3.19. I felt ArchNem mods were far too tanky and did way too much damage for having so much defense. The current nerfs have made the mobs feel much more reasonable and I feel that most ArchNem mobs are in a good place. Loot: Reward drops have also started feeling better since league start but I must admit, I much preferred the feel of loot in 3.18. I do prefer to have loot drops more evenly spread across the board, even if some mobs drop less and some more. This league feels a bit too reliant on 1 mob or monster dropping most of the loot. Also, the massive flask and weapon quality currency drops are quite redundant. Lakes: I think the lakes could be much more rewarding without being overkill. Having multiple ring/amulet generators in one lake would seem more reasonable than having just one, since most of the rings aren't ideal to equip. Furthermore, killing rare and unique monsters with massive amounts of HP should definitely drop way more loot than they do currently. This should be applicable across all maps and not just in Lakes. With so many changes being made in a single league patch, it's no surprise there will be some issues and be a work in progress in the days or weeks to come. The tension between our community and the dev team at GGG needs to come to a halt. We can address our issues without being hurtful, whiney babies about it. It's clear the dev team is listening to our concerns and they are constantly working on making improvements to the game. Lets give them some time, show them respect, and in the meantime, enjoy the content in the game that suits us best instead of focusing on the things we don't like. Much love, exiles. Stay sane. |
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" Same. Confront those who dare obstruct the transmission of your information with swift rejection, for they sit silently obsessing over your submission.
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" The game is still great, the problem is they have actively make it worse and worse instead of better... and the reasons we get for making those changes are pretty much "the vision" and that vision has a gigantic diference with what players want... The game is still not a bad game but hey have been making it worse and worse, the fact that we are chasing loot goblins a mechanic that everyone despise + archnemesis still being a huge mess wich is again a mechanic universaly hated is what is getting to ppl, we had a great game now we have a decent one. Players are mad b/c the fun they have in the game have been steadily declining without good reasons... we keep saying what we like and what we dont like and they keep doing what we dont like b/c the vision is more important than players. |
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" enoying the league without playing the league mechanic KEK |
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If you want to totally gut harvest like this then fine - but you need to add an alternative means to secure suffixes & prefixes for rolling.
You've made crafting back into pure gambling even at the high level, and that's just not fun gameplay. |
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What's this? People crying when people are trying to fix their boo-boo and make them feel better?
Yep, sounds like adults here. Nothing but adults as far as the eye can see. |
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I've put thousands of hours into PoE now and have enjoyed the game very much. I think GGG genuinely cares about the game, even when they make decisions that get the community base fired up. There is a stark contrast between the development of this game and most other AAA game companies, say Blizzard/Acti for example, who are atrocious to the say the least. That's why I do not feel bad about spending money on this game and am thankful to GGG for their efforts.
Having said that though... I have strongly disliked anything archnemesis since it came to be. It feels like it is meant for PoE 2 rather than being thrown into the current game. Skipped the last couple of leagues and 1 or 2 before AN due to the blanket nerfs in expedition that went way too far with flasks and stuff initially. Finally came back for this league and I am enjoying the league for the first time in a long time. Could be a lot of improvements still, but I am having fun at least. AN still feels like more of an annoyance than mechanically interesting. The amount of puke buckets and flaming balls chasing you, as well as the amount of degen on the ground that lasts seemingly forever, it does nothing for my enjoyment of the game. I seldom die to those things, even as a 0 regen, life on hit claw character. It just causes me to wait what seems like ~10 seconds after a monster has died to click on whatever is on top of the degen ground. In short, AN is summed up as "mechanic overload" and with 200 monsters on screen at times, the only thing you are really doing is stutter stepping around kiting homing mechanics, praying you don't get one tapped by some random hit scan projectile, etc. It is far from any "interactive" experience with rares GGG seems to be going for and the best way to handle anything related to AN, is to gear for it to the point you don't even have to care about it. Elemental avoidance/immunity/suppression, etc. On another note, I primarily play on standard SSF (probably one of the ~10 people that do lol) and that was the only reason I still played the game after archnemesis dropped. The expansion content was excellent. Harvest was a DREAM for SSF. While I understand the game cannot be balanced around SSF, I'd absolutely kill for SSF unique features, like getting some of those harvest crafts back. Drop rates tailored for SSF would be so nice too, items like the forbidden flame/flesh are particular offenders. In the Sirus/conquerors/harvest era of PoE, I was never happier playing SSF. |
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" They were always tradeable! Stop pretending that you've never heard about TFT. This reason for removing those crafts is totally lame. If you told us about this change beforehand, I'm sure everybody would tell you to just forget about it and leave it 'non-tradeable'. Butchering Harvest and basically blaming the community for it is ridiculous. |
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