Following up on Recent Feedback

The weakest Kalandra rewards have got to be Essence and Strongboxes. Fully specced essence monsters in maps have high tier essences, sometimes have 6+ of them, are duplicated almost every time, and don't have a billion health. I actually skip them in the lake if the difficulty is above 2 or 3.

The strongbox "duplicate div cards/currency" nodes on the atlas tree combined with the high drop rates that maps have makes them spawn way more items than they do in the lake. The difficulty of the monsters that spawn in high lake difficulties is actually fun but the rewards are nowhere close to what maps give.

And for Harvest, can you make the cheaper crafts less expensive so we at least get the same amount of chaos crafts per crop that we used to before this league? It was normal to get 6-10 chaos crafts per crop before. Now, a fully specced atlas tree T16 harvest usually yields 0-2 chaos crafts per crop and is not worth the time to do them. Even the atlas memory for harvest doesn't drop enough lifeforce to match a normal garden from the previous league.
My thoughts and sugested solutions:
(based on the "follow up on recent feedback" post)
(sorry for the weighty tome/spelling mistakes)
(based on 4000 hours of experience)

So, jewel implicits and divining rare gear is SO POWERFUL they cant be in the game???? (no one divines rare gear right now excluding 100 div+ crafts, your lying to yourself if you think they do)

and annuling only preffix/suffix is ok..... as long as is on eldrich gears.....but WAY too powerful for anything else, even though its been like that for a year and a half? what?

we could trade the crafts even before you made it like this, so just make them expensive... since that correlates to rarity now for harvest crafts.

If this doesnt change This is honestly the death of modern crafting, and a kick in the face to anyone trying to learn.

BTW you still havent addressed why these were refered to as "FILLER CRAFTS" in the patch notes and specific changes were completly left out.

you already told us about loot and chalked it up as human error, but havent adressed why so many principal crafts were deleted.

jewel implicits and rare divines need to come back, there not powerful...just QOL.

preff./suff. cannot be changed were relatively common to find before this league. so rarity being your main argument seems a lil flimsy.
have them cost 1-2 crystallised life force and be done with it. since on trade ATM its correlates to roughly the same price as last league.

the people who abuse these crafts are the 1%. dont punish the 99% because of them.

CONCLUSION:
the four crafts ive talked about above are the BIGGEST point of contention (within crafting) for alomst everyone ATM. if you give us this, youd gain A LOT of favor within the community, in a time id say you probably need it, and please, dont make then so drastically expensive only the 1% can use them, because that will just exacerbate the problem.

KALANDRA LEAGUE:
Problem:
it doesnt give rewards equivalent to one league mechaninc for everymap you've ran to make it. also it takes just as long to run as 1-2 maps anyway, and the reflecting mist being the only unique thing it adds to the game is uncommon.
(youve helped to fix this last issue already and will hopfully help)

solution:
specifically for league mechanic tiles: ones finished have them give a chest of random rewards too that also scales with the diffuculty. Metamorphs take 2 mins to kill, beyond mobs one shot you even with 10K armour and 50% evaision, harbingers are just skipped because their loot tables are now awful, and legion isnt affected by the atlas tree.

give league mechanic tiles the same chest rewards non-league mechanic tiles have to equalize the benefit of running all of them, and have them scale in the same way.

currently you could even double the rewards of most chests and is would still be less rewarding than a blight map or 2-4 heist contracts,
But with this buff it would be worth it to run due to the chance of getting kalandra jewelry.

Maybe not double but at least 50% more on all tiles. and let gem chests drop GCP's

CONCLUSION:
Give every tile in the lake the same chest reward at the end - league mechaninc or not. This incentivises the league tiles in the same way as others whereas now, no one puts them on their lake due to risk v reward.

Let the chests scale the same way in all tiles (no, league tiles wont be better than all the others because of this. They are some of the most difficult content in the game right now, and it should be rewarding) and difficulties.

Buff chest rewards another 40%-100%. (these numbers/rewards given are not that big compared to the other content you could run in the same amount of time) and let the gem chests drop GCP's at a much more frequent rate than quality gems, both in order to make the player feel rewarded for thier time.

depending one the buff to the occurance of the kaladra jewellry we will have to see if its enough. But this mechanic should be leaned into much more than it has been.

MAIN CONCLUSION:
Regardless if i think giving up 50-90% of juiced mapping for lottery based archnem loot is a mistake (it is). I wanted to give at least some form of a solution that would help part of the game however small, (MAKE ARCHNEMESIS REWARDS ONLY SCALE OFF OF PLAYER QUANT AND MAP QUANT and give the league loot quant modifiers back) or big.

I really do hope GGG starts asking themselves if the changes they make are good for the game, AND ALL the players. (1% and 99%)
I know the philosophies are affable, but how they plan to acheive those is where they fall short.

SOLUTION:
get community feedback, BEFOREHAND. encorporate polls and Q/A's for the comminity into the design process before making changes and patches/fiascos like this can be avouided. (like the unique design race, but for the base game and long lasting issues).

Personal thoughts:
I wish you guys took another 3 months to test everything (9 months total) from this patch, and i dont think itd be out of the realm of reality for you to ask for more time, because every league now we see changes rushed through. Not all work is good work. Not all changes are good just because you've spent alot of time and money on them, orbecause it came from a good place. dont be afraid to say we messed up and because of that this next legue is rescheduled. after this league we'd ALL rather hear that instead of another patch like this one.
Some of the best changes, and most amazing work, have been little QOL stuff like things stacking or highlighting the trade item.
sweeping base game changes, imo, should be implemented more slowly, over 2-3 leagues.
We players just want a build making sim, to destroy packs of mobs, and get rewarded for our time. we dont want an endless grind for the same amount of rewards that now, may never come.

Thank you and good day.
"
fACElol wrote:
Just bring Harvest back already. PoE is not an eSport, it's a for fun game, doesn't matter if we can craft our gear easier. Just means we get more good items overall and therefore can progress our characters more. Why is this a problem?

Cause there are still too many players who bring too much pressure to their server.
Never forget it! GGG is continuously sifting players!

If you really want a better poe, just make it, and I'm sure to support you.
"
JanDeArc wrote:
My thoughts and sugested solutions:
(based on the "follow up on recent feedback" post)
(sorry for the weighty tome/spelling mistakes)
(based on 4000 hours of experience)

So, jewel implicits and divining rare gear is SO POWERFUL they cant be in the game???? (no one divines rare gear right now excluding 100 div+ crafts, your lying to yourself if you think they do)

and annuling only preffix/suffix is ok..... as long as is on eldrich gears.....but WAY too powerful for anything else, even though its been like that for a year and a half? what?

we could trade the crafts even before you made it like this, so just make them expensive... since that correlates to rarity now for harvest crafts.

If this doesnt change This is honestly the death of modern crafting, and a kick in the face to anyone trying to learn.

BTW you still havent addressed why these were refered to as "FILLER CRAFTS" in the patch notes and specific changes were completly left out.

you already told us about loot and chalked it up as human error, but havent adressed why so many principal crafts were deleted.

jewel implicits and rare divines need to come back, there not powerful...just QOL.

preff./suff. cannot be changed were relatively common to find before this league. so rarity being your main argument seems a lil flimsy.
have them cost 1-2 crystallised life force and be done with it. since on trade ATM its correlates to roughly the same price as last league.

the people who abuse these crafts are the 1%. dont punish the 99% because of them.

CONCLUSION:
the four crafts ive talked about above are the BIGGEST point of contention (within crafting) for alomst everyone ATM. if you give us this, youd gain A LOT of favor within the community, in a time id say you probably need it, and please, dont make then so drastically expensive only the 1% can use them, because that will just exacerbate the problem.

KALANDRA LEAGUE:
Problem:
it doesnt give rewards equivalent to one league mechaninc for everymap you've ran to make it. also it takes just as long to run as 1-2 maps anyway, and the reflecting mist being the only unique thing it adds to the game is uncommon.
(youve helped to fix this last issue already and will hopfully help)

solution:
specifically for league mechanic tiles: ones finished have them give a chest of random rewards too that also scales with the diffuculty. Metamorphs take 2 mins to kill, beyond mobs one shot you even with 10K armour and 50% evaision, harbingers are just skipped because their loot tables are now awful, and legion isnt affected by the atlas tree.

give league mechanic tiles the same chest rewards non-league mechanic tiles have to equalize the benefit of running all of them, and have them scale in the same way.

currently you could even double the rewards of most chests and is would still be less rewarding than a blight map or 2-4 heist contracts,
But with this buff it would be worth it to run due to the chance of getting kalandra jewelry.

Maybe not double but at least 50% more on all tiles. and let gem chests drop GCP's

CONCLUSION:
Give every tile in the lake the same chest reward at the end - league mechaninc or not. This incentivises the league tiles in the same way as others whereas now, no one puts them on their lake due to risk v reward.

Let the chests scale the same way in all tiles (no, league tiles wont be better than all the others because of this. They are some of the most difficult content in the game right now, and it should be rewarding) and difficulties.

Buff chest rewards another 40%-100%. (these numbers/rewards given are not that big compared to the other content you could run in the same amount of time) and let the gem chests drop GCP's at a much more frequent rate than quality gems, both in order to make the player feel rewarded for thier time.

depending one the buff to the occurance of the kaladra jewellry we will have to see if its enough. But this mechanic should be leaned into much more than it has been.

MAIN CONCLUSION:
Regardless if i think giving up 50-90% of juiced mapping for lottery based archnem loot is a mistake (it is). I wanted to give at least some form of a solution that would help part of the game however small, (MAKE ARCHNEMESIS REWARDS ONLY SCALE OFF OF PLAYER QUANT AND MAP QUANT and give the league loot quant modifiers back) or big.

I really do hope GGG starts asking themselves if the changes they make are good for the game, AND ALL the players. (1% and 99%)
I know the philosophies are affable, but how they plan to acheive those is where they fall short.

SOLUTION:
get community feedback, BEFOREHAND. encorporate polls and Q/A's for the comminity into the design process before making changes and patches/fiascos like this can be avouided. (like the unique design race, but for the base game and long lasting issues).

Personal thoughts:
I wish you guys took another 3 months to test everything (9 months total) from this patch, and i dont think itd be out of the realm of reality for you to ask for more time, because every league now we see changes rushed through. Not all work is good work. Not all changes are good just because you've spent alot of time and money on them, orbecause it came from a good place. dont be afraid to say we messed up and because of that this next legue is rescheduled. after this league we'd ALL rather hear that instead of another patch like this one.
Some of the best changes, and most amazing work, have been little QOL stuff like things stacking or highlighting the trade item.
sweeping base game changes, imo, should be implemented more slowly, over 2-3 leagues.
We players just want a build making sim, to destroy packs of mobs, and get rewarded for our time. we dont want an endless grind for the same amount of rewards that now, may never come.

Thank you and good day.


As for Lake part, you should delete the word 'equivalent' confidently.

Any lake without reflect of Kalandra is never worth our time to run.
Compared to heist contracts, lake provides more than 10 times of difficulty and less than 10% rewards.
It is really a UNIQUE league with SPECIAL gameplay.
For me there is only 1 mayor flaw in the game which is that it went from "yeah there are 2 Chaos orbs drop" to "why are there only 2 chaos orbs dropped as i seen it was a solaris touched monster so i clearly missed out in the rarity lottery" which kinda ruins my whole drop excitement as i expect things to drop with the archnemesis mods. Sure i don't have my important uniques after 1 week in SSF that i expected, but i can build arround this, but not having random drops but instead fixed loot from the exact enemy feels like it goes against everything poe stands for. I kinda like the crafting changes as it gives a reason for mirrors to exist again. Before most BIS items where cheaper to craft than using a mirror which felt wrong, but i guess as POE became better for casual players which prefere to have a clear path towards a BIS item than a long lucky chance for something League defining and truly mirror worthy. So by making the game harder it was clear that you would lose a lot of players that prefere the easy harvest recipe route. I guess we are at a point where you gotta decide what game you wanna create and if you prefere to go the casual money making way by pleasing the easy juicing playstyle or if you wanna go back to where it was before harvest where it was an 1/7 chance to craft the outcome you want and T16 was something not every build could and had to do.
On Harvest as a base line:
I rarely ever used it except to roll maps, get free xp and upgrade currency. I realise some people understand crafting. But I suggest to you that most players do not. At least to the degree you want to beleive they do. And really, what does it matter when you regularly push the notion that you want players to craft but won't allow us the tools (that don't need a degree in quantum physics) to do it?

Everything you said in response is frankly, your own opinion about the reality of what is being complained about and why you want it to be a problem. Not how it's actually a problem for players of the game.


So in summary:
On the whole, that's what most of your responses are. You appear to be ignoring what has brought so many people to this game in favour of pushing 'A Vision'.
What should be the hardest ARPG compared to it's piers has for several years now simply started to unironically meme itself. And it hurts, really it does.



Pete, 50
i am still stunned that some of the most logical fuck ups are proven to be there to be shit and well ggg is aknowledging and discussing them internally ...

i dont get how 600 whetstones or armorers scraps or 50 flasks are a such a big deal to fix in the first place
F
"
Community feedback reports that Archnemesis Modifiers that convert rewards to quality currency and flasks feel bad. We are discussing this internally but don't have an outcome to report just yet. However, initial discussions suggest there is a fair bit of team agreement around it feeling bad.


neat - but the solution is easy - just have IIQ and IRR go up massively per tag and get rid of specific tables, so loot works similarly to before, only now ALL rares are good farms equally and people can do whatever content they want.

This is not hard - stop acting like it is. AT least internally the team agrees with "the whiners" (as some people call us, even though it is us that are making the game better, by the claims of people who also call us "whiners" - funny that).
Hi everyone,

**Prologue**
I have been a long term player since beta. Engaging with new league mechanic has always been the biggest factor for me to enjoy the league, everything else regardless of nerfs or buffs is simply a deck of cards being dealt differently every 3 months. With GGG asking for league mechanic feedback, I would love to try to give my perspective on this league’s mechanic.

**Intro**
GGG is asking us how we can buff certain league related tiles to improve on the league rewards. While this is important as currently there’s lack of incentive for doing lake, we should look into what makes a league mechanic special.

**Experimental Factor**
Successful league mechanic always give us tools to push certain limits of our characters differently, which results in build diversity and extended league retention.

For example, delirium gives us cluster jews, the OG clusters pushes scaling to new high which let players push a skill to all time high. Peak herald booming. Educational factor: Min Max skill tree

Example 2, harvest (I hate this mechanic during the league because of how tedious it was) gives us power to craft literally anything deterministically. You get a mirror build, you get a mirror build, everyone gets a mirror build. Education factor: Understand the mod pool of every item.

Example 3, sentinel. It’s so powerful to craft things that we can never create before. It encourages any players to burn their yellows and make sexy gear. Education factor: Understand prefix and suffix count, and maximise probability

So now, what is lake’s advantage and attraction? Is it the league templates and tiles? Of course not, it’s the reflection rings and amulet. Education factor: Extreme single stats and how it interacts with different skills.

EG Current slow proj helix
And there are so much more to explore

**Current issue**
It’s too rare to even see the altar and mostly bad rings. And the actual altar allows you to screw up your own gear? Way too rare, it’s best to sell it instead of engaging with the mechanic. This makes the whole league specialty redundant.

Mirror gears means “the end” journey of a gear, just like corrupted gear (well now they have tainted currency at least). You can’t touch it or play with it anymore, so it needs to be super special.

GGG commented to increase chances, but I believe we need more than that to make the league exciting.

Possible solutions:
- If recombinator can be that common, this tower should be in every 10, 15, 20 tiles without putting it down into the tablet. Imagine how many rings and amulet suddenly got sales and destroyed. This creates similar effect of recombinator to keep the market fresh.
- Imagine in map after you constructed your tablet using all the chances, Kalandra would fly in the map to give you an altar for a random ring/ ammy. This would make the in map experience exciting.
- The actual reflection altar for own gear, imagine Kalandra takes your gear, go into the lake, bring up the reflected piece and you get the normal and mirrored version. You get to pick a slightly weaker version of the normal one but still have chance to get good stats and it’s craftable. Versus, the reflected version, op stats but “mirror” tagged.
- Introduce unset and influenced rings and amulets for more crazy extreme stats, since it’s just rings and Ammys, it’s controllable pool of mods.
- With these changes, we get to play with gear with extreme stats to push certain skills to new limits.

**Outro**
Buffing league tile is simply creating another area to get other league mechanics, we have heist, blight, expedition and legion which are far superior in that area AND you can do all of them in map with atlas bonus. If the only way is to nerf the monsters and buff loot drop tables to turn it into something similar, why not make it so special that the difficulty is justifiable?

Peace out,
Tinz

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