If you think the game is too hard, it's you.
0.2 is such much easier. Playing a Monk, a sorceress and an Amazon one at a time. Never had problems. Actually I'm wearing crapy armour and rings increasing item rarity found.
I didn't use the trading system this season for buying.
One thing could be people trying to copy T15+Builds cluelessly. Endgame builds are for endgame.
For Campaign just find out which skills work, which supports may be useful and try to get rid of your weakness through the passive skill tree.
Think for yourself, stop complaining. Fail and try harder, different things.
If you don't find good enough gear, craft, gamble with vendor or buy specific at vendor.
TL;Dr don't make this game easier.
Last edited by allesdreck666#9123 on Apr 10, 2025, 3:45:53 AM
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Posted byallesdreck666#9123on Apr 10, 2025, 3:40:36 AM
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Generally speaking i understand what Jonathan wants - he wants elden ring in arpg style.
He really doesn't, whats more i don't think he really knows what he wants over specific gameplay snapshots which is why the idea is in conflict with the result. I might be throwing him under the bus here but my gut instinct is Jonathan doesn't have time to play games largely which is why he gives answers occasionally that are just blatantly wrong when placed infront of the players. That isn't a slight on him more of a bet he hasn't even played elden ring or completed a substantial amount of it.
I actually agree with most balance statements the GGG team talk about including their reasoning (there are key exceptions like nobody plays melee lul) but their problem is they don't actually adhere to them when making the product and they frequently go for ideas that sound good but in reality just don't work and should have been thrown out immediately.
This is exacerbated by the fact their experience is inherently dictated by PoE1 experience, which is why we have a game with the allure of being a slower more measured ARPG like grim dawn or TQ yet endgame content is awash with PoE1 values because its what they are familiar with.
You can't have intricate combat then require 300 splinters for a breachstone they are completely at odds, try 30. It only functions currently because the players collectively conform it to their will by finding the most straightforward effective tactic to clear screens to play it like the values dictate.
This dichotomy is the heart of their issue right now and them working through it slowly is definitely irritating the playerbase as its completely mixed messages depending on what your playing at what area of the game.
tldr: They don't know what they want, combat is designed for small scale encounters, loot/xp is designed for very large scale encounters.
You just expanded my comment in proper way. That is:
“This dichotomy is the heart of their issue” so perfectly said.
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Posted byShaDarkLord#6528on Apr 10, 2025, 8:40:57 AM
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Generally speaking i understand what Jonathan wants - he wants elden ring in arpg style.
He really doesn't, whats more i don't think he really knows what he wants over specific gameplay snapshots which is why the idea is in conflict with the result. I might be throwing him under the bus here but my gut instinct is Jonathan doesn't have time to play games largely which is why he gives answers occasionally that are just blatantly wrong when placed infront of the players. That isn't a slight on him more of a bet he hasn't even played elden ring or completed a substantial amount of it.
I actually agree with most balance statements the GGG team talk about including their reasoning (there are key exceptions like nobody plays melee lul) but their problem is they don't actually adhere to them when making the product and they frequently go for ideas that sound good but in reality just don't work and should have been thrown out immediately.
This is exacerbated by the fact their experience is inherently dictated by PoE1 experience, which is why we have a game with the allure of being a slower more measured ARPG like grim dawn or TQ yet endgame content is awash with PoE1 values because its what they are familiar with.
You can't have intricate combat then require 300 splinters for a breachstone they are completely at odds, try 30. It only functions currently because the players collectively conform it to their will by finding the most straightforward effective tactic to clear screens to play it like the values dictate.
This dichotomy is the heart of their issue right now and them working through it slowly is definitely irritating the playerbase as its completely mixed messages depending on what your playing at what area of the game.
tldr: They don't know what they want, combat is designed for small scale encounters, loot/xp is designed for very large scale encounters.
You just expanded my comment in proper way. That is:
“This dichotomy is the heart of their issue” so perfectly said.
They are in a deadend tbh.
They can't make meaningful or thoughtful combat or whatever people want to call it.
The monsters are in too much dense, too fast and don't have attack patterns like enemies from souls or souls likes.
It is tied to their engine and I doubt they will rework it from ground zero.
So what are the options now to make it difficult or tedious?
Easy, increase monster hp, speed, devalue the player in movement and damage, drag the game with loot scarcity. There is nothing left to tune it up when the engine isn't build for it.
So it will be always artificial difficulty
Last edited by H3rB1985#0551 on Apr 10, 2025, 10:10:27 AM
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Posted byH3rB1985#0551on Apr 10, 2025, 10:08:26 AM
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What i noticed you guys never hit endgame content, never tried to reach 100 levels, never tried to play few characters. If you tried all this stuff you will never argued that this 0.2 is literally is digsh8t
So, this is pretty much what I expected. You wanted to compare progression to add credence to your perspective. Got news for you, that vast majority of players are not going to level to 100, so it's not the most legitimate way to assess the game.
Once I have a character easily clearing t17 maps and killing bosses, there is nothing I can learn from grinding to 100 that will give me insight about most player's experiences in the campaign or endgame.
The OP talked about their early campaign experiences.
You haven't played PoE1, but you're making prescriptions about it. Have you even played Dawn of the Hunt?
Yep, i’ve played since launch on standart league, tested all stuff on juicy maps, like how all classes feels except huntress of course. Then i came to league server and reached 2 act by finding abuse with tornadoes and did it for like 4-5 hours. All was like slog, slow, and tedious. Like you trying to kill elephant by spoon. And you can’t fix that just “git gut”.
You gyus dont understand most of nerfed mechanics, how ailments works, how formulas works, what difference between global crit and common cri and etc you just playing tutorial for game, im talking about wast majority of engame and why this nerfes killed every aspect in game and not because they nerfed 1 button builds and sparks/stat stackers (which still viable and strong compared to other builds). There is 0 room of build versitile, there is 0 room of upgrading characters, there is nothing left. Just stupid run for 26 hours of boredoom campaign which you have to run over and over again, killing white mobs by 20 hits. Then you come to juicy map and stunchained and do literally 0 damage with like 500+ divines gear and dying because all defennces are dead.
Okay so, I do understand the game mechanics. They nerfed the top-end builds for now, until they can raise the floor on weaker builds to bring them to a relatively equal power level. I think some things need to be tuned, like monster damage, and frankly player damage is still far too high on some builds.
This is a foundation for what they will smooth out later.
I'm in endgame right now doing t10 maps. I'm clearing the screen with one or two attacks (they need to nerf player and monster damage). Campaign was easy to clear, so if you had struggles perhaps it is you who doesn't understand the game mechanics. I barely used tornadoes except to try them, only tried bleed for a short while, and barely used basic-attack. =)
You should give PoE1 a try for a few years and then get back to us.
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Just stupid run for 26 hours of boredoom campaign which you have to run over and over again, killing white mobs by 20 hits. Then you come to juicy map and stunchained and do literally 0 damage with like 500+ divines gear and dying because all defennces are dead.
Dude, I have a spear I bought for 10ex, and all of my other gear is self-found within the first 5 days, and I'm 1-click screen clearing (lame, boring) everything so far in t10 maps. You want to know how I dealt with stun? I put 3 passive points into stun nodes to replace my Stone Charm, and I haven't had an issue since.
Way to understand the mechanics bud.
ps. Tornadoes is a bug that makes one tornado do way more damage than it's supposed to. They're going to patch it. In fact they are patching many of the issues that came from Dawn of the Hunt launch. But they aren't going to compromise on turning the game into a 1-click screen-clear fest like PoE1.
Last edited by WhisperSlade#0532 on Apr 10, 2025, 11:22:33 AM
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Posted byWhisperSlade#0532on Apr 10, 2025, 10:39:32 AM
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