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(Thread IKs: Captain Foo)
How do you feel about Archnemesis mods on rares?
Incredibly fun, I love them!
They're alright
Needs more work
Almost as much fun as shoving a red hot nail under my fingernail
Other (post below)
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Wiggly Wayne DDS
Sep 11, 2010



if i don't get a response in a minute i move onto the next in the list. only a couple of times has someone came back after i've contacted more than one person.

most of the time thought there'll be an afk response, in which case next, or they'll mention they're mapping which means wait in their hideout for a minute or two. trading has been unusually polite and frictionless

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Wiggly Wayne DDS
Sep 11, 2010



yeah unless your item is very rare livesearch and have a price in mind, you'll get better deals that way and know they're active

Wiggly Wayne DDS
Sep 11, 2010



the routes can also be much longer than you expect (center square)

Wiggly Wayne DDS
Sep 11, 2010



DontMockMySmock posted:

Now that Arc is dead what elemental spell should I selfcast?
Arc, it's not dead.

Wiggly Wayne DDS
Sep 11, 2010



whypick1 posted:

That should probably be put into the OP tbh
we're not in the normal lifecycle - patch notes are tomorrow

Wiggly Wayne DDS
Sep 11, 2010



that no one's rushing to defend the fun of playing through the campaign is speaking volumes. the game manifesto focusing on slowing down player progression means even more campaign time, and not every player can spend 12h on the game a day

i don't see ggg seeing the err in the ways until a league or two into poe 2, they need to reduce the power curve for design but that shouldn't mean increasing tedium across the board. the chore of path of exile is getting to maps when most builds start to get put together, and the regular player isn't speedrunning there either

take a step away from 5000 hours invested into the game and look at the playerbase who only touches the game every other league for 3-4 weeks, and not for 10 weeks across a 12 week league. how thrilled will they be at the next league? the conceit of the mechanics being too rewarding to slow everything down means slower loot hits the market and the less build diversity exists

they tried endless delve before but didn't add the end-game either, they should really attempt a no campaign league and judge retention then - the end-game is complex enough as it stands for the regular player and needs so much outside information to progress it's an insult to game design

Wiggly Wayne DDS
Sep 11, 2010



so who is the game for by your criteria, you're not talking to posters who've played one league here

Wiggly Wayne DDS
Sep 11, 2010



Traitorous Leopard posted:

While everyone here has been complaining about the direction of the game and complaining about the complainers, I’ve been sitting here calmly rotating a Flamethrower Trap in my mind at its new base speed
one of the funnier parts of the manifesto was them explicitly not touching traps

and rip self-cast again, archmage was propping it up but hey we need build diversity

Wiggly Wayne DDS
Sep 11, 2010



Yolomon Wayne posted:

Im asking myself, how can you go in that direction for like 6 years and not notice that?

For example, back then we had movespeed on boots.
Then came enchants with movespeed if killed or something.
Then came tailwind on boots.
Then onslaught on boots.
Then elevated movespeed.
Then GGG decides players are clearing maps too fast.

The last, i dont know, 10 leagues, support gems were basically "more damage" modifiers across the board.
Now they decide we do too much damage.

I mean, duuuh.
the telling part is this big removal of archetypes not bring incrementally included in the prior ascendancy/melee/etc changes imo

how do you explain those reworks and every league inbetween as pre-planned design space for poe 2 if this is the result?

Wiggly Wayne DDS
Sep 11, 2010



the flask qol looks good on the surface, except they tied it to currency that can be obtained by ??? and it's random effects

any possible step towards fun must involve tedium and be gated to later in the game

Wiggly Wayne DDS
Sep 11, 2010



no matter how hard the meta nerfs go no one will touch a bow ggg

popcorn skeletons should be mostly untouched, bar all the mana regen methods if you want a fun leveling minions build

Wiggly Wayne DDS
Sep 11, 2010



i've yet to hear how any of this helps build variety

Wiggly Wayne DDS
Sep 11, 2010



those support gems were also used by the "non-meta" skills, you've just made everyone unhappy. the rationale they gave included making non-damage support gems more viable, but did they change enough for that to happen?

this is all based on the idea that all skills are equally fun and players don't have preferences as well. is anyone switching up the archetypes they play this time around? the approach they've tried in the past for this was making the less interesting skills more interesting, not making everything monotonous to appeal to the tedious top playerbase

Wiggly Wayne DDS
Sep 11, 2010



TheRat posted:

It's based on literally the opposite of this.
well do enlighten the thread, i'd love to see where this madness comes from

Wiggly Wayne DDS
Sep 11, 2010



TheRat posted:

I did in another post just above that one. When everything is closer together you dont feel as poo poo for picking a non-meta skill.
why are you feeling poo poo for playing a non-meta skill in the first place? what caused you to first feel like you needed to play with the meta skill over having personal enjoyment?

Wiggly Wayne DDS
Sep 11, 2010



TheRat posted:

Are you really suggesting that this isnt a game where people do ~the optimal~ poo poo even if they hate it? Because that happens constantly with everything from builds to crafting to league content
why are you playing a game that you hate in the first place?

Wiggly Wayne DDS
Sep 11, 2010



TheRat posted:

What gave you the impression I was talking about myself? Stop trying to be weird.
i was using you rather generically as a player who plays through all of the tedium with no consideration to any fun inside of a game, or life outside it. if you thought that was personal then don't look at me there

why would you(r stated playerbase) play the game as if it was their job, and spend endless time defending it while refusing to play a hair below optimal for fun? if it were involving a race that'd be different, but bringing the fun away from casual players because of a toxic top-end playerbase if one hell of a way to prepare a game for a sequel

Wiggly Wayne DDS
Sep 11, 2010



yeah there's no way self-casting is working, it was propped up with archmage and arcane surge for damage and mana regen

Mercrom posted:

I don't understand the hate this patch gets. Yeah the game is harder but you can still do Maven and Sirus pretty easily if you play on softcore trade. The build diversity and balance is pretty bad but it isn't really really worse than any previous league. Also it's not the first time they have nerfed movement and slowed down the game. Remember leap slam before the animation canceling update when it was the only movement skill you could use with two handed weapons.
it's also making it take longer to even get to that content, and for minute-to-minute play i expect the ailment immunity->chance based change to be way more impactful to the general playerbase than expected

i was waiting for someone to notice itt but the act 1 changes aren't just to mob life, the bosses are included as well:

quote:

Monster life has been increased by roughly 46% at level 1, tapering down to the same amount of life at level 84. Some bosses and monsters in Act 1, such as Hillock and Oozeback have had their life reduced to partially counteract this change.
and this line in the manifesto didn't get much attention:

quote:

Monsters in Acts 6 through 10 now generate fewer flask charges and monsters in maps generate even fewer still.
no clarification in the patch notes on what that even means in practice though

External Organs posted:

I think the build diversity stuff seems to be heading in the direction of changes in opportunity cost rather than buffing underused stuff.
agreed, but there's zero consideration for the opportunity cost of players who don't put all their time into a league. if you want the average player to take longer to get to the part they consider fun, there's a limit to that where they just won't play instead

External Organs posted:

Still have no idea what to roll. The Reaper posts from a few pages back from gg were pretty drat underwhelming. Doesn't seem like he gets a ton from eating minions other than a decent heal, so maybe he could at least tank a boss? Even that's doubtful.
yeah the reaper looks like it wants to be alone which doesn't work with minion builds at all, sure you'd want to be summoning something for it to eat but it demolishing other minion's health and damage for existing makes it hyper-specialised without anything to really push it when there's active minion quantity scalers in the game

Wiggly Wayne DDS
Sep 11, 2010



Jazerus posted:

no i appreciate it, that was a genuine answer that illustrates exactly the point i was making: delve is now going to be pretty unplayable for a bunch of builds that could do it before, even if it was in a "dangerous", "bad habit" kind of way. i wonder what other past leagues will similarly be build-limited, and how soon the community will realize that choosing a build also involves choosing what set of content you want to be accessible

look, i'm going to level with you: i am bad at poe. it draws on a skillset that i'm really bad at, which is precise movement and positioning in the context of an isometric ARPG. my question was an actual question because i am not good, and genuinely had no idea how delve was going to be survivable going forward.
no this is all about increasing build variety you see, everyone should just choose between 2 classes instead

Wiggly Wayne DDS
Sep 11, 2010



poemdexter posted:

I'll ask the same question as a previous goon: how do you scale bleeding for reaper? I've also never done a bleed build.
i presumed the lack of any answer for scaling minion bleeding was that there wasn't any

Wiggly Wayne DDS
Sep 11, 2010



the past year+ of updates have been reworks in preparation of poe 2, claiming this round is where the vision begins is ignoring everything they've said for the past year

but yes, the haters should just stop playing the game they clearly don't have the vision in mind and should expect not to have fun when playing a videogame

Wiggly Wayne DDS
Sep 11, 2010



at least this league they made going through the campaign faster so people could experiment with more builds and figure out their potential better right?

Wiggly Wayne DDS
Sep 11, 2010



euphronius posted:

It would be nice if some player base was lost and they gained some different ones

euphronius posted:

“QOL” is the worst* term games have ever come up with and it’s a shame developers bought into its nonsensical nonsense

*not including the culture war stuff

euphronius posted:

I Mean imagine complaining about your quality of life playing a free DOS game on the internet in your abundant free time

euphronius posted:

Might not be the game for you
it'd be nice if this toxic part of the player base was lost and people who wanted to have fun playing a videogame were allowed to

Wiggly Wayne DDS
Sep 11, 2010



euphronius posted:

I don’t think it’s toxic to point out that maybe people should reconsider an activity causing them physical pain
don't keep the audience in suspense now, what culture war stuff

Wiggly Wayne DDS
Sep 11, 2010



holding back quality of life improvements to a videogame because of the economy... have we truly come to this...

Wiggly Wayne DDS
Sep 11, 2010



how does another player getting to maps faster than you impact your enjoyment of the game outside of ladders/races?

should there be minimum # of hours per act to hold back anyone speedrunning, and experience boosts for anyone taking too long?

Wiggly Wayne DDS
Sep 11, 2010



look at the increase in build variety!

Wiggly Wayne DDS
Sep 11, 2010



Canine Blues Arooo posted:

If you are me -- If you are someone who just wants a game where someone is willing to crank the knob of system complexity as high as it can go in the name of providing a foundation for player expression through these systems -- then you will find the number of games that successfully does this is vanishingly small. I could probably count them on one hand, and as I write this, I can think of two in some kind of active development. Games like these made by a competent and well-funded team at this scale are also impossible to find. Even in the ARPG space, most games trend to simplicity and refuse to approach the kind of complexity PoE puts on display.

When I get annoyed about hearing people who don't understand the systems complain about systems tuning, what I'm really doing here is asking to just have my one game. In the endless pool of games, just let me have one where the depth in the systems is so high, that after spending thousands of hours in this world, I *still* don't know the best builds, the best strategies, or even all the rules. From my point of view, that is so exciting - to know that the community collectively doesn't know what the best build is, or that a new discovery could be made that changes the way I think about a certain problem set. I love it when a new patch comes down that messes up everything - it's like a Rubik's cube has been scrambled and the task is to try and resolve it with new rules.
if you think this is path of exile you haven't been paying attention, every outcome from the 'balance changes' was figured out by the community spelled out in this thread and anyone who didn't grasp it were calling them doomsayers. you're conflating systems obtuseness with complexity, and at no point have a concept of fun or respecting a player's time.

why are you annoyed when people spell out the impact of systems tuning and grasp the underlying systems? you have your own game currently going by the activity in the thread, but that doesn't mean the rest of the playerbase didn't understand the bespoke changes and they're the fools for not digging deeper for there must be a gem of a build for the true genius and game appreciator to find

honest question here, how long have you put into this league and where are your characters at compared to prior leagues? are you having more fun, and how much of each part of your builds were something new?

Wiggly Wayne DDS
Sep 11, 2010



if they regret calling it hard mode then they shouldn't be calling it hard mode internally and focusing so much devtime on it that it ends up repurposed back into the main game

Wiggly Wayne DDS
Sep 11, 2010



von Braun posted:

Chris said they were just fiddling with it on weekends for fun. Implementing was just changing numbers around.
yeah the company was just paying them all to mess around in their own branch for fun, and they came in on the weekends as is normal

RossCo posted:

People want more open communication from developers, then reliably focus in on free form comments which the speaker immediately corrects. It sucks, and explains why the sort of interview that was given yesterday has a "tight rope walker over a shark tank" air to it.

If folks want to see how the sausage is made, accept that some things are going to sound odd out of internal development context.

(Also the concept of 'devtime' hurts my soul. It's an amazingly hard thing to define and quantify even for professionals. If they don't think a project is impactful, we are in no position to second guess).
development takes time, in what way is work time being quantifiable hurting your soul? there are only so many hours in a day and with the 3 month cycles there has to be work into the new league each time shown by every employee this isn't hard

TyrantWD posted:

Yup. He literally said its just a side passion project that him and the other founders get to work on, and its one of the few development things he gets to do. Honestly, its a great outlet for him to get all of his weird, unpopular changes into a little side mode within the game that him and streamers play, while letting the core game be unaffected by it.
so it was him and the founders who haven't been involved in the mechanical nature of the game on a day-to-day basis for years? if it was an outlet that didn't get pushed into the final build then sure, but this was what they chose to spend their company time on and the work then get pushed to main along with a full manifesto on the changes. if all these changes were for a 5 person branch to play in their spare time, then what team was working on the mechanics for this league's balance pass and what happened to all their work?

Canine Blues Arooo posted:

When tuning is a goal in the game, you generally need to tune around the 99th percentile, or thereabouts. Tuning the game around the median player would be a disaster.
i'm really doubting any of you have done any devwork or stats at this point, this is taking the piss

Wiggly Wayne DDS
Sep 11, 2010



that's over a third of the active playerbase atm

Wiggly Wayne DDS
Sep 11, 2010



peak player count last night was 41.9k https://steamdb.info/app/238960/graphs/

yes there's the group using the native client but ggg gave launch figures for all users that show this covers the vast majority of their playerbase

hitting sub 20k in the early hours, we're down to the most addicted players left

Wiggly Wayne DDS
Sep 11, 2010



what's with the first-pass at colourblind support: https://www.pathofexile.com/forum/view-thread/3175190

quote:

In the recent Baeclast Podcast with Chris Wilson, we asked for people to email us with their feedback about what improvements we could make to Path of Exile to support our colourblind players. We received a lot of helpful insight and are appreciative of everyone who contacted us about this. One of the key pieces of feedback was that while it has been helpful for us to try to modify colours to look distinct from each other, the most effective method is to also ensure that there is a clear difference in shape between elements.

One of the first changes we're making based on this feedback is to add notches to gem sockets that indicate what colour they are. These notches correspond to the layout of the passive skill tree. For example, the blue socket notch points upward to represent the Intelligence area at the top of the passive tree.

Wiggly Wayne DDS
Sep 11, 2010



i don't know which part i like more: the effort put into having the notches point at parts of the skill tree showing where their priorities lie, or that from thought to implementation to blog post no one raised an eyebrow on this not solving any problem (or were listened to rather)

Wiggly Wayne DDS
Sep 11, 2010



Mikojan posted:

They didn't? SM agreed that for the bottom 99% of players loot is buffed. Only if you are doing SM or empyrian levels of juicing the loot is worse.
and i presume chris in all his economic wisdom didn't get told that they're feeding all the loot into the market in the first place. the 'player-driven' market that they decided to change primary currencies on a whim

he kept insisting it's fine for the average player where the average player are people running red maps, let's ignore everything up to red maps

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Wiggly Wayne DDS
Sep 11, 2010



Mikojan posted:

If you are sour about getting too much loot in low end content and having an oversaturated market I could recommend a cool new league modifier for you
? i'm not chris wilson?

i think

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