Is poe getting worse?
The game is ridiculously better than it was back then. This video is nonsense.
The only thing that could be better is that the clearspeed should be lower and mobs should do a little less damage, so the game pace goes down a bit. Nowadays is like kill it before it kills you. If you think i don't know what I'm talking about check when i joined on my profile. IGN gubert
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" This. I'm not buying another supporter pack unless they give us some of that difficulty back. Could be done easy with difficulty slider. In meantime SSF play super causal and hope I never make red maps because sustaining them will prove problematic SSF. Git R Dun!
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" I disagree, I run PoE on ancient PC while saving for new rig, and game performance only got better, after last major update I actually hit 60 fps... |
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Worse, by far. The only outstanding things they did was fixing Desync.
Ever since Chris said that he wants the game to be played while watching the television I knew it was over. This game just became a faceroll over the years. The balance of the game has been atrocious, and the creativity in all departments has been lack luster. GGG have always chosen quantity over quality Dynamic Environment - Day/Night, Rain/Lightning - http://www.pathofexile.com/forum/view-thread/110100
GGG's design philosophy in three words: Quantity over Quality. |
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PoE's only problem is Character progression forced to be in the Labyrinth.
Other than that, the game has improved every year for the last 5 or so years since launch. I'm the Ps guy: Psomm, Pso, Psong, pso-on and pso-phorth.
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monster HP buff per party member made this game STUPID AS SHIT
it TOTALLY broke the game for me... seriously .. as i just said in another thread : " Dernière édition par CaoMengde#7666, le 6 mars 2017 à 15:30:54
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Yes Cao my thoughts exactly.
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Path of Exile is still my favorite game and it runs perfectly fine on my computer :-)
I just wish GGG would focus on making a mobile app instead of doing the Xbox One project. (Even an app to help with trading in PoE). “He who fights for nothing, dies for nothing”
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Mixed bag for me as well.
Performance: Worse (may be better with new PC) Endgame: Worse (new acts might revitalize a lot of the game) Gameplay: Worse (less focus on build, more on movement and dodging when it really matters) Trade: Never was good, looks like it never will be, for the all-important Economy (that needs 3 month resets to be "fresh" and rewarding.) Crafting: Better and worse (was total slot machine RNG but you could at least use Eternal Orbs to work at a long-term goal, now we lost Eternal Orbs and have masters and essences... it's one step forward, two steps back... but it's a little better overall - I'd rather have seen mirrors disappear.) To Elaborate: --- Performance Performance on my old laptop dropped and dropped and dropped as time went on with each new patch (and it really ran HOT). By the time they added Malachai, his fight was a slide-show that I had to death-zerg even on normal; perandus packs froze my screen, strongboxes were almost always instant death. That laptop has since died, and I'm having a new laptop built for me as we speak (nice tax return, and yes, has to be a laptop, I'm away from home too much to use a desktop.) There's no guarantee my new laptop will run it any better, but we'll see. (i7 quadcore, Nvidia 1050ti) --- Endgame I play casually, time-wise, when I can sneak in 2-4 hours that can't be used in a more productive way (more important things in my life than playing games), but I put in a lot of theorycrafting and take the gameplay seriously. In leagues, I generally get to around level 80 by the time the 3 months are up. (81 last time I took a league seriously) When I get to maps, I find them incredibly boring with no motivation to move into them. Even with the Shaper storyline put in, maps still feel tacked on. The insane grind to get to 100 has no draw to me either. When I can no longer see meaningful character progression reasonably attainable, meh, why go kill more fodder? Certainly not for the drops! I have zero enthusiasm for the random access to endgame bosses like Atziri (hunting down those 4 pieces each time) or the Shaper (getting the maps to drop and "maintaining a map pool" to even get to the guardians to get to shaper - but I like the idea behind the Shaper storyline - it's just mapping that doesn't interest me in it's current iteration), (or even the offerings to open the uberlabyrinth, if I liked that style of play either - a style which I detest in this game.) Working up the pyramid of talismans to face Rigwald was a League-long endeavor for me to even try one battle (never got there), let alone when its only through leaguestones, so I wouldn't call that a good endgame either. And the Prophesy's Pale Council... requires accessing Labyrinth content to fulfill on the way there... so I steer clear of that too. So, Endgame is getting worse, IMO. I look forward to the 10act storyline coming up. In THIS regard, I think the game is getting better. --- Gameplay - Melee My preferred combat style in this game is ... lacking... in support. Melee.
Spoiler
My 2 favorite combat styles in games that allow them are Dual-wielding swords or graceful use of a glaive (Pole-sword) (I haven't played any Dynasty Warriors games yet, but I'm sure I'd like some of those warriors' who use a glaive).
Obviously, I like fast melee focused on offense, taking out enemies before they can wipe me out. Dual wielding is usually just for how cool it looks in some games and the potential to deal with multiple enemies coming from more than one direction at the same time. I might like Blade Flurry in this style... haven't played since that skill was introduced. The glaive is my favorite mix of range and melee, striking groups in 360 degree sweeping slashes, while still having the weight behind it to be a strong single target weapon, and the heft to be a strong defensive weapon, blocking attacks as well. Sadly, this game is not balanced to make melee work like I think it should, and it keeps getting worse. (this is a buff?) I'd like to see a mechanical overhaul to melee combat, not just damage/defense tweaks - Fortify was the right idea, but not well implemented. --- Also Gameplay - Bosses Increasing pace of battle. Sure, the speed-meta is a little off to me, but I'm not too concerned. Faster is usually more fun, at least against mindless minions. It's the boss battles that concern me. Due in part to balance issues, because people can restore their life as fast as they lose it, they've been going more and more toward one-hit-kills and screen-spamming attack patterns that you have to dodge-or-die. Since monsters die too fast, they're becoming more powerful with on-death attacks, than their normal attacks (Cast on Death for some mobs is OP right now). Aside from movement speed and health (either Life or Energy Shield), very little matters in survival. (This is also the only link the Labyrinth gameplay has to the rest of PoE... Bosses) So basically, move fast, kill from a distance where you have more time to dodge, and more room to maneuver around a boss - and no matter what, don't get hit! I just don't... what words?... it doesn't feel good. There isn't enough granularity in defenses. It's all or nothing. Survive or die. I think they're out to kill the whole idea of tanking hits and actually using your armor for more than something to hold gems. While we're at it, let's add status immunities to bosses. *eyeroll* Add it all together, and I don't WANT to get to Endgame, if that's what waits for me. Space-shooter bosses vs my archer spaceship plinking away and dodging one-shot-kill bullets. YAY? Maybe in an offline console game with precise movement controls and no lag, this could make some sense and be fun... but it's a totally different game than the rest of PoE (except Labyrinth), and not in a good way. --- Trade Never has been good... and I don't see any improvement (buying trade tabs? laughable) I like trade in other games (FFXI for instance - it had its problems inherent to a gold economy, but I liked those problems more than not trading at all in this game), but this game's trade is intentionally bad, unless you use the 3rd party Auction House tools that they "officially" claim they'll never have in this game... good idea!/s I won't touch it with a ten-foot-glaive. The game is a SSF trash collecting simulator for me, I guess. --- Why am I still here? Why did I start playing this game in the first place? * The potential for greatness. * I like eradicating lots of monsters for loot that makes my character stronger so I can go rid the world of stronger monsters to get better loot to vaporize stronger monsters to... (but they've sorta broken this cycle with how terribad the drops are, and bosses really don't drop much better stuff than regular white fodder - so the risk/reward system is skewed too, in my experience.) * The regular addition of new content. (though they could use a few QoL-only updates) * The character customization and nostalgia (FF7, FF10 systems) * Nothing better in the free ARPG category... (the main reason I have remaining, when you get down to it - almost all the hope has drained away - looking forward to the 10 acts though.) I would not feel right recommending this game to anyone right now. (unless they're masochistic and have lots of time on their hands.) This is separate from a hardcore vs casual thing. Instead of focusing on fun, so people play because they want to, I feel many aspects of the game are exploiting addictive personalities. (and the mystery boxes are a horrible practice) Fun, to me, does not mean "easy", please don't misunderstand. I'm not arguing for the casualization of a hardcore game. I'm not even against grinding... back in Final Fantasy 1, I decided that I wanted to reach level 10 before fighting the first boss... fighting imps and wolves and the occasional mad pony; I killed giants and asps until I had the gold needed for all the gear from the shops - hours of grinding, before I left the inner sea through the dwarven canal. FF1 was not an easy game. Even in this game, I'd rather grind merciless Dried Lake than lower maps til level 80. I'm not afraid of a grind... if I have fun doing it. I think a lot of the nerfing is done heavy-handedly, destroying some creative play, and some of the uniqueness of the game. (I've never had a face-rolling build that conquered content easy that was nerfed into the ground, but I've watched others go through it, and it feels horrible to watch.) I think a lot of things need buffing to make the game feel better overall. I don't like the idea of noobtraps and losing by design (how some skills have been relegated to "starter" skills that aren't meant to be used in endgame. Maybe if said starter skills maxed out their levels early on to indicate their lower tier, or splintered into a level 1 version of the next advanced skill gem you're meant to progress to, it might feel better... I don't know, but trying to guide people to gem choices through the quest rewards hasn't worked well, IMO) Maps don't feel fun, and I can't quite put my finger on the reason. (the mods feel more punishing than they should, risk/reward is out of whack) I think it's the lack of positive feedback... a sense of progress. At a certain point, you have to keep going just because ... not for a measurable reward, but for an arbitrary goal, like racing against others to reach level 100. You can't even make guaranteed progress to the next map by killing the boss... it's RNG progression, even if I'm strong enough to face harder content. And sometimes, those last 10 or even 20 skill points aren't quite worth it to me, to push the leveling aspect. But that's mainly because the league ends before I can get much further than 80, and the next league starts before I can play further in standard. Looting in this loot based game don't feel fun. There is so much trash that by the time I hit level 80, I rarely find gear that feels like an upgrade (yeah yeah, balanced around trade, go go economy!). The bottom tier rolls on higher item level gear is depressing. The terrible useless stats on gear (tiny damage reflect? tiny flat life regen? REALLY? You think we need these terrible rolls just to be happier when we get non-terrible rolls? I don't think we need lows this low to know the difference.) Then, even if it has better resists, or damage, whatever... you have to look at the socket numbers, colors and links... the currency needed to change them... the lottery all over again (unless you go masters). RNG on top of RNG on top of RNG. It takes the "earning" rewards out of the earning, and makes it all a matter of random chance. I don't feel good about even good drops, because I didn't do anything special to get it. Maybe I just cracked open a vase as collateral damage, and a 6-link armor, with 6 t1 rolls pops out... go me? Really? My build and skill had nothing to do with that. Maybe it let me kill more monsters faster to get more random numbers spit out than other people... but the next guy could come along, and the first enemy they kill could drop the same thing. (the labyrinth is even worse. Play a mini-game to earn rewards essential for the main game? If it was optional, just for fun if I make a build for it, I might actually have fun playing the minigame on occasion, on my terms, but don't get me started.) So yeah... feels bad, but has such *potential* That little list of what drew me here keeps me here... for now. |
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