Why all the clear speed meta hate?

You should be clearing Shaped Strands in under a minute or so OR clearing them in roughly 5ish minutes if actually know what you're doing this League. Anything in between or longer than 5 minutes, then you aren't in the "meta" 👌
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Dernière édition par StDrakeX#2331, le 16 mai 2017 à 17:42:00
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Why all the clear speed meta hate?


  • guild chat completely empty 2 weeks after league start because everyone else has literally done everything
  • 99.99% of all drops are garbage in a trade environment because 30 second full map clears grant jillions of drops
  • new content inaccessible (lol Breach domain timers)

I don't personally Hate the clear speed meta, but that doesn't stop me from making fun of it and all of the disadvantages that go along with it
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Dernière édition par adghar#1824, le 16 mai 2017 à 18:36:08
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adghar a écrit :
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Why all the clear speed meta hate?


  • guild chat completely empty 2 weeks after league start because everyone else has literally done everything
  • 99.99% of all drops are garbage in a trade environment because 30 second full map clears grant jillions of drops
  • new content inaccessible (lol Breach domain timers)

I don't personally Hate the clear speed meta, but that doesn't stop me from making fun of it and all of the disadvantages that go along with it


Get a better guild if you want to play more than 2 weeks

That's my 2c
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Tarille a écrit :
Well... Some reasons can be:

Spoiler
- It's hard to avoid it. Unless you play crappy skills in a 3L only. There's so much power creep it's hard NOT to be ridiculously screen clearing.

- It affects the economy regardless of what you choose. I mean, Mr Casual playing slowly vs a hard core meta whore spamming like 6-7 maps an hour. Who's going to have more loot and currency to make them sell their loot for higher prices?

If trading is a core part of the game design (Which it seems to be, despite how garbage the system has been implemented), then it will always be in favour of the people who farm the hardest.

- It can be hard to knowingly gimp yourself. Like, there's likely a good amount of ARPG players that love to min/max. It's one of the appeals to ARPG's, is that they generally offer a lot of room to min/max, be it build choices to the minute details of making sure all your gear has 100% perfect stats.

However, how does one go about min/maxing, if even a half arsed attempt at building would lead to OP levels if you understand generally the mechanics of the game?

Why is "People should have a choice" only relevant when defending the clear speed meta? What about min/maxers who want actually challenging content to utilize their min/maxed builds in without completely wiping the floor with it?


I mean honestly, they could literally balance the game to be a lot slower and then just give a CSM league option where the entire passive tree is made out of "You deal more damage with everything" nodes and everyone is invincible and permanently using Speed Shrine. That would actually give people a choice between the multitudes of playstyles that want a slower game, while retaining "Lulz I do 10000000 million deeps and clear Strands in 0.0001 femtoseconds" gameplay for those that enjoy it.
^^This. The clear speed game is really a different game than SSF or a slow (less than 50% movement) game. Separating it into its own league would allow both play styles to prosper and diverge as needed. Each key aspect of the game could be custom fitted and balanced to match the play style of the league. Just like SSF can migrate into SC. I'd allow SC to migrate into the speed league (but not the other way around).

By separating the leagues both play styles can be accommodated and everyone kept happy.
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Dernière édition par ChanBalam#4639, le 16 mai 2017 à 18:46:02
I love this post, but this part in particular:
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CaptainWARLORD a écrit :
Monsters have lost their value. They really have.

They are no longer referred to as monsters but as "trash". Which, by itself, speaks a thousand words.

That doesn't mean that monsters should hit hard, no no. In fact, I still feel some could use a little downgrading.

However, it just shows that players have gotten far too powerful with specific items. It no longer is about fighting for your survival, it's all about how fast you can clear map X and how fast you can erase boss X.

Exactly! There is an actual time requirement for monster AI to come online and for a monster to take its first action.

The difference between a monster that takes 10 actions and takes 20 actions (i.e. double the health, or players deal half the damage, or moves twice as quickly) is large but manageable.

The difference between a monster that takes zero actions and a monster that takes at least one action is literally infinite. It's no longer interactive in the same way. It is no longer a monster at all.

The only monsters that are allowed to take actions are those that have on-death effects (bearers, volatiles, quillbears) or have stupid hp pools and/or immunities, which coincidentally, are all anyone ever talks about anymore.
1) People want to play different builds

2) they dont like being punished for 1)

3) Not playing the clearspeed meta has economic effects

ZiggyD is the Labyrinth of streamers, some like it, some dont, but GGG will make sure to push it down ur throat to make you like it
How about:
- half the pack size (indirect AoE damage and flask charges nerf)
- double monster life, item quantity and xp (white and blue only, lower boosts to rare and unique maybe) to compensate for the pack size
- reduce projectile damage with distance, far shot compensated that to 100%
- reduce projectile damage in close combat, point blank compensates that to 100%
- double single target name locked melee damage (add 50% less damage to Melee Splash and Impact area effects)

This should balance significantly the AoE everything, shoot from offscreen and lolmelee meta we have right now. It's not going to magically fix everything, but it's a step.
"Into the Labyrinth!
left step, right step, step step, left left.
Into the Labyrinth!"
There are so many problems with the clear speed meta that I don't even know where to begin.


To my mind, support builds also suck big time. The power they give is totally out of hand.

In the past we didn't have any of these problems. You could still be fast and efficient but it's just ridiculous now.

"Wealth in a game is measured by the amount of fun, joy and entertainment you can get out of it".
-Mythabril
As others mentioned, this speed clear meta turn the game into a monster harvesting game. No strategy or party play is encouraged/discussed to beat high end map and boss. All you see is "how fast can this build clear XXX?, My build can take down bosses in X seconds". This game also lack utility/support skills because when you have so much damage and clear so fast, who need those skills.

Of course I imagine a lot of players enjoy this sort of gameplay, just offering perspective for the other style.
Dernière édition par GoatimusX#4222, le 16 mai 2017 à 19:59:22
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CaptainWARLORD a écrit :
No classic crowd-control, no classic healing spells.

Not exactly. You can make support builds that go for perma-freeze/proliferation, stacking non-elemental curses, high speed knockback, and kinda even healing with those crazy Maligaro's Lens summon-loop things (though that's more of a "healing aura" thing).

Nobody cares about them because they interact with monsters in a non-directly-damaging way and monsters don't exist when damage, attack speed, and movement speed are high enough.

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