Can you increase the difficulty? Game too easy now.
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" It's just an excuse. Strong builds should be nerfed, if they are OP. " Ascendancies are what makes game easy. Should we remove them? I dont think so. " Makes sense, but it wont fix problem completely. " To stop game from being dominated by AoE builds, GGG should reduce mob density and make tough invidual mobs/champs/bosses tougher and rewarding to kill. To stop game from being dominated by ranged builds, you should first stop it from being dominated by AoE builds, and then, rework many mobs and their abilities, which deal insane damage in melee range. IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504 There is no knowledge That is not power |
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Heh gotta love people asking to slow down game speed, probably just because they can't be fast :D. I used to be slow because I didn't know game so well. So I started watching bakedchicken and he clears very fast, first thing in my mind wasn't "lets nerf this because I am slow". What I did was improve my speed too I aspired to clear faster and that is a good thing. I like game in its current position enough hard to challenge you but not too hard to frustrate you. After some balance changes in 2.3 to you know what builds game will be just fine. Dunno where people get that game is easy because that is not true at all it was said before people get better at this game which is awesome.
Now you ask but why are there so many posts about game being too easy? Well we probably don't get many new players because I saw some threads recently of people quitting game because it was too hard. What do you have to say on that? Are they lying? So that is problem itself no new players that will stick to the game or they don't bother posting on forums. I have been playing since lunch of the game and I couldn't even make it to the maps because I refused to check guides and had 0 experience. Once I started checking builds and guides everything was easier. The guy above trying to make this some kind of WOW/diablo game good luck with that. Dernière édition par XeonioTheImmortal#6188, le 21 mai 2016 à 14:18:03
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If you accomplished your goals and have nothing else to do this season = game too easy.
If it's too much effort/work or you cant' achieve your goals within your means = games too hard. Everyone can never be happy about arpgs because they expect infinite playtime while being always continuously fulfilled with exactly what they want. |
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Personally, I think there is a few issues currently.
1. Economy/Access to gear! ---GGG keeps offering different methods of obtaining gear to make it easier for the community to get what they need to make various builds . The big issue here is this: A large portion of the community often find their builds to play versus making their own. So when a few builds outshine others (because of them being cheaper, stronger due to balance issues within skills, or seen more commonly through popular streamers) - people start to gravitate towards those builds. I feel like the abundance of cards sort of kills Chance orbs. Not that chance orbs were that fantastic to begin with, but now a days you basically don't need orbs to get items you need. So, they've killed a currency, they're overstocking the economy with items, and by doing these things they're essentially screwing with the economy overall. 2. Ease of 100! -- Ages ago what made the game amazing, was the fact it took an entire league to reach 100. Or at least that it felt like an accomplishment to get to certain levels. (Many of you will disagree with this because there is a large portion of players that grind out various toons versus going the distance, but hear me out.) These higher end players had a purpose to come on and grind hard. These ladders were what motivated people to log on. Getting top whatever was set in motion, but now players can do this within a week and leagues last a few months. Now some of you might claim that this isn't possible, but it is. It used to take ages for players to get higher levels and within this past Flashback League I was able to get to level 87 in 3 days using a 4Link (not entirely res capped because I had access to a Bismuth Flask!) To me that is INSANE, this shouldn't be possible or allowed. But going back to what I was saying, the players that are grinding to reach the top of the food chain help the community. The more players playing and flipping items to find gear, the better the chances of them finding better gear options to sell, use or trade within the community. We have to find a way to keep them motivated to play not just for the community but for the failing economy currently. What helps them, helps the low-bies as well. So even if you're one of those players that swap 8 characters at 81-87, the chances of you buying a belt you need would increase significantly by having more players flipping gear that could be your next belt purchase! 3. Ease of overall gameplay! ---- This one is more personal than anything else - so many won't agree but that's fine. When I first started playing ages ago, bosses hit harder, mobs took awhile to kill, there was a challenge to every map we did, and often cases we had to tweak as we went with gems. I recall having to swap out gems, switch out gear, and even flasks. People now a days would cry about this - but if you want a harder game which I do - these are things you should be willing to do to progress as a player. I've seen people cry about having to swap out a gem on here and I can't even process this. They need to find a way to make the content more interesting and/or difficult if they want to try to keep people around longer. I would actually like to see if it's possible to get maps to have random bosses versus knowing what boss you're going to face each time. Keep the map areas the same, keep the tiers the same for levelling purposes and experience purposes, but just make the bosses random. It would make it a bit more interesting and possibly a bit more tedious. Often cases we see people sticking to the same maps and selling specific maps because some bosses are too tedious for a lot of people. This way, all maps would have some importance. (You all know what I mean. Who wouldn't want to stock up on Arid Lake Maps vs others? Or Springs? There's a lot of easy options and people keep passing/selling all other maps. Lets switch it up and make all maps interesting.) 4. Skill/Gear Balance! ---- People are crying about Voltaxics, CoC Nerfs, etc. We've all seen it and I've read so many posts on Reddit as well as here about it. The problem is Double Dipping. Poison doesn't work like Burn damage and some of the "burners" are saying that the Stacking mechanic within poison is too strong and if you're going to keep poison running off of chaos damage nodes - it should work similarly to what burn offers. Now, this is one thing I've read that makes sense, but I've also read that if you just tweak down poison to work hand in hand like how burn works - it should be the same. Now people will cry that "that's too much! That kills the point of using poison at all!" - well not really. You're still gaining something, it's just not completely broken like it's always been. This happens often with a lot of things. Spark went from being OP Broken, to being useless, to being OP broken, to soon useless again. There's no skill balance really between things, but people also need to realize theres a ton of gem options for support that make it harder to balance certain aspects of specific gems. But, the one thing that GGG shouldn't be doing is making more skills that are basically replicas to other skills (I'm talking about you Ice Crash > Earthquake). Yes, the effects look different visually, but there's got to be better skill development in this aspect. Personally..... I think the change of allowing spell casters to use Voltaxic isn't the wisest? I think if you're doing a bow build, use a bow and quiver. If you're a spell caster, you shouldn't be able to equipped these items. Now people will rage at this comment but, if they're going to keep bringing in different uniques like they always do - they should make an item SIMILAR to the Voltaxic for these specific spell caster builds. That way, the costs of each item will vary in the economy and it's still benefiting everyone all around. You heard me, that doesn't mean we're taking something away from you - we're just giving you something you need - but it isn't a bow! The idea of sharing these items were great originally, but if you could get a wand/sceptre/staff/shield/whatever to offer something SIMILAR to the Voltaxic, why not? Yes they have to scale back some Chaos changes slightly, but not entirely. I would personally be down for GGG to sort of revamped old uniques. Just change the stats of old gear options to help these newer builds. Why make more uniques, if you can just change old ideas to work with an evolving game? I would assume this would save costs compared to making new items. (I think this would save costs but I could be wrong someone please correct me here). Dernière édition par elem3ntality#7881, le 21 mai 2016 à 16:05:22
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" Vol. blood and reflect are worse than normal monster damage. I think monster crit multi should be dropped a bunch and base damage boosted. That way less spiky spike. spike damage is a poorly-developed game's way to cheat well-planned builds. Because you can't plan a build around spike damage without turning into a guardian with 1500 dps, basically. Quoting Saltychipmunk:
...I look at the new act 5 boss where you have to hide behind the statues to survive the bullet hell and all I can think is... how the fuck are zombies going to survive that? They don't know what hiding is... they don't know what dodging is... they are morons. |
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Monster crit multi is currently 130% default. How much more could you possibly want it nerfed?
(Actually, it might be kind of nice if default crit multi was 120%... for everyone.) When Stephen Colbert was killed by HYDRA's Project Insight in 2014, the comedy world lost a hero. Since his life model decoy isn't up to the task, please do not mistake my performance as political discussion. I'm just doing what Steve would have wanted. Dernière édition par ScrotieMcB#2697, le 21 mai 2016 à 17:44:56
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" I like the way you think. |
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" From Feb 2013, a thread complaining about not being able to drop higher than lvl68 maps. Yes, LEVEL SIXTY EIGHT. https://www.pathofexile.com/forum/view-thread/194262/page/1 "Dude he fucking said hotdog racist.
Like I can't even make this shit up." - gj 1.0.0 Forum Posters now have 50% less Critical Thinking skill per Patch |
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" ... No. This is more about killspeed than clearspeed. Any mediocre build/gear will be able to kill so quickly that mobs have no chance to do anything back. Melee of course is an exception to some extent. " People come to the forums to complain. Otherwise, they're too busy actually playing and enjoying themselves. Many players don't visit the forums even once. Forums don't necessarily reflect the state of the game and I wouldn't draw conclusions from that alone. Also, I'm pretty sure there's a constant fluctuation of players, as well as influx of new players. That is why GGG have been able to continuously grow over the years. @elem3ntality Good points, thanks for your comment. |
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