GGG's Balance Team is a Laughing Stock
" What are you even talking about , no white knighting here , he is making a very solid point. If you are a scrub without time , well don't set your expectations high , and you should be fine. Dernière édition par khemintiri#3096, le 17 juil. 2016 à 00:28:40
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Haku. Reddit getting more attention than the real forums. Lab Traps. CoC Discharge. Izaro. Experience penalties. Metabuilds. Chaos damage. The Goddess Unleashed. PvP. Reflect. You Have Onslaught While You Have Fortify. You Have Fortify. Haku. Bandaids. Brick'd Uniques.
Sorry, had to. C'mon, Qarl, do something tangible about balance that I can take seriously. Dear God, I keep thinking of more... " Been doing game design about 3 decades now, I might have some idea what it's like to try to balance game content, just a little. Yeah, hi. People who don't like the Labyrinth are not a minority: Be heard - say you don't like it in your signature. Don't leave complaining about lab to others - GGG needs to see how many people dislike it. Ascendancy must be gated on true ARPG content, not a poorly-crafted internet Legend of Zelda wannabe. Dernière édition par TheLastZica#2523, le 17 juil. 2016 à 11:49:45
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" If you don't agree with the whiners you're a whiteknight. Learn 2 general discussion. GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
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" I think the question of how accessible maps should be is different from the question of how long it takes to reach level 100. I am not a fan of content being gated so heavily behind currency, but I am a fan of a long and arduous journey to level 100. I think drawing that distinction is important. My main problem with the current map system is how much it rewards parties, who can pool maps and split the currency cost of Zana mods. Why exactly should running in a party make mapping cheaper AS WELL AS easier, faster, safer, and more lucrative? Solo players, especially self-found ones, get screwed if red maps are the premier way to reach 100 since without absurd RNG you will never sustain them. So in light of that, I'm actually ok with the fact that yellow maps provide a reasonably sustainable path to 100. The problem with yellow maps is that they are just too damn easy. In every other aRPG I've played, content is easily available but in order to not get your ass kicked by it you have to farm for gear first. PoE has it backwards these days; gear is easy to a acquire and content poses little threat, but you have to spend most of your currency on content in order to not run out of it. That's just not satisfying for me at the end of the day. I want to sink most if not all of my currency into gear; after all, we play these games for the fun of progressing, not for the fun of "sustaining" (i.e. farming Gorge for more Gorges). Getting a valuable piece of gear is one of the most rewarding feelings in any ARPG; map drops on the other hand, only feel like a relief and never an accomplishment, since the best case scenario is that you end up where you started, while the worse case scenario is that you actually go backwards. So I agree that currency-gated content has huge problems, but that doesn't mean that I want level 100 to be any easier to obtain. I just think the challenge should reside in completing the content instead of accessing it. |
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" The problem is that making completing content challenging requires a functional balance team and finding ways around users that will continuously find ways to break the hell out of the game (or push for things that are broken from the start, see "You have Fortify"/"You have Onslaught while Fortified") and then whine when it's fixed, which is actual (difficult) work that GGG does not appear prepared to do. So instead we get currency gating, because PoE's current development style isn't capable of producing meaningful skill requirement/completion challenge. See also: Labyrinth, which is maybe "hard" if you don't cheese it, but is absolutely trivial to cheese to the point almost everyone who isn't whining about it, cheeses it. Why even HAVE traps if they're going to be inconsequential YOLO bait... PoE does not currently present actual difficulty. It presents illusion of difficulty which simply requires cheesing to bypass, with cheese widely accepted and used, even as an excuse for justifying the "difficulty." Until that changes, any real attempt at difficulty or skill-based gameplay is doomed from the start. Luckily the main skill tree and currency systems are fun enough to crutch the game along in spite of its problems. ![]() Labyrinth Traps vs. Movement Skill Gems, Life Regen and Life Flasks in a Nutshell So why even have them? People who don't like the Labyrinth are not a minority: Be heard - say you don't like it in your signature. Don't leave complaining about lab to others - GGG needs to see how many people dislike it. Ascendancy must be gated on true ARPG content, not a poorly-crafted internet Legend of Zelda wannabe. Dernière édition par TheLastZica#2523, le 17 juil. 2016 à 14:00:17
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" I refuse to believe GGG is incompetent at balancing this game - it is just so mind boggingly unreal how badly things are balanced in this game that I refuse to believe they are bad at balancing. I am only left with the conclusion that GGG purposely creates gross imbalances in the game to entice players to continue playing and trying strong builds - this is the only explanation I can come up with to explain why this game is so badly balanced and CONTINUES to be so badly balanced. How else can you explain things like Juggernaut ECs, RotC, and all the things you mention above. I've also read about cases where alpha testers would give feedback on certain new gems being too OP - but GGG just ignores them and introduces them anyway (first BV and BF). ¯\_(ツ)_/¯ |
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" I never totally understood these balance thematic out of pure competition games. Sure, there's a part (a small one imo compared to RTS/FPS/Moba games) in PoE, sure. But I played such long a game like Diablo II, where balance was simply non-existent, and never cared about it regarding my fun with that game. Never cared 'bout Enidins who cleared 8pl CS in seconds, or OpiOp dreamer carry full games and other, while I played my much loved selffound phoenix-Assasin which barely was able to beat Hell difficulty. Same is here, why so much people bother with that? If you have many builds with many different mechanics there are necessarily differences in therms of effectiveness. Or we have to go a point, where probably many skills feeling the same regarding playstyle. Why not playing some OP shit if you want, or playing something slower/more difficult next time? Maybe some1 can enlighten me on that issue. "better to simply go balls deep full retard if you gonna go retard." -Boem-
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" I would prefer to think they're bad at it because if that is the case whomever would be able to learn, grow and get better at it. If it's intentional, and you're right evidence does suggest that to be true, this is worse as this could mean the only real solution would be to replace the people putting the game in an unbalanced state. :/ |
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You have to realize there is a problem before you can balance it.
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" Can you balance a balancing team? Yo dawg. Vote +1 to change Path of Exile to Path of Nerfs.
We hate to say, but ProjectPT was right. |
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