can we please stop the power creep, already? (or better - reverse it)

lolz.

32k ES solo.

this shit's beyond a joke.
[Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct."

...it was quotes. from the forum. lolz!


lulz
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
well, i mean... it's spell league. it's not like spell using builds use ES or anything that would synergize with int...
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"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct."

...it was quotes. from the forum. lolz!
You can probably make the same with any attribute though, all 3 'versions' are freaking ridiculous ...
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
Some of the gear that exists in this game now is so freaking stupid it's unbelievable. And it's not even expensive enough to be justified by the argument that only a tiny group of rich players could get it, either (I mean the Reddit showcases are pretty damn expensive, but plenty of affordable stuff exists that's almost at that level).

GGG breaks the rules of their own game by adding all these ridiculous affixes. I'm still getting over the fact that you can just get a 20% more spell damage affix on weapons now. That's a freaking GEM, not an affix!

Remember when quality was capped at 20%? That bestiary recipe that corrupts an item to give it 30% quality still exists (I was so happy to use that on a Hiltless for one of my hipster builds during that league), but now you can get 30%+ quality easily on uncorrupted items like it's nothing.

7link+ items should be rare and expensive (or at least uniques with drawbacks), not commonplace. There are 6link helmets now for Kitava's sake.

I could go on. Some of this stuff would be OK with smaller values, higher rarity, limited to one affix of a given type per item, etc. But the way it's implemented now is just gamebreaking.

Who thought this was a good idea? I feel like only veteran players can appreciate the power of this stuff anyway, so I don't know that details like buffing ES really bring new players into the game or whatever... I can see adding new content doing that, but not necessarily powercreep that requires a lot of prior knowledge.
We're all in this leaky boat together, people.
Dernière édition par demon9675#2961, le 30 mars 2019 à 03:42:48
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demon9675 a écrit :


Who thought this was a good idea? I feel like only veteran players can appreciate the power of this stuff anyway, so I don't know that details like buffing ES really bring new players into the game or whatever... I can see adding new content doing that, but not necessarily powercreep that requires a lot of prior knowledge.


-Influx of d3 players probably pushed them to create all those easy win mods.

Poe Pvp experience
https://youtu.be/Z6eg3aB_V1g?t=302
"
Kulze a écrit :

Umh... because that... are 2 seperate topics? You know, power creep =//= one-shot mechanics. Otherwise power-creep would be called... one-shot mechanic and vice verse?


Power creep is the thing, that causes "one-shots everywhere". Mostly because GGG quite careful to power creep regarding defensive mechanics (so they're trying to fix it every time players get too tanky), but dont give a shit about offensive mechanics or movespeed.
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
"
MortalKombat3 a écrit :
but dont give a shit about offensive mechanics or movespeed.


Well it s true they really hate defenses, I remember the block nerf. However QOF multiple nerf is the proof they don t really like MS.

Thing is they have no idea what half of the team is puting in the game. When half the team nerf shit the other half buff it back somehow.
Poe Pvp experience
https://youtu.be/Z6eg3aB_V1g?t=302
Dernière édition par Head_Less#6633, le 30 mars 2019 à 07:06:25
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Fruz a écrit :

There are ways to add new content, making it appealing without making old content obsolete progression wise, there are many elements that can make content appealing and useful.

Seeing "power" as the only thing that makes content appealing (<=> saying that power creep is inevitable and even natural) is incredibly short-sighted at best.


GGG have gone too far with ridiculous power creep, they can't go back, they cannot "clean" their game anymore without loosing a significant part of the player base.
It's going to get worse and worse in this regard, until another game is created and can start with a clean base.


Sure there are, though if you add new options to craft items, which GGG is fixated on at the moment, then that automatically adds power-creep. So, you got to have a solution to deal with it, which they seemingly don't.

Adding new options along the way to craft items is a nice thing. Doing it without adjusting the gameplay - which would make said crafts useless - isn't good either. So, what do you need to do? Adding new content which needs those things, which hasn't been done.

Sure, we got delve bosses, which are side-content. We also got the cortex, which is a fairly hard fight, unless you play a meta-build. But that also doesn't solve the issue.

The amount of content we have just doesn't correlate with the game mechanics and pacing anymore. You can obtain immensely powerful items too early, making a lot of the content trivial, and THAT is what's not supposed to be.

Do you think anyone would complain about 'power-creep' if you would only get the feel of getting stronger massively after you've killed shaper? Or can fully use those new nice mods when you've reached a specific level? Also, a single piece of equipment often makes or brakes a build right now in a massive way. Sure, let's add 34% more damage on a single wand for instance where before you could only use inc damage to do the same. That's a scaling issue.

Multiplicative mods have gotten so commonplace and easy to be combined with additive mods that those together spiral out of control.

"
Fruz a écrit :

And yes, "one shot" as people call them ( hint : QQing people are people lacking defenses in the vast majority of the cases ) are a direct result of the power creep.
If GGG would not allow people to reach absurd amounts of power, they would not need to tune some pieces of the content to still be a threat to them => have such damage spikes.
When players can instantly kill most things, the only way they can be challenges is with either quite ridiculous burst damage ( because nothing lives long enough to be a threat otherwise ), or on-death effects and such.


Sure people lack a vast majority of defense, the game pushes them towards it. You start mapping, you're decently strong, clearing packs along the way, fighting bosses in the atlas while progressing. Now you got 2 choices at the moment: Go full bonkers with damage to just kill everything before it can react, or go and pick up hefty amounts of defense, gating you for quite a lot of content.
Got a temple while you're defensive? Good luck clearing the instance in time, the architect is fairly tanky after all.
Or got a syndicate encounter? Sure, you could build to survive all their attacks... or simply one-shot them, which is by far easier and less risky in softcore.

Compared to that, in SSF HC you're got to go defensive, a single death means you're screwed. Though that makes progression wonky by now. Side-content is gated behind dangerous mechanics - as it should be - and hard to obtain in comparison, though the moment you obtain it the whole game becomes trivial as well, suddenly powering up your character to an absurd degree.

Sure, we could all go back to the times before 30% quality, no extra chaos mods, corpse-explosions being something out of the ordinary and ridiculous implicits not being a thing. That would take away a lot of options to build characters though. Fossils... overpowered, fractured items... overpowered. Both are what spiraled it out of control.

So, the solution isn't to revert it, the solution is to add new game-mechanics gating people stronger towards specific content. Adapting the level requirement of specific items and mods is overdue. As well as reworking how scaling of mob and player damage and defenses works, giving a more 'smooth' feeling overall.

GGG balance is like getting a pizza which is burnt on the sides, raw in the middle and misses the most of the toppings.
Then upon sending it back you get a raw side, burnt middle and enough toppings to drench everything in grease.
Everything fixed but still broken.
"
Kulze a écrit :

Sure people lack a vast majority of defense, the game pushes them towards it. You start mapping, you're decently strong, clearing packs along the way, fighting bosses in the atlas while progressing. Now you got 2 choices at the moment: Go full bonkers with damage to just kill everything before it can react, or go and pick up hefty amounts of defense, gating you for quite a lot of content.
Got a temple while you're defensive? Good luck clearing the instance in time, the architect is fairly tanky after all.
Or got a syndicate encounter? Sure, you could build to survive all their attacks... or simply one-shot them, which is by far easier and less risky in softcore.

Compared to that, in SSF HC you're got to go defensive, a single death means you're screwed. Though that makes progression wonky by now. Side-content is gated behind dangerous mechanics - as it should be - and hard to obtain in comparison, though the moment you obtain it the whole game becomes trivial as well, suddenly powering up your character to an absurd degree.

Sure, we could all go back to the times before 30% quality, no extra chaos mods, corpse-explosions being something out of the ordinary and ridiculous implicits not being a thing. That would take away a lot of options to build characters though. Fossils... overpowered, fractured items... overpowered. Both are what spiraled it out of control.

So, the solution isn't to revert it, the solution is to add new game-mechanics gating people stronger towards specific content. Adapting the level requirement of specific items and mods is overdue. As well as reworking how scaling of mob and player damage and defenses works, giving a more 'smooth' feeling overall.



It's because PoE allows you to easily reach ex-orbitant DPS values relatively easy, but not tankiness. And every time GGG notice players are becoming too tanky with certain mechanics, they nerf it. To make a tanky build, able to facetank all the shit game throws at you, huge investments are required. To get 2x EHP boost, one should give decrease his damage 10x, in best case (often - much more). And since enemies also use lots of multiplicative scalings, you can never be safe anyways.
So they deliberately push "kill before get killed" meta.
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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