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

Yeah, exactly, hence why I say that this base-system needs to be adapted. It worked for quite a while, when fewer 'overly strong' mechanics were in the game, both for mobs and for players. By now though... it's not fun, it takes away the ability to choose your build heavily. everything is the same, gotta go fast boom-boom builds or dead. At least the majority of it.

Less damage, sensible survivability, no 'unfair' game mechanics but instead demanding positioning and more of those special boss-mechanics as the mastermind had. Describing them beforehand so people can react to it rather then figuring it out and be frustrated would be nice as well, by showing it openly what you've got to do, or providing small tutorials about the boss-mechanics to read up on.

This would give a bit of variability into the game, make fights interesting rather then 'spam as much crap as possible, the more is spammed the harder the fight is'.
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.
lolz @ still pretending to be incredulous about the solution to this.



...as if the power creep is some mandatory compulsion.
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Kulze a écrit :
Yeah, exactly, hence why I say that this base-system needs to be adapted. It worked for quite a while, when fewer 'overly strong' mechanics were in the game, both for mobs and for players. By now though... it's not fun, it takes away the ability to choose your build heavily. everything is the same, gotta go fast boom-boom builds or dead. At least the majority of it.

Less damage, sensible survivability, no 'unfair' game mechanics but instead demanding positioning and more of those special boss-mechanics as the mastermind had. Describing them beforehand so people can react to it rather then figuring it out and be frustrated would be nice as well, by showing it openly what you've got to do, or providing small tutorials about the boss-mechanics to read up on.

This would give a bit of variability into the game, make fights interesting rather then 'spam as much crap as possible, the more is spammed the harder the fight is'.


Just like they manage to keep player's defences out of "power creep", they COULD balance offensive meanics too, IF they wanted to.
(They capped max resists recently, even capped LL duration, and i'm sure - if ES values prove to be too high this league, they'll nerf ES yet again).

I agree, that enforcing "kill before get killed" limit variety. Tanky builds not just feel slower and get less exp/loot per hour, they dont actually even feel tankier, often - because if you let enemies live longer that split-second, they deal damage to you, and it's very high & spiky (cause they can have tons of multiplicative damage boosts too), so you still die, even being "more tanky" in theory.
And the last - bosses somehow feel EXTREMELY unrewarding in PoE. They earn ridiculously low amount of experience, compared to killing trash. Which even doesnt makes any sense, cause one should gain "experience" from fighting some big badass boss, who packs a punch, NOT slaughtering countless dodoes on turkey shoot.
With exception of some bosses with fixed loot table (like Shaper), the rest drop pitiful loot.
Why cant boss grant ~30% of total experience/loot in the map? And slaying it should take ~30% time required to complete map, too. As well as challenge.
This way, single-target skills might became the thing too. Of course, GGG should also balance all that, so single-target skills would have very high damage, but no/very small AoE, and "pack-killer" skills would get far lower damage, so they'd be not good VS bosses.
IGN: MortalKombat
Molten Strike build guide: https://www.pathofexile.com/forum/view-thread/1346504

There is no knowledge
That is not power
To a degree we already have that with single-target focused builds versus mapping-builds. Though yes, you're absolutely right there, making it more distinctive to get people into a specific play-style rather then simply taking the 'allrounder' like winter-orb or most archer builds (since the clear-skill isn't on the 6L, or rather at the 2. 6L along the line) it would make the game a lot more interesting.

Also absolutely true about the bosses. I'm playing a meta Winter-Orb build, a bit weaker as I didn't bother with more damage at all, simply skipping the map boss anyway 90% of the time, unless I have a proph interacting with it, it gets doubled or a sextant rolls along the line.

Adjusting offensive measures from both mobs and players would do wonders, and it definitely is something which starts to become fairly dire to do. I'm just wondering if GGG will take the time to address it until 4.0.0. It would force a fair amount of balancing, more so then simply adding 1 or 2 new gems while adjusting a few numbers along the line. Major reworks would surely accompany something like that.
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.
^ this guy can't figure out if he's for or against power creep.
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robmafia a écrit :
^ this guy can't figure out if he's for or against power creep.


There's a huge difference between simply adjusting an existing mechanic or reworking it. That should even be understandable for you.
What i'm talking about isn't removing power-creep, as that's impossible, it's about implementing mechanics to ensure that power-creep won't affect game-play negatively in the future like it does at the moment.

That doesn't require rocket-science to understand, I hope you can do that therefore.
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.
lolz @ impossible!

this guy is the gift that just keeps on giving!

yeah, new content being lateral - UNPOSSIBLE! new content HAS TO be more powerful (for... umm... no apparent reason, but apparently this is an immutable law! some rando says so!)

fun fact: all this bullshit could be disabled/balanced before the next league.

(edit: of course, knowing ggg, it won't be. and they'll probably add new, stupider affix tiers. we all know that merciless/runic/etc just aren't strong enough!)
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Dernière édition par robmafia#7456, le 30 mars 2019 à 22:13:04
Well then we've come full circle now, haven't we? Disabling it? Content which has clearly be made to interweave with the lore tightly? So, let's say we simply remove the synthezizer, then what? Why should anyone go ahead and run the nexus if it isn't providing anything worthwhile to get there?

Maybe just raising the amount of dropped loot there from all leagues combined? Well... why should anyone then run the other league-mechanics if this one provides a better place to obtain those rather then be a worse side-option compared to them for those mechanics?

If you implement a new mechanic it has to be rewarding. If it is rewarding then it contents with all the other mechanics available for those rewards. If it's not different then one of the existing mechanics will be made obsolete. Also, that's another form of power-creep. Maybe you should start thinking before providing measures which won't solve the issue but only shift it from A to B while trying to bash down every other comment brainlessly?

GGG won't just 'drop' the league, that won't happen, get it out of your brain instead of complaining like a maniac, rather think about a solution to integrate the new system in a way it won't break the game anymore, have you even thought that to be possible? Seemingly not with how vehemently you're screaming out for 'Remove it! Remove it! Undo stuff! Just take all the new implementations out and give us back 3.0.0!'
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.
omg.

i wasn't talking about disabling content, i was talking about disabling AFFIXES.
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Something can't be 'rewarding' if you can already clear all content without it or if it doesn't make your build more enjoyable. The only way it can be rewarding is if it makes profit, which apparently becomes a goal for lots of people, even if they don't have a use for it.

This issue cannot be fixed without removing stuff. There's no other way around it. The problem is how do you balance SSF and Trade leagues. A possible solution could be a complete separation between those leagues, with easier access to specific gear made possible only for SSF. Ideally there could be 2 PoE modes for 2 different crowds. But apart from that requiring a lot of work, it would still require major rework of the class/skill system.

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