Weapons and boots should "most of the time" have physical %/spell %/elemental %/movespeed

I'm really gobsmacked by how this isn't a priority issue.

Every single physical skill relies on conversion from physical, so if you don't get physical its useless, elemental only weapons with no elemental % and or more elemental hit damage useless etc but please look at it this way:

- There's a significant demographic of the community that struggles with loot, juggling item rarity stat, lucking from vendors or are just poor skilled and/or don't like to research hard into a build etc.
A change like this would at the very least a small buff to their progression and gameplay well being. Weapons are the bread and butter amplifier of meaningful damage and movement speed has the essential importance of defensive comfort (not just about making a big map size more comfortable/fun).

- physical/spell ranges from something like 30-150+, so with these ranges in stats it makes no sense for them to never exist as the value has so big a range and a player will still continue to find something better.

- More Multiple Class experimentation
I feel that not a lot of players even want to experiment with a secondary weapon and what better incentive than to at least provide players with guaranteed power to the weapons they're picking up!


I just don't get it and what kind of immersion aspect is it to find a weapon or a pair of boots and they're likely to be duds..."Oh this beautiful Mace is starting off with STR+10, accuracy and light radius..."
You could at the very least either not drop this crap in the first place or have its prefix's already determined regardless of inspection and the loot is viewed to the player as "Inferior" (saving valuable time and transmute+augment sink).

Or is this what its really about? Sinking economy from the players?

My ultimate proposal would be that you just change weapons and boots so that they can be augmented twice (3 prefixes).


Someone provide me with a decent counter argument to how I'm wrong about this because I feel that it makes so much sense for the general well being of the game, its accessibility...enjoyment...review score...
Dernier bump le 16 avr. 2025 à 08:28:46

I'm not here to tell you, you are wrong.

However, your points go against the current "vision" as I understand it.

Jonathan wants loot drops to be bad to force you to interact with the trade/currency system.

If they drop stuff that is "useful" then less people will interact with trade.

Thats why mobs are hard, currency and items drops are scarce because all of those things lead to "The Vision" of the struggle of your character becoming good as you slowly trade your way to a complete character.

The whole game as I understand it is balanced on the idea that players must trade to move forward.

I could be wrong, but that is part of "The Vision" as I understand it.

Dernière édition par Iheals#4730, le 16 avr. 2025 à 03:07:15
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Iheals#4730 a écrit :

I'm not here to tell you, you are wrong.

Jonathan wants loot drops to be bad to force you to interact with the trade/currency system.

I could be wrong, but that is part of "The Vision" as I understand it.



Yikes, heavy reliant on a website and no decent notification popup if a player is interested in purchase...

Its just sad. All the other gears are fine but if you don't have the stats mentioned on weapons/boots then its pot luck entirely...

There's not even a way to de-magic a piece of gear so you can then apply an Essence or to it for even a chance of more tailored stats, at least something for the player to feel "crafty".

I really like this game but I really don't think Johnathan ultimately appreciates the time investment of players if a trading website is the only answer to the incredibly sad rn-jesus game for basic power and mobility necessities.
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TrunktenUK#3407 a écrit :


There's not even a way to de-magic a piece of gear so you can then apply an Essence or to it for even a chance of more tailored stats, at least something for the player to feel "crafty".



Yeah, I will take for granted you don't have the time to watch all the interviews Jonathan does and try my best to tell you what I understand.

1: They want to add a new crafting feature with each new season during EA so it may be that some of what you ask for will turn up, when, I have no idea.

2: They are still balancing drops rates but rather than improve item drops they may drop more currency and add better items to the venders to allow you to trade those vender items on the trade website for currency to then trade on the trade website for the items you actually need.

(Yeah likely, like you I think that is a very complicated way of just giving us better loot, but it is also a way to make players interact with trading. Jonathan shuts down any questions about adding an Auction House with a quick reply of "I have nothing to add on that topic")

3: They are against letting players delete stats from an item (Turn Blue Magic item to its White base) so players can then craft from a clean base. They feal that would lead to POE 1 where players no longer care about loot drops and pick up a white item and craft their way to endgame making all loot drops irrelevant. Jonathan from my understanding is COMPLETELY against that ever coming to POE 2.

This is just me but I feel Jonathan has TRADE tunnel vision and is more likely to always fall back to TRADE as the answer to any problem a player may have.

Obviously, I am not Jonathan and could be wrong that's just my understanding.
Dernière édition par Iheals#4730, le 16 avr. 2025 à 04:45:53
no
Mash the clean
no
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Iheals#4730 a écrit :

This is just me but I feel Jonathan has TRADE tunnel vision and is more likely to always fall back to TRADE as the answer to any problem a player may have.


It would be completely fine if there was a reason to party up and organically promote team/guild unity but there's not. Really, I can't fathom it, we have a great solo game but we're forced to be online, we can't check other peoples character sheet, there's no incentive to party, POE2 has a lot of growth to do for modern online satisfaction but will it ever...
I mean, they even create team based passives and gear to share charges, resistances etc but why are they there when the team up aspect doesn't naturally exist?

Gaming isn't 20+ years ago when you'd play on console with your siblings and best friends with a multi-tap, the couch co-op thing is so niche. I like these devs, but they're very "uncle".
But that would decrease the amount of grind. Grind can only go up.
Why don't you just sit back and get yourself 300 shards of something painful over the next 12 hours?

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