[Feedback] Why the game feels worse than it really is

Doing combos as a monk doesn't even feel like doing combos. It just feels like using skills one after another. They don't flow together, they don't wave. They just exist separate from each other with interactions.

Skills, especially when comboing should feel like they are comboing. If i use a killing palm mid-ice strike - it should feel and look like the monk is weaving in palm strike mid combos.
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Torguish#3533 a écrit :
Doing combos as a monk doesn't even feel like doing combos. It just feels like using skills one after another. They don't flow together, they don't wave. They just exist separate from each other with interactions.

Skills, especially when comboing should feel like they are comboing. If i use a killing palm mid-ice strike - it should feel and look like the monk is weaving in palm strike mid combos.


when i tried monk in 0.1 the biggest hurdle for me was that the killing palm (or any culling/charge generator skill) would not break other attack animations- i think this itself would make it feel and function much better
i'm fine with game speed if the rewards will be equal to time spend.

Spoiler
EXPERIENCE: Taking to lvl 95 ssf with 60h+ played (a few weeks alrdy, ~4-6h a day). ~8h campaign.
I run t15+1 rituals most of the the time, also i run 80-81 logbooks (trying get 19-20 gems from 81(possibly82+) gem chest). Almost all maps besides travel - are destiled at least once for packsize.

60h ingame, 40h+ of t15 rituals and i got 1st homo-exalt-omen just today.
I just pickup every scepter and 3:1 them to try roll +spirit/minions on them to try recomb. It takes ~50h to get +3minions 30%spirit as upgrade after a4 campaign. No way to craft it w/o homo-exaltation/homo-coronation omens.
I recomb 30 spirit +1 minion amulet... based on campaign drops. i see +1 dropped later, but never +2 or +3 on any bases. There is no way to craft them either w/o homo omens.
I throw all chance orbs into lattice sandals (pick up preemtively a lot in campaign, thx to my ssf filter). None proc.
Had armor+evasion 45lvl +2 minion helmet in es build... due to inability to roll +2 later on (weight too small comparing to overall weight growth with ilvls, ie chances to roll it higher in campaign than on higher ilvl)


It just not rewarding the time i spend - basically it takes ~10h of grind to get random upgrade/chance to upgrade. Surely, if i ssf as some broken meta like DE LA it would be smoother and faster, yet, grinding early-medium gear for not 10, but 5h is also too long.

I'm not expecting getting bis, but droping sometimes item which can compete at least with campaign rolls, but a bit higher... should be more often event rather than once in a 8-10h.

It's not about slow/fast, it's how rewards should correlate with gameplay. If gameplay is slow - rewards should come in bigger pieces. I have time to play 4+h a day and most ppl cant. And playing few days w/o progress is not fun. Game already have plenty of anti-fun mechanics like ground effects and delirium.
Regarding identifying we have to remember:

The very complaint you're making is exactly why the devs want the identifying mechanic.
The very change you suggest is exactly what they don't want.

Yes there's the foolish, inaccurate nonsense about giving players dopamine hits twice, but that's only the second reason for identifying.

The first reason is that they do not want you to be able to filter out items based on what modifiers they dropped with. They do not want you to already know if an item is worth picking up when it drops.
They are actively against that.
They want you to miss good items because you left them unidentified.
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The_Song#4903 a écrit :
Regarding identifying we have to remember:

The very complaint you're making is exactly why the devs want the identifying mechanic.
The very change you suggest is exactly what they don't want.

Yes there's the foolish, inaccurate nonsense about giving players dopamine hits twice, but that's only the second reason for identifying.

The first reason is that they do not want you to be able to filter out items based on what modifiers they dropped with. They do not want you to already know if an item is worth picking up when it drops.
They are actively against that.
They want you to miss good items because you left them unidentified.


Well, to be honest I don't see much logic in that, as result most of the items are filtered, the ones you open - are mainly junk. In such case why drop items at all?
If they want to miss good items - ffs make some secret areas that drop them, so you need to pay attention to the game and environment, do some puzzles, smth interesting, so that getting good item feels like achievement.

It's friction for the sake of friction.

If the worry is that players gear up too quickly by never missing valuable upgrades, then just adjust the drop rates and balance accordingly.

Building in waste for the sake of having waste.
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sinfulangel#4571 a écrit :
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The_Song#4903 a écrit :
Regarding identifying we have to remember:

The very complaint you're making is exactly why the devs want the identifying mechanic.
The very change you suggest is exactly what they don't want.

Yes there's the foolish, inaccurate nonsense about giving players dopamine hits twice, but that's only the second reason for identifying.

The first reason is that they do not want you to be able to filter out items based on what modifiers they dropped with. They do not want you to already know if an item is worth picking up when it drops.
They are actively against that.
They want you to miss good items because you left them unidentified.


Well, to be honest I don't see much logic in that, as result most of the items are filtered, the ones you open - are mainly junk. In such case why drop items at all?
If they want to miss good items - ffs make some secret areas that drop them, so you need to pay attention to the game and environment, do some puzzles, smth interesting, so that getting good item feels like achievement.



its about you making choices if you want to check all loot or only some loot. extension of that is 'you missing all the mirrors from jars you didn't break' or the white item that dropped could of created BiS rare with an alch orb.

it not made for you to miss out on anything, you just feeling that way due to fomo i guess.
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The_Song#4903 a écrit :
Regarding identifying we have to remember:

The very complaint you're making is exactly why the devs want the identifying mechanic.
The very change you suggest is exactly what they don't want.

Yes there's the foolish, inaccurate nonsense about giving players dopamine hits twice, but that's only the second reason for identifying.

The first reason is that they do not want you to be able to filter out items based on what modifiers they dropped with. They do not want you to already know if an item is worth picking up when it drops.
They are actively against that.
They want you to miss good items because you left them unidentified.


Yes well, they were also actively against fast trading and they ended up changing their minds. And we are all extremely happy about it in the end.

I don't know, maybe clicking some ID scrolls was cool in the days of Diablo 2, to be honest I never played that game.
But when it comes to poe in the late game, identifying litteraly thousands of items, only for a small fraction of them to be recombinator material (with a 85% chance to destroy both items out of that fraction) is juste not that funny.
Squinting at small lines of texts in the hope that maybe stars will align and once in a million you will get a usable/sellable ground item is clearly not the right way to play this game.
If you do this you will burn out and quit the game very quickly, it is extremely boring and tiresome.
Really you either want to target craft or use regexes to filter 99% or the items you pick up, once your item filter already hides 99% of the items that drop.

Just make item drop identified. Clicking the ID scroll really serves no purpose. The tedium of it is so much that no one would ever pick up rare items in poe 1 and we are headed the same way in poe 2.
Hauling thousands of items and looking at them squinting at small lines of texts hoping for a cosmic miracle is no fun and it drains your will to play the game.

Just let item drop identified, you can then reduce global drop rate of gear item by 10x to compensate for it, and it might actually help performance a lot.

We do not need to calculate drop chances for 10 000 items on a map when we might pick only 0.001% of them, at best.

Yeah, for me the bottom line is the balance between garbage and treasure: how much of what we haul home are actually considered a Win, how much are losses that get reduced to a shard.

When the ratio is 1 win against 9 losses, the process of finding this out becomes boring and bothersome.

When the ratio is 9 wins againt 1 loss, then the process of identifying each one becomes exciting.

Identifying is fine if we have much fewer loot drops but most drops are useful. Identifying is boring and bothersome if we feel that most of the time the effort just result in more garbage.
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kumogakure#7381 a écrit :
Yeah, for me the bottom line is the balance between garbage and treasure: how much of what we haul home are actually considered a Win, how much are losses that get reduced to a shard.

When the ratio is 1 win against 9 losses, the process of finding this out becomes boring and bothersome.

When the ratio is 9 wins againt 1 loss, then the process of identifying each one becomes exciting.

Identifying is fine if we have much fewer loot drops but most drops are useful. Identifying is boring and bothersome if we feel that most of the time the effort just result in more garbage.


And lets be real here, the ratio we're working with is more like 1 win for 500+ losses.

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