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

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The_Song#4903 a écrit :
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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.

didn't they try less but better loot in 0.1? the drops i got from the first few weeks were some of my best items throughout 0.1 and 0.2 (i didn't play league server on 0.2). people cried because they didn't see yellows on the floor and now we are here with poe1 loot
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sinfulangel#4571 a écrit :


I would agree that rares could be unidentified if you got 2-3 rares per map. When you get 20-40 rares of tier 3-5 per map - it doesn't make much sense.

Probably if there is no point in selling item unidentified - then there's no point in dropping it that way.

As for the sprint, I agree that's partially skill issue :) but most likely I'm not the only one.



THe problem is you are looking at 20-40 rares. 90% of them should be completely invisible with a proper loot filter.

The game suffers from the same problem as POE 1 -- ground loot sucks. When you DO find something "valuable" it's almost never USABLE by your current class (dumb luck, but still).


POE 1/2 are built around trading, but in POE 1 we have a lot more tools to solve our problems.

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