Path of Exile Questions Thread - August 12, 2021 |
- Questions Thread - August 12, 2021
- Chris mentioned that build diversity looks much better outside poe.ninjas listed data. Therefore, GGG can we get a ladder limit increase past 15,000?
- I do think it is important to talk about the reoccurring sentiment that "we can get lucky and find an upgrade from the ground"
- [Video] The Baeclast Situation is Disgusting
- Raiz (and likely the other hosts) received death threats about Baeclast. The 3.15 toxicity has gone way too far. It's a video game. Calm the fuck down and treat people with respect.
- I think Chris forgets that many of us can't afford to craft the normal way!
- Baeclast - support pack historical data versus Chris Wilson statement
- Chris will be on a podcast with Ziz + Mathil + more? next wednesday
- Since Chris Wilson stated on Baeclast that he thinks players don't have a problem with the changes to the acts, here is my feedback on the changes and the acts in general, plus a small part about how a friend who is a first time PoE player experienced and failed this league.
- I picked up and ID'd more rare loot off the ground during Harvest than any other league. Harvest crafting makes picking up loot more desirable, not less.
- Reminder that there is going to be some skill nerfs in 3.16, Chris was talking about system wide nerfs when he said no nerfs.
- Loot from 6 methods under 30c investment each. No atlas strategy, no juicing, no efficiency. Pure ROI. Very casual.
- How many of you other accounting nerds enjoyed Chris explaining deferred revenue to the Baeclast Gang?
- The message is clear: Harvest was a mistake and determinism is dead
- RIP Ziz to logbook mobs
- Congrats to the Baeclast Team for a fantastic interview!
- QOL suggestion to help out with the bigger stacks of scrolls that are coming.
- The argument of "finishing an item" with Harvest is flawed
- Hot take: Harvest was a "chase item" for the Casal player base
- Rog is my reason for playing this league
- 45min discussion from DonTheCrown about today's Baeclast interview
- ACT 8.. 3EX.. JUST WOW!
- Nothing better
- 4k+fusing into my Farrul's. I am losing my sanity.
- My first time clearing The Feared with Soul Rend Trickster!
Questions Thread - August 12, 2021 Posted: 11 Aug 2021 05:00 PM PDT Questions Thread This is a general question thread on. You can find the previous question threads here. Remember to check the wiki first. You can also ask questions in any of the questions channels under the "help" category in our official Discord. The idea is for anyone to be able to ask anything related to PoE:
No question is too big or too small! We encourage experienced players to sort this thread by new. We'd like to thank those who answered questions in the last thread! You guys are the best. [link] [comments] | ||
Posted: 12 Aug 2021 08:19 AM PDT There is a lot of talk about build diversity in the community and how it went down. However, in the Chris' interview on the Baeclast he mentions their internal metrics actually demonstrated it was far more varied then what poe.ninja showed and that it was essentially biased data source. He further pointed out, that it was self-reinforcing because players would view poe.ninja and choose their build from one of the already listed. And fact of the matter is, listing players from 95 to 100 is already a very niche dataset. With this in mind, if the ladder listed more then 15,000 characters this could help the community better evaluate build diversity and give us a better ability to find interesting builds via poe.ninja [link] [comments] | ||
Posted: 12 Aug 2021 06:27 AM PDT The issue with this is that it just physically cannot happen anymore. The items in builds these days are double influenced, maven orbed, or both. They are crafted with T0 essences, or synthesized. All of these crafting systems that add power over the normal loot, which is great and interesting. "Slamming" an awakener orb is still exciting, at least to me. But removing multiple crafting systems because "we don't want the players to lose the chance of getting lucky and finding an upgrade on the ground" will require these items to actually drop from the ground. Make sirus and sirus dominated monsters drop double influenced items, make maven drop T0 maven mods. Give this gear a chance to enter the economy in literally any way other than crafting if you are going to say crafting needs to be worse because of it. I do hope one of the community members addresses this issue in the upcoming weeks, because currently It is my biggest problem with path of exile. [link] [comments] | ||
[Video] The Baeclast Situation is Disgusting Posted: 12 Aug 2021 10:26 AM PDT
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Posted: 11 Aug 2021 08:45 PM PDT
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I think Chris forgets that many of us can't afford to craft the normal way! Posted: 12 Aug 2021 06:19 AM PDT First, love Chris, love the game, love the Baeclast, etc... TL/DR: Harvest for noobs like me is a place to try crafting, not a perfect item generator, and that's why we love it. I play POE almost every league, have 2000+ hours on steam, barely kill Sirus on some leagues, and every time harvest comes up as a subject I feel a little bit sad. I never got a single multiple T1 almost perfect item in harvest, for god's sake I think I found 2 low level augments until this day (And it was in harvest league!), for me harvest was never a "Perfect Item machine". What it was, on the other hand, was a bunch of slightly better chaos that I could try to craft my gear, that was the joy for me, if I need a better quiver, I can find the base, save in the bank, and every time I find a harvest, I just throw it all on the item, hoping for a +1 arrow or something like that. So please, with harvest and with whatever other crafting in the game, remember that when you nerf the top 5% of meta crafters that will create 6 T1 items, you are also nerfing the people who just want to have fun crafting but don't have enough currency to try it! Edit: English 1.0 not working properly, deployed English 1.1 to try to fix the issue. [link] [comments] | ||
Baeclast - support pack historical data versus Chris Wilson statement Posted: 12 Aug 2021 08:50 AM PDT Chris stated in recent baeclast that there were only few of supporter packs in past that contained more than 1 cosmetic in 30$ pack value. He stated that the few ones were a mistake or a test. I have bought many supporter pack and I find it as false statement. But since my memory can lie to me, I searched the wiki (https://pathofexile.fandom.com/wiki/Supporter_pack) for info and to put it list and numbers. Note that I will not take into consideration the main support packs, only the league 30$ ones. Also it is possible that I made some mistake, so feel free to correct it. 2 cosmetic 30$ packs: - breach - cloak + weapon effect - legacy - cloak + weapon effect - harbinger - cloak + weapon effect - bestiary - pet + weapon effect OR pet + weapon effect - incursion - portal + weapon effect OR portal + weapon effect - delve - weapon effect + wings OR weapon effect +pet - betrayal - weapon effect + back attachment OR weapon effect + portal - synthesis - weapon effect + portal OR weapon effect + portal - legion - weapon effect + pet OR weapon effect + wings - blight - weapon effect + pet OR weapon effect + aura - metamorph - weapon effect + wings OR weapon effect + character effect - delirium - weapon effect + cloak OR weapon effect + portal - harvest - weapon + cloak OR wings (exception counted as 0,5) 1 cosmetic 30$ packs: - harvest - weapon + cloak OR wings (exception counted as 0,5) - heist - character effect OR character effect - ritual - pet OR portal effect - ultimatum - aura OR portal - expedition - weapon effect OR weapon effect CONCLUSION - basically every old supporter pack had 2 cosmetic items and it shifted starting from harvest. Numericaly its 12,5 packs with 2 cosmetics versus 4,5 packs with 1 cosmetic for 30$ values. [link] [comments] | ||
Chris will be on a podcast with Ziz + Mathil + more? next wednesday Posted: 12 Aug 2021 03:37 AM PDT Ziz advised on stream just now Ziz is already putting together questions and said he is trying to put together questions from a casual POV as well as his own, but maybe post here for next questions to be looked at and maybe Ziz will see [link] [comments] | ||
Posted: 12 Aug 2021 10:09 AM PDT I don't usually feel the need to post here on Reddit. Most topics and feedback have been covered multiple times already, but when I heard Chris state "As far as I'm aware people are not explicitly complaining about the act 1 changes", I felt the need to.. well.. complain (and give feedback) about the act 1 changes. I'd consider myself a veteran PoE player and I typically have been playing a lot more than the average player over the last couple of leagues. I usually have no problem to reach endgame and push 1 or more characters to their limits per league, beating the newest and hardest content introduced to the game like the feared or 100% delirium. I convinced a friend to try out PoE and told him to wait for league launch in order for him to simply not know any better than the current state of the game. It would have been a bad thing for him to try out only the campaign in the last week of last league and then redo the campaign after the nerfs to player damage and the monsters getting buffed. I'll mainly go into my own experience with the acts this league and in general, as I can only speak for myself, but in short; my friend hit a brick wall really fast. He quit the game before finishing act 2, because he didn't like what he was playing at all. He kept dying over and over again with seemingly nothing to do against it. A while ago GGG buffed monster hp across the board and this included Merveil. Since then I have always found Merveil to be quite a big deal on league start myself and I've always wondered how a new player would experience it. This league it's been made worse. I have never felt strong in act 1 on a league start. This time I felt even weaker. Brutus and Merveil were terrible and that was only act 1 yet. I kept running out of mana and flask charges, which is partially a different discussion on it's own that I'm not getting into, but it definitely did hurt the difficulty. I hated going through the acts this league. I quit on day 3 before reaching maps, because I just didn't feel like continuing playing. I made it only to the start of act 9 and that also took significantly longer than in previous leagues for me. For reference, normally it would take me 6-7 hours and I'd play 10+ hours the first days or weeks. I played far less this league. In general the acts feel slow and tedious to me, but my main problem with leveling is that most of the time I don't get to play the build I want to play during leveling. Plenty of uniques that might be required for a build have a high level requirement. Skill gems (active and support) have level requirements. Skills might just simply be too weak until you have your proper endgame gear. The only way I personally have truly had fun during leveling is playing a dedicated leveling build, using things like Hollow Palm or spellslinger, to absolutely smash and zoom through the campaign. Hollow Palm is only possible on a second or later character and is quite frankly getting very repetitive after a few times. Spellslinger leveling doesn't fit every build. My point here still stands though, I hate that I don't get to play my build most of the time during leveling. So here's some feedback to GGG about what I would like to see changed in acts. Don't make the early acts more difficult, they were already difficult enough or even too difficult for new players. If anything, make later acts more difficult if you truly think the acts should be more difficult. At that point players have had more time to acquire gear, skill gems are more accessible (level requirements) and new players have had more time to learn the game and get used to it. I would probably still want a way to get to maps quicker or even instantly on a later character, but I understand you don't want to go that route. I respect that, but then please don't make the acts longer and more tedious. I already found them to be tedious enough previous leagues and it's only gotten worse and probably will get even worse. You disagreed with the game starting in maps, but for me it simply does. That's where I get to play my build. I no longer have to use leveling skills, items, passives, etc. I can start gearing up for my true build and progress from there. There is usually still plenty of progress to be gained at that point as well. It's not like removing acts means you start maps with a fully geared character ready to destroy endgame content. Personally I typically start maps with mediocre rares or budget uniques (excluding expensive build defining uniques) and progress from there. Leveling gems, crafting or buying better gear, crafting or buying min-maxed endgame gear and potentially double corrupting gear and gems for even more power. I hope GGG reads this and if there's anything I wish for them to take from this thread it's mainly that I hope they reconsider their changes to the early acts. PoE is notorious for being a nightmare for beginners and this has made it even worse. It's bad enough for many veteran players already. [link] [comments] | ||
Posted: 12 Aug 2021 08:09 AM PDT I think this is a concept that Chris may not understand. He seems to want people to enjoy and be excited by picking up loot. That seems to be his ideal ARPG experience. Harvest crafting made this way more of a realistic experience. The pool of potential "good" loot is massively expanded when you have the ability to slightly deterministically tweak what you pick up. Instead of needing an item to drop perfectly, you can have an item drop flawed, then slightly adjust it to your needs. I know that for me personally, during Harvest, the idea that I could find an item that had 4 or 5 good rolls and 1 shit roll that could be adjusted or removed instead of needing an item to drop perfectly changed the way I played from essentially never picking up rare loot, to picking up nearly every rare of the type I needed. Every item on the ground has its potential value exponentially increased when it isn't necessary for it to be perfect. If you want people to pick up more loot, you couldn't better achieve that any other way. [link] [comments] | ||
Posted: 12 Aug 2021 05:41 AM PDT Just a simple reminder. I expect some people are going to be upset that they "promised" no nerfs but SST was still nerfed. The context is there and Chris was not lying. The exact quote is "This is a commitment to continue to keep the game challenging and a commitment to find a way to combat power creep. We do not have a pile more nerfs in the same vein as the 3.15 ones." There is still going to be skill tweaks and monster tweaks. GGG is still GGG [link] [comments] | ||
Posted: 12 Aug 2021 12:19 PM PDT
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Posted: 12 Aug 2021 10:26 AM PDT | ||
The message is clear: Harvest was a mistake and determinism is dead Posted: 11 Aug 2021 11:31 PM PDT GGG wants a looting experience comparable to "opening Magic The Gathering Cards", which is why so many drops were moved to the global loot table. Simple as that. You pull a lever on the slot machine and it spits out some coins; sometimes you'll hit a jackpot. No thinking. No depth. Every pack of monsters is a pack of cards. Once Loot 2.0 comes around, we'll be finding all our pre-generated GGG-approved upgrades through killing monsters, just like in Diablo 3. Nevermind the fact that entire currency system from transmutation orbs to exalts are literally there to encourage crafting, because crafting your own endgame items incrementally apparently isn't fun. More specifically, it's not what the designers at GGG finds fun, so we will most likely not get a special Harvest mode to play the game like that. I'm very disappointed. I only hope the guys at GGG changes their minds down the line. [link] [comments] | ||
Posted: 12 Aug 2021 07:13 AM PDT
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Congrats to the Baeclast Team for a fantastic interview! Posted: 11 Aug 2021 04:37 PM PDT There was a lot of pressure and negativity going into the interview. Some revolved around the hosts not playing SC trade etc (hell i myself had my reservations), but they got into the issues the vast majority of us had. Thank you guys and thank you Chris for this new transparency :D [link] [comments] | ||
QOL suggestion to help out with the bigger stacks of scrolls that are coming. Posted: 12 Aug 2021 07:35 AM PDT
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The argument of "finishing an item" with Harvest is flawed Posted: 11 Aug 2021 06:59 PM PDT First off: Amazing podcast. I loved many statements and Chris showed a lot of dedication to make PoE the best it can be. One thing that annoys me though, is how he (and the Baeclast members) talked about Harvest.
Chris said, that if you "finish an item/character with Harvest, you don't have a reason to grind anymore". That is wrong. On so many levels.
All in all, I don't like how "finished items" are always brought up, but the investment needed for such items isn't. The time and effort needed to get such an item are absurd, even with 3.13 Harvest. No average or (like me) above average player can achieve those with reasonable investment. Yet, the topic gets laid off, because apparently everyone agrees, that such items are somehow common... which they aren't.
Again, huge props to Chris for doing the interview, I just would appreciate a more differentiated discussion about that. [link] [comments] | ||
Hot take: Harvest was a "chase item" for the Casal player base Posted: 12 Aug 2021 01:51 PM PDT GGG is talking the issue of chase items and how they often inspire people to keep working towards that next power level, that next boost to a build performance. It's a great thing to have in a game like PoE. But for most of the player base who have limited time to play or know how when it comes to the game, those items are out of reach, every league, over and over again. Barring extreme RNG cases of course. This is why harvest was so popular in 3.13. people could watch a video, find out how it works, and now they have steps to look for when it comes to player power. Each day they can work towards the next step In their goals, even if it's just something simple and hitting the right augment cold or annull lightning. They were all big accomplishments and felt good. It keeps people around. I know alot of people say "the 1% abuse it" but they abuse everything. That's why they are the 1%. Don't balance around them. Ever. Idk just a thought I wanted to get out there, I know it's been said before but damn, just let us have harvest. Any "normal" player will NEVER slam an ex and pray, they will NEVER pickup an item and it will be BiS or anywhere close to super meaningful upgrade for very long. You want chase back, you had it and you took it away. Just like you did with Aisling. Thoughts? Or am I just being greedy? My average playtime is 1-3hrs a day if that. just for perspective, also played since open beta. Edit: it also made build diversity and viability king. With harvest you can make so many skills that need specific power actually have it. [link] [comments] | ||
Rog is my reason for playing this league Posted: 12 Aug 2021 03:30 AM PDT
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45min discussion from DonTheCrown about today's Baeclast interview Posted: 12 Aug 2021 03:28 AM PDT
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Posted: 12 Aug 2021 02:49 AM PDT
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Posted: 12 Aug 2021 02:48 AM PDT
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4k+fusing into my Farrul's. I am losing my sanity. Posted: 12 Aug 2021 07:33 AM PDT Every few days i have poured all my savings into my farruls But that item is genuinely cursed. It has not linked till now. There should be a pity system. That item was purchased 6 socketed and was on for cheap. The previous owner also wanted to ditch this cursed artifact i reckon. Has GGG nerfed fusing chances that i missed ? In before people say i should have saved and purchased 6 link, I didn't know at start that it would never link. I Slowly poured all my daily savings into the item. Time to quit i guess. I gambled and i lost. [link] [comments] | ||
My first time clearing The Feared with Soul Rend Trickster! Posted: 11 Aug 2021 09:17 PM PDT
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