Comprehensive feedback
And so it begins... :'(
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" I've played more CI and ES/life character than you have any toons. I'm not doing this in my thread, there's a CI stun thread where I get into arguments with 4 different people and say the same shit over and over again. I'm not doing it here. Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063 Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856 |
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Not sure if you talked about it in the previous pages, but I would be interested in hearing your opinions on the loot system, Moos.
From my, (merely anecdotal) experience the majority of people are unhappy with the loot system, and those that aren't really come off as being GGG apologists...e.g., "Its beta.", or "go solo"... which don't seem to be real answers to the problem. |
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Upvote.
In since 0.8.0
Twitch: http://www.twitch.tv/kungfooe |
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" I prefer solo play so I could give a shit about the loot system. When I play in pubs I just expect not to get much but I'm using them to rush me through questing. Personally I liked the fight for loot in D2. Gathering around baal and whoever had the best internet got to steal up the loot. I can see how people hate that but I actually found it fun. I never considered ownership on items that drop, it's whoever has it in their inventory that owns it. I stay away from loot threads because I really don't care either way. FFA is more fun to me (although I'd like if they added hostile like d2 had because that's what FFA loot is all about IMO) instanced loot means I'd get more shit. It's a win win for me but I can see how people who are more casual players can be so enraged by it. Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063 Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856 |
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" You've clearly never been on these forums before. |
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" This is something that has been regurgitated ad naseum, but GGG needs to learn to scale difficulty apart from just increasing damage and health, else you are always going to run into this problem You are always going to get this problem with melee versus ranged if you just scale through damage/health, because at one point mobs get so much damage, that the only way for melee to survive anything is to completely stack defensive abilities/passives, which then comes at cost of damage (which means the melee won't be able to kill things fast enough so they ill level a lot slower) Scale the mobs by giving them more interesting active abilities, this would help balance the ranged/melee problem and also allow for more tactical play |
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The thing that's truly bugging me about this game is the lack of interesting spells for melee. Right now the creativity and variety of spells in this game are only at about average levels. Incinerate and whirlwind show progress, but so many moves (especially for melee) are completely uninteresting.
The lack of cooldown based spells mean that there is little to no spell rotation, and little to no thought put into spell use. Does casting any spell mean anything when all of them have no cooldown? We're given spell rotation through charges, a mechanic that is bad implementation of creating a spell rotation. See, the difference between waiting for a cooldown, and waiting until a timer ticks low to refresh it, is that when the cooldown pops you get to use a powerful spell that feels awesome to use. With keeping a timer going, there's no satisfaction in refreshing a timer. It feels like a chore. It makes you groan when you don't find another mob to use enduring cry or frenzy on before the timer runs out. There's a definite lack of spells in this game that just "feel powerful". There's also a lack of interesting unique and rare mobs--why are bosses the only enemies with interesting abilities? Most of the minor bosses don't even have interesting abilities. |
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There is a risk in making powerful skills that have cooldowns. Get enough of them (either the same skill if they're not on global cooldown, or multiple different flashy cooldown skills) and you can just go from one to another, eradicating everything with ease, and support gems would just make it even worse. There's room for flashy skills in PoE, but they have to be designed "very" carefully. Too strong and they'll just be imbalanced and centralising, too weak and they'll be "why is this skill so special as to need a cooldown"?
To me, the way to go with cooldown skills that feel strong is to give them lots of strange abilities, status effects and the like, rather than just give them massive damage. Unusual ways of using skills (like Incinerate with its need to stand still) are also good. Base skills have got to be unique and interesting. Let support gems be the generic parts. |
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Ya, I'm not really a fan of cooldowns. I play ARPGs because I like fast gameplay.
Finished 17th in Rampage - Peaked at 11th
Finished 18th in Torment/Bloodline 1mo Race - peaked at 9th Null's Inclination Build 2.1.0 - https://www.pathofexile.com/forum/view-thread/1559063 Summon Skeleton 1.3 - https://www.pathofexile.com/forum/view-thread/1219856 |
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