Do you seriously believe $$$ (zoomers) won't have priority in decision making?
it's not a game, it's a spreadsheet simulator that people sometimes interact withI can't think of a nerdier game than PoE.
Or perhaps it could be because the game has a LOT of mechanics where if you're not in combat for 4 to 10 seconds your dps and survivability drop in half, making every map layout more complicated than strand a big extra risk with 0 extra reward.I think in last interview Chris said that have been doing study on maps creation and so on and the most favorite maps are basically straight line halways with 0 challange.
Or perhaps it could be because the game has a LOT of mechanics where if you're not in combat for 4 to 10 seconds your dps and survivability drop in half, making every map layout more complicated than strand a big extra risk with 0 extra reward.I think in last interview Chris said that have been doing study on maps creation and so on and the most favorite maps are basically straight line halways with 0 challange.
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flasks to refil will require to talk with NPC in village.
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Clear speed is also a lot worse if you've got to navigate some maze-like terrain, and the current meta of Path of Exile is that the best defense is a good offense and lots of movement, so a map that lets you zoom through and kill shit at a distance is easily preferred, and it's pretty much never rewarding to take your time, except from a survival perspective depending on the build.
PoE need a lot more fixes tbh.
It's often worse than this. If I'm playing an ES build I will not want to sacrifice any ES for some marginal evasion, so it's more like I ignore 8/9ths of all armor that drops. It doesn't hold for all characters, but I'd argue that 2/3 of all armor being worthless is a best case scenario, with 7 or 8 out 9 being more common.In poe. Due to its defense system you have effectively 2/3 armor loot worthless because it doesn't cover your main defense stat.
In maps you can't even loot everything anyway so you have to look for the quality loot or recipe ingredients. That was part of GGG's drive to wreck the magicfind meta of beta PoE (before maps existed as endgame, magicfind was huge), which led to the clearspeed meta.Speed meta is also generally a result of most loot being worthless/trash. This is a problem most modern Diablo clones tend to have, because they subscribe to the "loot fountain" idea for the sheer cool factor, without considering the long term consequences.
PoE goes a step further in that most uniques are terrible except for weird builds, so you don't even care about seeing most uniques drop, and would rather get a high ilvl rare with the right influences.
No, they always wanted to do that. Refilling flasks at NPCs was part of the design vision but in beta as a placeholder it was automatic upon entering town, but they became afraid to change it because players would hate the reduction of convenience. They're just using hard mode to try to change up the game in ways they like that tend to cause tears from the casual crowd. When it comes to flask refilling I'm not sure it'll be appreciated by anyone though. PoE does seem to be trending in the direction that they will basically design for hard mode and treat casual mode as an afterthought because they're tired of casual tears about clear speed or their build guide being worthless or shit being too hard every time they change up the game to try to remedy the lack of challenge since the casuals actually prefer the game playing like a screensaver.(...snip)
flasks to refil will require to talk with NPC in village.
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Why? Is playing without refilling your flasks directly some kind of challenge?
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No, they always wanted to do that. Refilling flasks at NPCs was part of the design vision but in beta as a placeholder it was automatic upon entering town, but they became afraid to change it because players would hate the reduction of convenience. They're just using hard mode to try to change up the game in ways they like that tend to cause tears from the casual crowd. When it comes to flask refilling I'm not sure it'll be appreciated by anyone though. PoE does seem to be trending in the direction that they will basically design for hard mode and treat casual mode as an afterthought because they're tired of casual tears about clear speed or their build guide being worthless or shit being too hard every time they change up the game to try to remedy the lack of challenge since the casuals actually prefer the game playing like a screensaver.
I honestly don't have a lot of hope for hard mode though, but it seems to be a step in the right direction.
I think the plot is pretty good and adds a little bit up until the end of act 3. After that its a swift downhill in act 4, followed by a precipitous drop in act 5.I don't know that the shit plot takes away from the game, but it certainly doesn't add anything. It just feels like going to unrelated rooms full of unrelated monsters you kill to get stronger and get more stuff.
Pretty much.I think the plot is pretty good and adds a little bit up until the end of act 3. After that its a swift downhill in act 4, followed by a precipitous drop in act 5.I don't know that the shit plot takes away from the game, but it certainly doesn't add anything. It just feels like going to unrelated rooms full of unrelated monsters you kill to get stronger and get more stuff.