Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Path of Exile is a MAJESTIC incline

scytheavatar

Scholar
Joined
Sep 22, 2016
Messages
694
It's pointless to argue whether adjusting the mobs is easy to do or not. They didn't say that they'll tune the mobs (for ruthless) and as much as I'd like them to, they won't.

They said there will be more changes. That post was only outlining what is the focus of ruthless to give people warning.

The larger you make the scope of Ruthless is, the more likely it is to be an utter failure. If you are adjusting the mobs for Ruthless you will need to do so EVERY league which is asking for a lot. Since if they decide to increase the damage/health of every mob in normal mode by X% are they going to do the same for Ruthless?
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,290
The larger you make the scope of Ruthless is, the more likely it is to be an utter failure. If you are adjusting the mobs for Ruthless you will need to do so EVERY league which is asking for a lot. Since if they decide to increase the damage/health of every mob in normal mode by X% are they going to do the same for Ruthless?

You don't make sense here. Ruthless scope IS LARGE. This is not some private league mod you just pick but total rebalance of how gameplay works. They are already adjusting everything, some leagues outright are not in game. It said to be pet project of few developers and unlike normal league they will adjust stuff on the go to their vision TM.

They already have to adjust everything to new league being released in 3.20 so for sure they will be doing that every league as well.
 

scytheavatar

Scholar
Joined
Sep 22, 2016
Messages
694
The larger you make the scope of Ruthless is, the more likely it is to be an utter failure. If you are adjusting the mobs for Ruthless you will need to do so EVERY league which is asking for a lot. Since if they decide to increase the damage/health of every mob in normal mode by X% are they going to do the same for Ruthless?

You don't make sense here. Ruthless scope IS LARGE. This is not some private league mod you just pick but total rebalance of how gameplay works. They are already adjusting everything, some leagues outright are not in game. It said to be pet project of few developers and unlike normal league they will adjust stuff on the go to their vision TM.

They already have to adjust everything to new league being released in 3.20 so for sure they will be doing that every league as well.

Have you been paying attention to how GGG operates? Updating old content is not something they have a good track record in, and when they change they almost always change for the worse.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,290
Have you been paying attention to how GGG operates? Updating old content is not something they have a good track record in, and when they change they almost always change for the worse.

That is the point of Ruthless. They can fine tune it as they want it vs how people want it. They can nerf what they want, they can redo mechanics how they want without people hurling stones at them.
 

scytheavatar

Scholar
Joined
Sep 22, 2016
Messages
694
Have you been paying attention to how GGG operates? Updating old content is not something they have a good track record in, and when they change they almost always change for the worse.

That is the point of Ruthless. They can fine tune it as they want it vs how people want it. They can nerf what they want, they can redo mechanics how they want without people hurling stones at them.

Those like you cheering for ruthless now are still going to be hurling stones at GGG when you grow bore of the mode. Which is something that is inevitable. It has been proven time and again that no matter how high quality of content the game devs make, the players will eat up those content in no time and ask for more. This is why game devs trying to waste their players' time are fighting an uphill battle.
 

Kjaska

Arbeiter
Patron
Joined
Nov 23, 2015
Messages
1,594
Location
Germoney
Insert Title Here
Except they already changing 90% of what i wanted and they said there is more to come that they did not mention.
Except it's more like 40% since they aren't changing anything about the monster side of PoE, which you've repeatedly criticized. You and everybody except the top 5-10 players in that mode are going to be chain farmed by the monsters.
 

Kjaska

Arbeiter
Patron
Joined
Nov 23, 2015
Messages
1,594
Location
Germoney
Insert Title Here
News about our upcoming 3.20 expansion is imminent! In the next couple of weeks, we'll be revealing the expansion's name, launch date, announcement date and we'll post five balance manifestos, each of which cover various topics.

Starting early next week, we'll be starting to post each balance manifesto one by one, usually with at least a day between each manifesto to make time for processing the information that's shared. Each manifesto will cover one topic in depth to provide insight into our thoughts and reasoning behind each change.

To give you an idea of what to expect, we're planning to cover these topics:
  • Jewels and Ailment Mitigation
  • Curses
  • Eldritch Altar Revamp
  • Archnemesis
  • Plus potentially a fifth post about other changes if needed at the time

This list isn't a fully comprehensive list of all topics that are being reviewed in our development, just those we plan to write manifesto posts about. Other changes (for example, some tweaks to melee) may be hinted at in these manifestos or covered in the 3.20 announcement livestream and/or patch notes.

We're looking forward to the 3.20 expansion and discussing what changes and new content are coming. In the meantime, we hope you continue to enjoy playing or watching the November Events!

I'm scared they'll do the altars in a way that you'll actually have to stop and consider your choices for a while for each and every one of them multiple times through the map.
Curses sounds interesting. Hexblast was already somewhat viable these past couple of leagues, it wouldn't need much to push it over into a very strong starter.
Archnemesis is probably going to be an explanation of why we should like it and why it's a good thing.
 

scytheavatar

Scholar
Joined
Sep 22, 2016
Messages
694
News about our upcoming 3.20 expansion is imminent! In the next couple of weeks, we'll be revealing the expansion's name, launch date, announcement date and we'll post five balance manifestos, each of which cover various topics.

Starting early next week, we'll be starting to post each balance manifesto one by one, usually with at least a day between each manifesto to make time for processing the information that's shared. Each manifesto will cover one topic in depth to provide insight into our thoughts and reasoning behind each change.

To give you an idea of what to expect, we're planning to cover these topics:
  • Jewels and Ailment Mitigation
  • Curses
  • Eldritch Altar Revamp
  • Archnemesis
  • Plus potentially a fifth post about other changes if needed at the time

This list isn't a fully comprehensive list of all topics that are being reviewed in our development, just those we plan to write manifesto posts about. Other changes (for example, some tweaks to melee) may be hinted at in these manifestos or covered in the 3.20 announcement livestream and/or patch notes.

We're looking forward to the 3.20 expansion and discussing what changes and new content are coming. In the meantime, we hope you continue to enjoy playing or watching the November Events!

I'm scared they'll do the altars in a way that you'll actually have to stop and consider your choices for a while for each and every one of them multiple times through the map.
Curses sounds interesting. Hexblast was already somewhat viable these past couple of leagues, it wouldn't need much to push it over into a very strong starter.
Archnemesis is probably going to be an explanation of why we should like it and why it's a good thing.

It's all going to be nerfs


* Altars are too rewarding and will have their rewards nerfed

* The last push to make players self cast curse was a disaster, I bet they'll nerf curse on hit way further till no one uses them anymore

* They are 100% certain to give jewels the same treatment they gave flasks. They want players to invest more time and currency into jewels.

* Also almost certain that they'll nerf aliment avoidance massively cause they are obsessed with making players care about aliments

* Archnemesis is a whatever at this point to me, but I suspect they'll nerf it a bit while nerfing its rewards by a lot.
 
Last edited:

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,157
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
* The last push to make players self cast curse was a disaster,
Was it? I often self cast it now on bosses.
* They are 100% certain to give jewels the same treatment they gave flasks. They want players to invest more time and currency into jewels.
Seems likely. Good jewels being able to drop at level 40 is clearly a massive problem that needs to be addressed.
* Also almost certain that they'll nerf aliment avoidance massively cause they are obsessed with making players care about aliments
'Therefore, we moved ailment mitigation from passive tree and ascendancies and onto jewels'

* Archnemesis is a whatever at this point to me, but I suspect they'll nerf it a bit while nerfing its rewards by a lot.
I'd guess they feel they need to do something, and I definitely expect they'll somehow cap the rewards so the grindlords won't feel the need to bring in MFers. This is the one that seems most likely to lead to good changes.
 

Tacgnol

Shitlord
Patron
Joined
Oct 12, 2010
Messages
1,871,883
Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Most of those problems are because monsters die on one hit which forces GGG to overtune their damage so that on chance they get to you once in while they hit hard. With this change you can't kill screens of them and monsters would hit you a lot but instead of hitting like trucks each they would hit you a lot less but more times change 1hit KOs into situation in which you can respond.

The other problem with that is right now recovery is way too strong.

It's not talked about often, but in most ARPGs you can't instantly reup yourself to 100% life (or ES as many builds in POE use). It seems like practically every build in POE has some method of near constant instant recovery.

It further exacerbates the 1 hit KO problem because if an attack doesn't kill you, it's very likely you'll be able to instantly recover from it.

I'd be very happy with a general mob damage nerf and life/ES recovery nerf on top.
 

Kjaska

Arbeiter
Patron
Joined
Nov 23, 2015
Messages
1,594
Location
Germoney
Insert Title Here
Recovering your HP back to full after killing a pack of mobs is one of the most satisfying things in this game, why would you want to take it away jeez.
 

Peachcurl

Arcane
Joined
Jan 3, 2020
Messages
10,709
Location
(╯°□°)╯︵ ┻━┻
Most of those problems are because monsters die on one hit which forces GGG to overtune their damage so that on chance they get to you once in while they hit hard. With this change you can't kill screens of them and monsters would hit you a lot but instead of hitting like trucks each they would hit you a lot less but more times change 1hit KOs into situation in which you can respond.

The other problem with that is right now recovery is way too strong.

It's not talked about often, but in most ARPGs you can't instantly reup yourself to 100% life (or ES as many builds in POE use). It seems like practically every build in POE has some method of near constant instant recovery.

It further exacerbates the 1 hit KO problem because if an attack doesn't kill you, it's very likely you'll be able to instantly recover from it.

I'd be very happy with a general mob damage nerf and life/ES recovery nerf on top.
It doesn't exacerbate the 1 hit KO problem, it's an immediate result of that. If mobs did less damage, people would invest less into this.

The problem isn't that it is possible, but that it is necessary. Hence I agree with the first half of your concluding statement.
 

Tacgnol

Shitlord
Patron
Joined
Oct 12, 2010
Messages
1,871,883
Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Recovering your HP back to full after killing a pack of mobs is one of the most satisfying things in this game, why would you want to take it away jeez.

No one said after a pack of mobs. That's actually fine as it's just a downtime thing and downtime between combats in ARPGs is generally dumb.

There are tons of builds where you can recover your entire life/ES easily in the middle of combat without great investment.

How can one hit kills been removed when people are rushing around recovering their entire health resource in seconds? You either get killed by a hit or you survive and full heal, there is never any in-between in POE.
 

Kjaska

Arbeiter
Patron
Joined
Nov 23, 2015
Messages
1,594
Location
Germoney
Insert Title Here
Recovering your HP back to full after killing a pack of mobs is one of the most satisfying things in this game, why would you want to take it away jeez.

No one said after a pack of mobs. That's actually fine as it's just a downtime thing and downtime between combats in ARPGs is generally dumb.

There are tons of builds where you can recover your entire life/ES easily in the middle of combat without great investment.

How can one hit kills been removed when people are rushing around recovering their entire health resource in seconds? You either get killed by a hit or you die, there is never any in-between in POE.

You die when your recovery gets shut down.
 

Tacgnol

Shitlord
Patron
Joined
Oct 12, 2010
Messages
1,871,883
Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
Attrition is more interesting than spikes, especially considering most of the spikes in POE are barely visible/telegraphed and usually just outright kill you.

Attrition actually forces you to adapt and strategise.
 

Kjaska

Arbeiter
Patron
Joined
Nov 23, 2015
Messages
1,594
Location
Germoney
Insert Title Here
Again with this strategy shit. They already tried giving you shit you have to adapt to. It's Archenemelol. Are you enjoying all that challenge and the adapting to the various combinations of mods it can throw at you?

Attrition sounds interesting on paper, but gets boring very fast. If we had the skill system from PoE 2 which allowed you to bring multiple different skills with you, maybe a more strategic approach could be viable. Right now you have one main skill and that's it. Your avenue for adaptation is limited and switching combat to attrition instead of snap decisions would get boring fast.
 

Jaedar

Arcane
Patron
Joined
Aug 5, 2009
Messages
10,157
Project: Eternity Shadorwun: Hong Kong Divinity: Original Sin 2 Pathfinder: Kingmaker
No one said after a pack of mobs.
I'll say it then: If every pack is a binary die/ leave with 100% hp and resources, then every pack must be able to kill you or it won't be threatening. Since time to kill a pack in poe is pessimistically 1-2 seconds, threatening packs necessitate the pack having instakill capacities.

This is definitely part of the problem with PoEs design.
 

InD_ImaginE

Arcane
Patron
Joined
Aug 23, 2015
Messages
5,967
Pathfinder: Wrath
The instant recovery vs one hit kill is one of those fundamental issue with PoE that makes the meta stale and shit. It incentivizes the cancer zoom zoom explode meta which in return incentivizes even more bull shit one shot design to counter zoom zoom explode and the fact that melee is giga shit.

If PoE want to move from this drek of a meta that has last longer that it should be instant recovery should be removed.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,290
Imho for poe 2 they should redo defense. Go back to D2 armor system. Far simpler and much more friendly to balance it out. Moreover it wasn't damage reduction but chance to hit which was capped at 30% meaning that at worst monster had 30% chance to hit you. That meant that monster damage also had to be balanced around idea that they actually can hit you often.

Stuff like block and dodge also didn't work with multiple hits so you couldn't yolo block/dodge build with nearly 95% block/dodge rate before base defenses every hit in monster pack.

The more layers they introduce the lower the chance for mobs to get through it and the more damage spikes per monsters there need to be in order to do threatening damage.

It's one of key reasons why true melee died years ago.

Recovering your HP back to full after killing a pack of mobs is one of the most satisfying things in this game, why would you want to take it away jeez.

No one said after a pack of mobs. That's actually fine as it's just a downtime thing and downtime between combats in ARPGs is generally dumb.

There are tons of builds where you can recover your entire life/ES easily in the middle of combat without great investment.

How can one hit kills been removed when people are rushing around recovering their entire health resource in seconds? You either get killed by a hit or you die, there is never any in-between in POE.

You die when your recovery gets shut down.

Then you cry that GGG introduced way to shut it down asking to remove it like case of almost every non speed meta friendly mechanic.
 

Kjaska

Arbeiter
Patron
Joined
Nov 23, 2015
Messages
1,594
Location
Germoney
Insert Title Here
The instant recovery vs one hit kill is one of those fundamental issue with PoE that makes the meta stale and shit. It incentivizes the cancer zoom zoom explode meta which in return incentivizes even more bull shit one shot design to counter zoom zoom explode and the fact that melee is giga shit.

If PoE want to move from this drek of a meta that has last longer that it should be instant recovery should be removed.
Nerfing recovery would affect your precious melee much more. It's also not gigashit. It's worse than the meta, but it's perfectly playable. You just have to get over the fact that you're not the best zoom zoomer.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,368
Location
spite
3.20 Jewels and Ailment Mitigation balance manifesto
https://www.pathofexile.com/forum/view-thread/3322027

We're making it so that every unique jewel that drops is very rare and highly desirable. This means that many existing unique Jewels have been removed from the drop pool. The intention is that now when you find a unique Jewel, it should almost always be a very positive experience.
they did it again
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom