04-11-2014, 01:34 PM
Seems like a lot of PoE players have many of the same issues you mentioned above. What it really boils down to is that everything is simply too random and there is often no reward for attempting high-risk or high-effort scenarios.
That's exactly the kind of thing that makes people quit, when there is no carrot the mule won't run. I have no idea why the makers insist on being so stingy in almost every aspect of the game. It's basic human nature to want to avoid failures and seek success, but currently the game is set up for a majority of people to fail.
If people regularly got rewarded for their efforts or see a plan pan out properly, that's the kind of thing that keeps them hooked or makes them even more active.
This game has always been on the unrewarding side, but lately they seem to be even harsher. The difficulty keeps going up in various ways through added game mechanics, weakened player statistics, added filler nodes on the tree without accompanying extra skill point quests, weakened unique items/modifiers, and so on.
IMHO, what the game needs are more rewarding scenarios, and less unfair bullshit. Things like the strongboxes are an example of a good feature, and the new rogue exiles' abilities are not.
Take the archer who uses that Vaal Burning Arrow for example. She can use it without souls and spams it over and over, it's undodgeable and does upwards of 3000 damage even with a normally capped Fire resistance. Or the new rogue that uses Flameblast and other fire skills, his skill does similar damage and he uses it pretty much continuously.
Even on well-built characters these two are huge threats, on average ones they are outright one-hit-kills.
It's like they wanted to give non-Invasion players a taste of what that league is like, but it's exactly things like this that makes people go "What just happened and how is this even fair?".
I'm seeing a lot of things that don't seem to be well thought out or tested at all, and I don't think it's a good direction.
What they don't seem to grasp or are unwilling to, is that rewarding the player properly for their efforts is not synonymous to making the game easy or "casual", which they seem to have an aversion towards.
On one hand this game really appeals to me with the gem skill system and the various ways you can optimize your build through the passive tree, but on the other hand I get really put off by the bullshit that you constantly have to face. Bullshit is really the word for it, I'm sorry to say.
@Shoju: I don't post here much but I'm a long time lurker and I enjoy reading the threads here. You are basically this entire forum so if you do quit you will be missed.
That's exactly the kind of thing that makes people quit, when there is no carrot the mule won't run. I have no idea why the makers insist on being so stingy in almost every aspect of the game. It's basic human nature to want to avoid failures and seek success, but currently the game is set up for a majority of people to fail.
If people regularly got rewarded for their efforts or see a plan pan out properly, that's the kind of thing that keeps them hooked or makes them even more active.
This game has always been on the unrewarding side, but lately they seem to be even harsher. The difficulty keeps going up in various ways through added game mechanics, weakened player statistics, added filler nodes on the tree without accompanying extra skill point quests, weakened unique items/modifiers, and so on.
IMHO, what the game needs are more rewarding scenarios, and less unfair bullshit. Things like the strongboxes are an example of a good feature, and the new rogue exiles' abilities are not.
Take the archer who uses that Vaal Burning Arrow for example. She can use it without souls and spams it over and over, it's undodgeable and does upwards of 3000 damage even with a normally capped Fire resistance. Or the new rogue that uses Flameblast and other fire skills, his skill does similar damage and he uses it pretty much continuously.
Even on well-built characters these two are huge threats, on average ones they are outright one-hit-kills.
It's like they wanted to give non-Invasion players a taste of what that league is like, but it's exactly things like this that makes people go "What just happened and how is this even fair?".
I'm seeing a lot of things that don't seem to be well thought out or tested at all, and I don't think it's a good direction.
What they don't seem to grasp or are unwilling to, is that rewarding the player properly for their efforts is not synonymous to making the game easy or "casual", which they seem to have an aversion towards.
On one hand this game really appeals to me with the gem skill system and the various ways you can optimize your build through the passive tree, but on the other hand I get really put off by the bullshit that you constantly have to face. Bullshit is really the word for it, I'm sorry to say.
@Shoju: I don't post here much but I'm a long time lurker and I enjoy reading the threads here. You are basically this entire forum so if you do quit you will be missed.