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Path of Exile - Page 599

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Dogfoodboy16
Profile Joined October 2013
364 Posts
November 28 2013 22:28 GMT
#11961
Is their a max movement speed?
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
Last Edited: 2013-11-29 01:27:30
November 28 2013 23:48 GMT
#11962
Fun game but I stopped playing it. Just too many iffy parts about it that it make it suck in the end for me. It's quite genious in some parts but there are also just quite some things I dislike (this ended up being more than I thought):


- Desync, well known problem and I know my internet connection isn't the best but this just happens WAY too much. At some point leveling becomes so slow that the occasional death by desync practically grinds it to a halt, just very annoying.

- Buggyness around door and objects. Indoor maps with lots of doors, objects and narrow rooms just bug out quite a bit. Spells hit into walls or objects weirdly without it looking like that at all and causes frustation more than is neccesary.

- Very heavy for the computer in some parts. I don't have a crappy computer nor a very high tech one but some parts or situations are just unplayable for me. Dominus fight is one for example plus some situations with totems or party play. For a relatively ugly game that could have been better I think, especially as it causes frustating deaths along with the desync problem.

- Maps. The map system is quite nice and provides for a much more interesting endgame than D3 but having to find and/or trade for them is just boring. Running the lower level maps is tedious but you don't get enough of the higher end stuff meaning you have to do tedious stuff just to get to interesting farming area's once in a while. Unless you party I suppose..

- Party play is way too messy and boring in my opinion. Solo play has some sort of interesting positioning etc. at the least but party play feels utterly boring with usually just a few guys tanking and others mindlessly dpsing. The screen is way too messy to even understand completely what is going on for me. I wish these sort of games had an option to reduce fluff for party games so you could actually see a bit what's going on.

- The economy. In some ways the currency system with orbs is genious providing a nice outlet to prevent inflation plus the 'elegance' of bartering but I just find it annoying and clumsy. To look for something you just end up going outside the game to an indexer where people are still flipping items etc. Plus if you want to do some crafting you have to spam tons of channels just to get someone to trade for the currency you need without trying to rip you off. I'm not saying the auction house in D3 was without problems but I preferred that system 10x over this spamfest or outside the game indexers. I still feel a game should have an easy auction house but should incorporate other solutions to prevent the massive inflation problem a game like D3 has than returning to bartering and the accompanying spam. By the way get rid of ANY affix that reduces level or stat requirement for an item, it's a completely silly affix that only makes potentially self found gear be completely outclassed by gear with said affix dropped on much higher levels.

- Crafting. The crafting part is pretty cool but it's also quite uninteresting to do in the end as in it's just not very rewarding for most. Orbs pretty much affect or make blues and are mostly junk (used on flasks and maps) or they are hardly worth using for most characters. The thing is most crafting costs so much that you are better off buying the stuff you want with that crafting stuff, for example using a chaos is pretty much only worth it on 5l/6l stuff or very high ilvl stuff which you won't have till very late, most characters are therefore better off just saving up the worthwhile currency they get and buying from others. Even with stuff like chromatics it's usually just better using an indexer to find exactly what you need then using chromatics unless it's a very easy thing to get. I think they should have made the amount of orbs required depend on the itemlevel so crafting was actually useful on all levels and sort of items, for example rerolling a 6l ilvl 76 chest would cost 5-10 chaos while just rerolling some ilvl 40 gloves would be just 1 chaos. As it stands most crafting is only worth it on potential endgame items and you still lack the natural inflation prevention of crafting resulting in everyone buying their gear instead of making/finding it yourself. Goodluck trying to get/find a 6l yourself instead of just buying one.

- Vagueness of mechanics. Every RPG seems to have it's fair share of this with counterintuitive workings of mechanics or stuff people have to find out eventually (like whirlwind barbarians in d3 having only a high dps weapon in mainhand plus a stats stick in the other basically). PoE just has a ton of this though. Even just calculating dps at first is counterintuitive, there are a ton of messy wordings. Does my stuff work with spells? Does this gem work with this one? How does this combine? What is best for my DPS? Ow this sais 'more' and the other sais 'increased'.. Critical strike chance, global critical strike chance, critical strike with spells... There is just a ton of this stuff in this game to the point that it becomes very cumbersome to theorize stuff and you basically have to look almost everything up if you wish to plan anything. In game tree planner and some proper information, either on the site or preferrably ingame, are just a must for a 'hardcore gamer' game like this imo but it hardly exists. You basically have to look through tons of unreliable sources from elsewhere to find stuff you want to know like: what prefixes/suffixes can this item roll (not even correct on most sites) or how high is the probability to get 4 linked sockets on my helmet with a fusing (just unknown).

- Gem leveling. The gem system with it's support gems is nice in some ways but it also has big downsides I think. My first gripe with it is the leveling of gems. This is an unneccesary part in my opinion and I had rather just seen that the effectiveness of a skill was tied to your character level. The problem with it is that it prevents any fun experimenting for me. For example I play mostly as a freezing pulse witch but the fact my gems need to be leveled even prevents me from trying other stuff completely. For example I don't really feel like even fooling around with some other spells like arctic breath because it would take way too much leveling before I can even see if they are worth using. It's not like the gem leveling adds anything interesting either, it just makes it a bit of a hassle to get quality gems. Maybe for a few gems it provides options of leaving your gem lower level on purpose (clarity and cast on damage) but that is hardly important and one of those gems is just a silly mistake to have been introduced at all.

- Repetitive play. The gem system also limits the skills you play around with too much I feel. Most builds have one 5/6-link maybe a second one, and then you have a couple 4-links and possible two 3-links. The way it usually works for most builds I see and can think of myself it's just 1 main spell in that 6-link and the rest functions as support (a support spell or two, some aura's, a curse or two and cast on hit/stun stuff). The mechanics just force you to spamming 1 skill almost exclusively, in my case that was mostly freezing pulse with frostbite and coldsnap to help out with some aura's and some cast on hit. It's just too boring and I wish builds would be wider in spell usage, like having 3-4 'main' spells and varying play much more.

- Last point, the TPing. I don't get how this made it into this game in this day and age. TPing out of boss fights several times just feels silly and removes the fun of those fights a lot. This is one of some points where D3 was better I think, tping (and in my opinion indentifying) should not use items and should generally not be possible in the bigger fights. Boss fights in this game are pretty lame and for a large part because they feel balanced about being able to tp in them, it doesn't feel very rewarding to beat a boss by just going in and out a couple times and chucking potions. I think they should be weaker but you should be forced to do them in 1 go, there is already the mechanic of spawning easy mobs to refill potions if the fight warrants it. Of course do add waypoints just before bossfights then.

Anyway most are minor points but some are big and alltogether it just means this game can't interest me much anymore. Didn't play it much but I just can't be bothered to continue with it really. It's not my genre and many of you will disagree with these points but I think this type of game can just improve in so many points even though it's quite a good design already and much better than D3. Combat most of all needs to be more interesting and less repetitive/buggy/laggy with hopefully cooler boss/unique fights.
I avoid most of these problems with races so I'll try that a little bit more and it's a cool option but probably not for me either. Anyway just my 2 cents, I can see why others like the game so much but I just think it could have been so much better, for other obligations it's only good I don't like this as much though.
Pwere
Profile Joined April 2010
Canada1557 Posts
November 29 2013 01:05 GMT
#11963
Holy wall of text!

I think I share a lot of your concerns, which is why I didn't play much outside races. But Descent really got me hooked, and endless ledge is fun too. I don't like longer races, and Champions has issues, but racing is really fun, and it doesn't have many of the flaws you mentioned (gem leveling, boring party play, repetition...)

You do have to learn to deal around desyncs (/oos macro + knowing what to avoid) and you mostly use 2 or 3 skills all the way, but once you start improving it feels pretty good.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
November 29 2013 01:25 GMT
#11964
On November 29 2013 10:05 Pwere wrote:
Holy wall of text!

I think I share a lot of your concerns, which is why I didn't play much outside races. But Descent really got me hooked, and endless ledge is fun too. I don't like longer races, and Champions has issues, but racing is really fun, and it doesn't have many of the flaws you mentioned (gem leveling, boring party play, repetition...)

You do have to learn to deal around desyncs (/oos macro + knowing what to avoid) and you mostly use 2 or 3 skills all the way, but once you start improving it feels pretty good.


yeah it ended up being more than I thought when I started to type it out. I'll try to edit it a bit for clarity. Racing indeed avoids many of these options and I'm trying it more now, though I don't like the feeling of being pressured too much if I'm just doing a game.
oneofthem
Profile Blog Joined November 2005
Cayman Islands24199 Posts
Last Edited: 2013-11-29 02:22:01
November 29 2013 02:21 GMT
#11965
a lot of your problems can be solved with more familiarity/better run trading system. for example, gem leveling is w/e if you can buy a freeze pulse at say lvl15 for very cheap.

map drops require a bit of currency invested into rolling them but they've been buffing map drop rate continuously.
We have fed the heart on fantasies, the heart's grown brutal from the fare, more substance in our enmities than in our love
Taguchi
Profile Joined February 2003
Greece1575 Posts
November 29 2013 03:02 GMT
#11966
@ wall of text guy, this is simply not the game for you, nothing more and nothing less.

Most of your issues are attractions for me, from the complexity of the mechanics to how the economy works to having one main spell and not several with cooldowns attached (else you would only ever use the optimal, proper rotations are out of the question when mobs regularly get killed in less than 1s) to the time investment required to build up a character, alongside the skills he uses (your gem levelling issue redacted, at least in ladder leagues which I exclusively play).

Desync is the obvious major issue. I really wish GGG had Blizzard's coffers so they could implement some less cost effective and more brute forcey solution to this instead of trying to solve it with algorithms that predict the future - I don't think this'll ever get better, not until they're filthy rich.
Great minds might think alike, but fastest hands rule the day~
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
November 29 2013 03:49 GMT
#11967
On November 29 2013 12:02 Taguchi wrote:
@ wall of text guy, this is simply not the game for you, nothing more and nothing less.

Most of your issues are attractions for me, from the complexity of the mechanics to how the economy works to having one main spell and not several with cooldowns attached (else you would only ever use the optimal, proper rotations are out of the question when mobs regularly get killed in less than 1s) to the time investment required to build up a character, alongside the skills he uses (your gem levelling issue redacted, at least in ladder leagues which I exclusively play).

Desync is the obvious major issue. I really wish GGG had Blizzard's coffers so they could implement some less cost effective and more brute forcey solution to this instead of trying to solve it with algorithms that predict the future - I don't think this'll ever get better, not until they're filthy rich.


I suppose, some things are just flavor and what each prefers. I'm not saying I don't like the complexity though in fact that's the major boon of this game I think and made it interesting in the first place. Complexity is best paired with some clarity about how everything works though. A good complex game has simple mechanics/rules but very intricate strategy/thoughts behind it like chess for example. In poe a bit too much of the complexity just comes from odd interactions/exceptions etc. which just means digging through outside sources hoping to find what you need if you want to strategize a bit further I think.
Also I disagree completely how you state it's not really possible to have multiple 'main' spells without cooldowns. The optimal could easily depend on the situations and more variation in gameplay really shouldn't be that hard to achieve . A little more interaction with the environment for example, as it is it's just shrines and some walls here and there while you could easily imagine tons of cooler stuff going on that this game is almost completely void off.
Anyway I guess many things are part of the genre (combat being rather simple, game mostly being about gearing) but I don't see why it couldn't deviate from this.
Dogfoodboy16
Profile Joined October 2013
364 Posts
Last Edited: 2013-11-29 04:21:26
November 29 2013 04:10 GMT
#11968
Both my Duelist's Died at lvl 61 in the span of a week...I officially retire!
freedom
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
Last Edited: 2013-11-29 04:53:26
November 29 2013 04:28 GMT
#11969
On November 29 2013 12:49 Markwerf wrote:
Show nested quote +
On November 29 2013 12:02 Taguchi wrote:
@ wall of text guy, this is simply not the game for you, nothing more and nothing less.

Most of your issues are attractions for me, from the complexity of the mechanics to how the economy works to having one main spell and not several with cooldowns attached (else you would only ever use the optimal, proper rotations are out of the question when mobs regularly get killed in less than 1s) to the time investment required to build up a character, alongside the skills he uses (your gem levelling issue redacted, at least in ladder leagues which I exclusively play).

Desync is the obvious major issue. I really wish GGG had Blizzard's coffers so they could implement some less cost effective and more brute forcey solution to this instead of trying to solve it with algorithms that predict the future - I don't think this'll ever get better, not until they're filthy rich.


I suppose, some things are just flavor and what each prefers. I'm not saying I don't like the complexity though in fact that's the major boon of this game I think and made it interesting in the first place. Complexity is best paired with some clarity about how everything works though. A good complex game has simple mechanics/rules but very intricate strategy/thoughts behind it like chess for example. In poe a bit too much of the complexity just comes from odd interactions/exceptions etc. which just means digging through outside sources hoping to find what you need if you want to strategize a bit further I think.
Also I disagree completely how you state it's not really possible to have multiple 'main' spells without cooldowns. The optimal could easily depend on the situations and more variation in gameplay really shouldn't be that hard to achieve . A little more interaction with the environment for example, as it is it's just shrines and some walls here and there while you could easily imagine tons of cooler stuff going on that this game is almost completely void off.
Anyway I guess many things are part of the genre (combat being rather simple, game mostly being about gearing) but I don't see why it couldn't deviate from this.


What do you mean? Practically everything in path of exile is named to benefit exactly what it says. The fact that you complained about increased and more in your previous post just means your opinion is wrong. This is perhaps the greatest and most straight forward convention ever. If you think this makes the game complicated and full of exceptions then I don't know what to tell you, but if something says increased then it has additive stacking and if it says more then it has multiplicative stacking. There is nothing more straight forward than that and there are no oddities or exceptions to the increased and more naming scheme.

Maybe this is just because I've played dota. If you want to talk about complex mechanics and exceptions in the worst UI ever ^_^
I'll always be your shadow and veil your eyes from states of ain soph aur.
ZoRoXo
Profile Joined February 2010
Norway268 Posts
November 29 2013 04:29 GMT
#11970
arpg games combat is always really simple. Don't really know why you would expect anything else :D

Most of the time in the game, you run with 1 aoe and 1 single target skill, since defensive spells/curses are kinda on autocast now with the new cast on damage taken gem.

Desynchs are really terrible though. Died twice to it today in 2 different races
First time, got stuck with screen jumping back and forth 4 times in a doorway with a skeleton pack on the way up to Vaal. Never really want to log unless you're 100% certain you're going to die, and with /oos on cooldown you pretty much just have to pray.
Second time 3 random blue goatmen leapers in Prisoners Gate missed their jump on me on my screen while I was running. Then suddenly I instantly died from 100% hp. Checked mobs, said extra damage, but I don't even know... they missed on my screen, and mobs in this game generally don't hit you as long as you're on the move.

Gem leveling seems pretty good to me, at least back in the days of diablo 2, I remember playing a frenzy axe barbarian, I wanted to try whirlwind (found the big grandfather sword), but I had to start from scratch again, and fuck that when I'm like lvl 87 or something. In this game you can just put them in weapons/shield on weapon swap and they'll level while you are playing normally. This is also pretty useful with weapon swap leap slam.

Could be pretty nice with an auction house in this game though, just to see how it would work out. At a certain point it gets pretty annoying to having to sell decent/good stuff for 2-4 chaos, but every time you want something it somehow seems to cost at least 1 exalt, even though it might not even be anything special on the item. My 84 ground slammer on nemesis don't even have a single armor item with more than 1 resist on it. Works decent enough as long as I avoid elemental weakness maps.
sprættemætute
TheTenthDoc
Profile Blog Joined February 2011
United States9561 Posts
Last Edited: 2013-11-29 05:12:56
November 29 2013 05:07 GMT
#11971
Patch note HYPE! Heavy draw buffs make my puncture ranger happy. Let's hope they also did the insane and let increased phys damage with XXX apply to puncture damage twice, or didn't nerf puncture scaling into the ground.
Blitzkrieg0
Profile Blog Joined August 2010
United States13132 Posts
Last Edited: 2013-11-29 05:54:46
November 29 2013 05:16 GMT
#11972
On November 29 2013 14:07 TheTenthDoc wrote:
Patch note HYPE! Heavy draw buffs make my puncture ranger happy. Let's hope they also did the insane and let increased phys damage with XXX apply to puncture damage twice, or didn't nerf puncture scaling into the ground.


It sounds like that is what they did to the fire damage of ignites, but it seems kinda strange since the damage of ignite is based upon the fire damage that target took when it got ignited.
I'll always be your shadow and veil your eyes from states of ain soph aur.
vndestiny
Profile Blog Joined September 2011
Singapore3458 Posts
November 29 2013 05:28 GMT
#11973
Just woke up and yay patch note ^_^ .

A few thing to note for me:
- 1 new vendor recipe ? What could it be ? Could that GGG finally reverse troll, and in the white socket recipe and the unique prismatic sword worth exalts again ?
- Wait we have to rescue Scion from her cage lol ? Where is her cage exactly ? I always just kill Dominus, talk to Dailla and move on ? Or is it a one time thing in the first play through ?
- They remove the bandit mod from maps, which is kinda make sense since it doesnt increase difficulty of map at all, but NOOOO. That's my favorite map mod ever when combine with increase pack size , with Infernal Blow those thing pop like flies, so fun

The rest is yay, more fun stuff :D (except for Hexproof map, I like my curse :< )
oneofthem
Profile Blog Joined November 2005
Cayman Islands24199 Posts
November 29 2013 05:41 GMT
#11974
the problem about d3 was not really having an auction house per se, it was that there was severe gold to item inflation because the currency and items are not being destroyed. in poe this is less of a problem.

the guys who sit in auction house all day will make their share of the profits, but the average player would not feel that their daily findings are not worth anything (this was the situation in d3 with inflation).
We have fed the heart on fantasies, the heart's grown brutal from the fare, more substance in our enmities than in our love
Dogfoodboy16
Profile Joined October 2013
364 Posts
Last Edited: 2013-11-29 05:44:27
November 29 2013 05:42 GMT
#11975
Are claws considered melee weapons or are they unarmed?
vndestiny
Profile Blog Joined September 2011
Singapore3458 Posts
November 29 2013 05:44 GMT
#11976
On November 29 2013 14:42 Dogfoodboy16 wrote:
Are claws consider melter weapons or are they unarmed?

They are melee
oneofthem
Profile Blog Joined November 2005
Cayman Islands24199 Posts
November 29 2013 05:51 GMT
#11977
Removed Devourers as the signature monster in the Labyrinth Map.


aww yes i have like 10 of those lol
We have fed the heart on fantasies, the heart's grown brutal from the fare, more substance in our enmities than in our love
ZoRoXo
Profile Joined February 2010
Norway268 Posts
November 29 2013 06:04 GMT
#11978
Dat patch/race timing :^(
sprættemætute
Pwere
Profile Joined April 2010
Canada1557 Posts
November 29 2013 06:05 GMT
#11979
NOOOOOooooooooo...
The 1.0.2 patch was aborted due to a technical issue. We have rolled back to 1.0.1c until the issue can be resolved. We are working on a fix.
oneofthem
Profile Blog Joined November 2005
Cayman Islands24199 Posts
November 29 2013 06:05 GMT
#11980
seems like it got reverted? just downloaded 1.01c again
We have fed the heart on fantasies, the heart's grown brutal from the fare, more substance in our enmities than in our love
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