3 prefixes / 3 affixes has its downsides - you will have much much harder time finding a good piece of gear suitable for you build.
Which is when trade would come into play - and why it likely won’t ever happen in LE, because it’s an SSF-oriented game.
In addition to watered down values to avoid power creep. Or buffed mobs that require the additional affixes to get back to the current power level.
no ty. I don’t like PoE like situation with trading being almost a must-have
You are right like everything in life has its advantages and disadvantages but I agree with you I dont want a POE state of the game qhere trade is they way to get a good char and everything evolves around trading and making money instead of playing.
I would say that its quite the opposite
Situation 1 - You start by gambling bases till you get a “magic” with 1 least 1 mod you want
You then start adding affixes on via shards
You hit 4 t5 mods - that’s it end of crafting no more progression left sry bye
OR
If it had 6 mods - You hit 4 t5 mods but you’re not done you can keep adding more mods
Situation #2 - You find rare item with a t5 mod and some resistances.
If item has only 4 mods you generally have to now try to remove a mod or if it has only 1 open prefix you get to add 1 mod
OR
Item has 6 mod slots, you get to now add more mods to your items
Basically any situation you get into 3/3 is gonna lead to stronger items and more items that are suitable for your build
Especially with the current state of crafting and availability of crafting mats
I hope they find ways to make it more interesting
3/3 isnt the only way
They went away from the 3/3 to this system. EHG has said they most likely not going back.
Well the idea is you want to min/max your character
This is the case in all ARPG’s where the main purpose of end game is to get more and more upgrades for your build
If you stop playing every build at around lvl 90 you basically never reach true end game
If you aren’t trying to get full exalted items with BIS gear, then you won’t really get to see what the ceiling of the build is
Imagine you are trying different foods at different restaurants. But you refuse to go to any high end ones, therefore you will never get to experience what the top tier really is. You will just be stuck only knowing the type of good that’s available at cheaper locations. Once you experience that fine dining, perhaps the cheaper stuff is now ruined for you.
That’s what its like to min/max builds in ARPG’s
Some people only play up to the point where they finish the “campaign” and they think that’s it
Even in games like POE… most people never reach the point where they are flying through maps
Most people get stuck in white maps… which is equivalent to the lowest lvl mono’s
Most ARPG’s revolve around taking a character and juicing it up as HARD as you possibly can
Except most people would hard disagree with this
There’s a reason people in ARPG’s or MMO’s tend to pick a class type and stick to it
Someone who is playing a tank does not have any inclination to reroll to a stealthy assassin
They like the tank gameplay and tank position. This is true in many many different games across many many genres…
Even league of legends, some people love to play ADC because its a role that has high dps and high mobility. You have to click alot and even orb walk. Some people HATE doing that… they would rather play mages where they aim skill shots and almost never use their auto attack.
So in ARPG’s where all skills and builds aren’t really… “skill based”
most builds tend to feel very similar
Lets say you’re playing a shuriken character right
You right click to shuriken, you press Q to shift forward, you press W for a defensive shroud, E for throwing a poison flask for more single target etc
Compare to
You right click for insert main ability, press Q for insert movement skill, Press W for insert offensive or defensive ability…
Do you see where im going with this?
Build’s dont…really feel that much different from one another
Sure melee builds are slower and have to get up close and ranged builds are faster and can shoot from afar…
But that’s it… when it comes to actual gameplay its almost the same thing
The differences is in amount of clicks
Some builds are high click and some builds are low click
That’s it
So no… rerolling doesn’t mean you will find a different experience
If anything it will feel very samey and if you’re not a fan of the abilities on that character you will hate playing it, even if its a strong character/build/skill
Don’t feel bad I love your post yeah p o e is such a jumbled mess you can’t even see what the hell you’re doing 80% of the time give me something simple this game is simple it gives you items almost on a platter and yet you can push it to really extreme levels at over 200 corruption it’s perfect in my opinion…
This isn’t true. MOST players never get even close to “end game”. Especially your extreme view of what end game is (level 90+).
People also like content that they can waste time doing that isn’t so tied to pushing the upper echelons of game difficulty. Crafting and gathering fill these roles in many games. Some games have little side things like pets or gardens. Diablo 3 has the transmog thing that people like to play with to customize their look.
I mean it’s true for people I play with and most people who I know personally
End game by definition should be top tier content
For some casuals its beating the tutorial or what most ARPG fans call the campaign
Even in POE act 1-10 is considered the tutorial by literally everyone I know
Id say the same applies to this game
That’s what separates a gamer from someone who downloaded candy crush
Take that how you will, but yea my opinion of end game is held by most serious players
I would say that its quite the opposite
In practice you will find more 4-5 affixes items and you will have to remove more mods from an item adding instability. Keepingf 1 mod you need out of 4 is easier than 1 out of 6.
You then start adding affixes on via shards
nah you first start removing the other mods you don’t need and there are more of them with 3/3 system
3/3 is more item power, naturally. It also means more variance by 2 magnitudes, which lowers the chances of finding raw upgrades or bases to work with. It also means that the theoretical power ceiling is higher - again, by 2 magnitudes - and to maintain balance at the stage where the game would expect you to have moderately min/maxed gear, scaling would have to increase.
This is what you do if you either want to have an ungodly grind in SSF, or coerce Trade behaviour. Because having 6 mods in a heavily rare-focused itemization model naturally trends towards that.
The state currently is much more preferable, and gives more options and room to play with for devs imo.
Already its pretty damn easy to get quad t5 items
Is it? Pls teach me, because even on my characters that I have over 350 corruption pushed, I barely have 1 or 2 T20 items. Getting a t20 item, with the stats you want, is really hard. Most of my characters have T15 items equipped and the ones, that I have tried to min maxed, on avarage, have T17-18 items on.
The crafting system, though infuriating at times, is decently balanced. You can’t easily get very powerful items and you always are on the look of crafting bases. Or should I say, the stability system.
Although I do agree with:
Id like to see more crafting options and perhaps ways to achieve exalted tier items
Even if the exalted enhancement was a very low chance, its better than not letting us make exalted items
But it has to be balanced to a point where it can’t be overpowered, which there are multiple ways to. However, PoE has this huge issue, where drops don’t matter, because crafting makes all of the highend gear. Not some of it, all of it and that’s not good. LE shouldn’t fall in the same trap.
3/3 is more item power, naturally.
Not necessarily. What if they reduced the power of all the affixes by 33%? Then you’d need more to get back to the same power level but you’d have more affix slots so it all balances out. Notwithstanding that the devs have said they don’t want to go back to 6 affix slots.
Yeah I know they’re not doing it, just discussing the theory.
It’s true, you could depress the stat weights to compensate. That way you’d keep the scaling in check somewhat at least, i guess. It would also make individual stats less interesting though, and reinforce the feeling of having to get luckier/do more to obtain good results.
In any case, i’m a fan of the 4-affix-system. It’s just not very conducive to a trade environment, hence my thread about it.
It would also make individual stats less interesting though
It would make individual affixes less impactful, certainly, but I think I’m leaning towards the camp that would like some more interesting affixes. Or maybe the game is just balanced towards more of the character power coming from the skills/nodes/passives than items compared to other games & therefore the items feel less “interesting” (in addition to not satisfying some people’s Magpie desires for moar shineys) .
That is certainly part of it. The lion’s share of significant scaling points does seem to stem from skills/passives. The mod pool right now is indeed somewhat limited, but they’ll have to be careful when expanding it. I’m sure more “interesting” stuff is coming with the missing endgame mechanics on the way, at some point.
Just wanted to share my opinion, I do pretty much like the current implementation for mods on items, rare items(and passive tree) provide decent base stats (dmg, life, resists) while wacky building around mods is put on uniques (and skill tree). Kind of a decent balance so there are some builds that use all rares and some use uniques which they build around/work well but still need rares for stats. Also the class specific mods keep stuff interesting enough for rares IMO.