i m player from Asia .Some of the content in the article is translated.
I hope the designer can seriously consider the issues I have provided feedback on.
This represents the voice of most of our Community players, as we do not want a game with such potential to be heading towards death.
1:Some of the monster’s skill damage is set too high. This forces players to increase their defense measures. Although all players have increased their defense, they still cannot withstand some of the monster’s skill damage, which seems to mean that the designer wants players to avoid skills. The normal attack damage of monsters is not high. But some skills cause too much damage. If players want to not die, they must resist the highest damage skill on this map. Even if their resistance and critical strike avoidance are fully utilized. But it will still be killed by certain skills. This game has become an evasion game. This is a disastrous design for ARPG games, as players’ survival is not very profitable. So we hope that the physical attacks and spells of monsters should be balanced and not have skills that cause excessive damage. At a certain corruption level, most monsters except for the leader boss have similar abilities to deal damage.
Additional explanation. We are more willing to accept being surrounded and killed by many monsters at the same time, rather than being suddenly killed by a skill that we don’t know what flashed in front of the character.
2:The difference between the monster’s health and damage is too large. For example, I can easily defeat small monsters and bosses with 10000 corruption points in an instant. But monsters with 1000+corruption points can instantly kill me. Normally, the attacking ability of monsters should be balanced with their health and defense. Instead of killing each other instantly. When our BD reaches a bottleneck, it should be reflected in obvious deficiencies in both survival and output. Instead of having an excess of DPS and frequent deaths even if all players improve their survival abilities
3:For seasonal games, enabling each player to equip equipment close to graduation in the later stages is the core issue that designers consider. If not, the game content and design will be wasted. We hope that designers can increase the drop rate of equipment for players. The production of noble equipment and dark gold equipment is too slow. And redesign the fate camp. Because for players in the Fate faction, if they are not a team of four, their earnings will be greatly reduced, and most ARPG games are single player games. This leads to over 80% of players choosing the merchant camp, even if you strengthen fate, it is still far from enough. The fundamental reason is that the output of goods and the season cycle have not been well balanced. Perhaps new faction levels can be added to significantly improve players’ mid-term progress. Even merging fate and merchant factions. And design new factions in the future (like the Fallen Knights)
4:Creating post production content for the game, such as corruption leaderboards, and creating some season rewards, currently, players have nothing else to do except increase corruption values. Many players would rather play the offline version than the official version, and they can also cheat in the offline version. Due to the existence of offline versions, the mystery of the game has been greatly reduced. We suggest that the season content not be updated synchronously in the offline version. If the seasons are synchronized, players can modify all the equipment they want in the offline version, and then play for 10 minutes to switch games. Because there is no attraction in the official season server. Whether it’s equipment drop rate or game rewards
5:Similar to the first suggestion, while weakening monsters, it is also necessary to enhance the player’s survival gains. For example, if the player’s health is too low, it may cause many players to stack shields in the previous game. I hope the designer understands that the improvement in survival for players is too small, so even if they increase it, they still cannot steadily clear a certain corruption value. It is not an exaggeration to say that for the current monster damage ability, obtaining 5 times more life is not an exaggeration. If the designer only wants players to play game content with a corruption value of 100-500. Don’t design the monster’s health so low, or the player’s damage so high. We should make the two more compatible. After my testing, I can instantly defeat a boss with 50000 corruption points, but a monster with 2500 corruption points can instantly kill me. The gap is really too big
6:We can only hope that the official personnel can supervise the loopholes in the merchant coins this season, after all, the great charm of this game comes from the merchant lineup, and the transactions between players give players motivation to play this game. We also hope to get better and better. Even if there are coin loopholes in both seasons, we will continue to try to play in the next season. We hope that designers understand that the economic system of the game is really important. If the economic system is destroyed, it means that this season has ended. In just one week, everything came to an end. Many good equipment are not sold by players in the marketplace, but are traded through other channels. The regulation of transactions and coins is paramount. For example, some players sell a piece of equipment with low value in the marketplace, but the price is high and it is purchased in a short period of time. This behavior can be classified as buying or selling gold coins. You should immediately clear the merchant camp level or recycle coins. Instead of just fixing vulnerabilities, we need to regulate the coins that flow into the market. This way, players will continue to play in the new season.
7:The special effects of some dark gold equipment are too weak, such as gloves. More than 80% of the dark gold glove effects are useless and not suitable for any BD. The equipment can be stronger or weaker. But to have a suitable profession BD, the special effects of 300+dark gold equipment should be readjusted. Instead of simply adding new dark gold equipment to expand the drop pool and slow down the player’s graduation speed
8:Please design a rage time for the boss. And set a limit on the number of deaths when forming a team. Now, players can form teams. Infinite resurrection attempts to defeat the boss. For now, players can challenge themselves infinitely as long as they don’t die
You single-handedly represent the voice of half the world’s population, and you waste it on a computer game?
Please use this unbelievable power, maybe achieved 2-3 times in world’s history, towards higher goals like world peace or hunger tackling.
The planet thanks you.
This is the result of statistics from social media websites. We only welcome discussions related to gaming content. If this is just a computer game, you can completely ignore our suggestion. Thank you
I came to the same conclusion. Even after building many defenses, bosses and even normal monsters often oneshot at high corruption. This makes many players want to play builds with no defenses at all, only damage, and hope to kill monsters fast enough to not die.
Yea, heartbreaking. And everyday prices become even higher. I was steadily progressing, but now gear upgrades are just unreachable. I login to check prices, at first I was upset, but now I just laugh. I’ll play some CoF, then wait until next season. I don’t understand, how there are no measures against players that suddenly get billions of gold, like an automatic flag and moderation system. Dupes happen in all games with economy, but not like that. Manipulating gold on the client side is not acceptable, it’s an intern level error, goddamnit. Just temporarily close the bazzar immediately after you know about the exploit, then roll back shady transactions. So many things you could have done but didn’t
The current situation. After fixing a vulnerability and closing player trading, I thought the situation had improved. But according to reliable sources, there are still new vulnerabilities in gold coins. Perhaps the designer needs to reconsider designing a trading system for the merchant camp
Well, I would say this is rather obvious. If you have infinitely scaling content that means that mobs will get infinitely scaling offense. Since your character has finite scaling, there will always be a point where you are one-shot. If you don’t want to be one-shot, move to a lower corruption.
I honestly don’t know how you think you can avoid this.
I don’t think it’s a problem that should be fixed, I enjoy the glass cannon playstyle. I’m a bit worried, that even after building defenses, you must avoid every boss attack. Building defenses should be more rewarding
But if I had to solve it, maybe increase mob density (a lot) and speed (a bit) and add more monster weak abilities that are hard to avoid. But please no death effects and remove the existing ones, as well as spires. Something that kills you while you don’t see it feels horrible
Yes, Spires, when I choose to challenge the Avengers, they always don’t give me time to choose. This design is really terrible.
Avengers, assemble! Oh wait, I’m dead to a global oneshot death pool that I didn’t see because of nemesis UI or I wasn’t fast enought to put my item from stash into nemesis in 5 seconds = dead
Player trading isn’t close u can still trade u just need to tell your trading partner the base of the item and the price and use AH for that transaction.
Also not acting on the issue itself(and here i mean rollback) they sentence to death the MG. (we already know that base that MG isn’t a top priority for them and this proves it even more). By doing this they lost about 20k player base from Sunday to Wednesday (about 40% of the total player count that was 50K)
Thx for your time for making the feedback sadly some white knighting happing on the forum i guess only they defend the game atm.
To add more to the feedback i say mele still in bad dark place at this moment. Many fights punish mele more then other type (range/caster/minions). Just not having the uptime on boss due to some positioning or boss encounter nature. Ex harbinger on Spirit of Fire has dot aura with a 85% uptime on it. I know u all know dots aren’t balanced and everything about 500corruption will kill u even through leech.
After punishing mele with Julra fight they still add more stuff like this and they wondering why mele players aren’t having fun.
EGH for once in your life time make mele meta and stop treating mage like is your only child. (2 cycles in a row mage is dominant)
Haha nice on! I had to smile so hard at your answer. Good job xD
They lost me on the line you quoted as well.
People speaking on behalf of large portions of a community is always a giant red flag.
Using different opinions from social media that are similar to then claim you speaking on behalf of a larger portion of a community is something you should not do.
Just speak your own mind and say what YOU think.
If only you were able to either wait for the spires to stop shooting or had the patience to kill the spires first then return for the Avengers Nemesis. Sadly, the game forces you to do the Avenger Nemesis (damnit!) immediately!
Such a waist…
But if you’re in contact with the other party, why wouldn’t you just invite them to party & trade face to face?
Did you misspell that on purpose, or is that still the concussion?
Cause as u know “Currently, we do not have a timeline on re-enabling player-to-player trading - but we will keep you updated as we can.”
But u are just white knighting around here. I just tell him how to do a p2p trade but using AH.
Ok, I’ll have to start off first with this there.
Don’t talk for other people who haven’t agreed to be talked for. First of all you can’t. Secondly it makes you look like the biggest most arrogant prick that ever existed.
Is it though?
Avoiding specific attacks from specific enemies on specific maps should be a given. You’re not supposed to be a walking tank which can just sustain everything.
There’s more available then half-dead mindless drooling 5-second-reaction-time people out there.
Yep, agreed, overall balance should be upheld. That’s 100% true.
Just the notion leading to that sentence have been quite wild to say it mildly.
I don’t know of any skill that ‘suddenly’ appears in the game currently.
Which one are you precisely speaking about?
Great! Sonce the game is designed for 300 corruption I guess it does the job as a limiter mechanic surprisingly well
Good, works. Nice to hear that.
I imagine that you want to say that a player should reach close to the potential maximum equipment existing in the game during the duration of a single cycle.
Which, no, that’s a factually wrong statement.
Sure, some people enjoy to play the game one cycle long and then have it ‘played out’, which doesn’t take Legacy into consideration at all.
Diablo 2 and Path of Exile have proven with their design concept of itemization that long-term item hunts are a integral part of the most enjoyed and long-lived diablo-clone games existing on the market.
I imagine it means ‘Circle of Fortune’ there?
Also wrong. Given the state of CoF they’re currently on par for item acquisition rate compared to MG. Actually superior when the market collapse starts as low-tier equipment versus high-tier equipment starts to drift so strongly apart that progression rate for latecomers becomes unfeasable to sustain properly.
By design CoF isn’t allowed to be the superior method or it auto-collapses the market.
First of all, cheating is basically reducing your own available play-time in a single player game. If you’re not enjoying the process then it’s likely you’re not enjoying the game. It’s a short-term thing to do commonly, messing around can be fun, still to be done in small-scale.
It’s the same as ‘pay to progress’ but for free. All you do is go towards the theoretical credits faster, it’s a baffling concept.
Secondly, offline and online are both ‘official’ versions and existing for a reason.
No
Yes, their own fault. Those people must be fairly dumb to reduce their enjoyment down to 10 minutes rather then having hundreds of hours of enjoyment.
Exceptions apply for test-environments like making sure that a specific build functions or to get a feeling of a specific build-goal and if it’s worth it for you.
And even then… that can be part of the enjoyment as well.
You don’t need to hand-hold people, if they can’t handle their own enjoyment to a degree then that’s not the job of the devs to enforce. It’s a appalling notion.
That is a general good notion, agreed with that.
Sadly they don’t seem to understand that and it’s a notion I also 100% agree with.
It’s mandatory to sustain a market integrity and it’s one of the hardest to maintain systems in the game since it doesn’t allow mistakes to happen.
EHG needs to up their game for that heavily.
Yes, this mechanic is baffling that it doesn’t exist.
The highlighted part of the sentence is the issue why I can’t agree to the notion itself.
It’s called a ‘natural cut-off line’ in that case. The game is designed for a specific range of corruption and if you progress too far then player-skill can’t make up for the things which enemies start to throw at you.
100% agreed.
The current system is not sustainable, it’s bad design, it can’t work out and it’s far too fragile even if it works out long enough.
Really? Where?
For now I saw suggestions and people calling out OP for some choice words (me included). Otherwise I see partial agreements and partial disagreements.
Sounds like a normal thing to me unless you expect an echo chamber of your own creation
This is not viable as it involves a lot of backtracking and hence making it vastly less rewarding compared to any other content you can find the Nemesis in.
You hence skip it since it’s not as rewarding.
Skipping stuff feels bad, PoE has also proven that by pushing more and more stuff into their maps which then burnt out people as they had the urge to do everything.
It’s not optimal design, could be handled better.
Whatever you take… lay off it, it makes you fairly nonsensical.
A question was asked and you reply to it with animosity? What reaction is that? It’s not a sane one.
No, it was intentional.
I had forgotten that.
Oh the horror! How will those goldfarmers players cope knowing that they’re not meeting their KPIs! Will they be beaten for it?
“Optimal design” would be to have every single map be a single narrow (ish) corridor with mobs, only upgrades dropping & there being 1 best possible skill choice. That way the player doesn’t have to think or they may close their mouths & potentially self-asphixiate.
Well, backtracking is a net negative unless intentional design for it brings an upside.
It’s player frustration.
You try to avoid player frustration without upside.
Hence the options are a ‘urgh, now I have to go back’ or a ‘urgh, now I couldn’t do the Nemesis’. Both are net negative in perception.
I’m often talking about perception and psychology for a reason, those are… odd to explain and often don’t sound intuitive but uphold generally and also bring a perspective for long-term players.
A casual player won’t realize it, a player with 1000 hours + will start to get annoyed at those small things and they accumulate. Welcome to burning out from a game. Trade for PoE is a prime example doing that fast.
First of all… that showcases a lack of understanding.
Design takes into consideration the mental state of the human in front of it, not solely effectiveness of something.
A design which is taking longer and providing less reward is often something vastly more desirable because of how it interacts with the human psyche.
Hence why we have basically non-obtainable equipment (the urge to play on and progress, something to strive for), map specials not pointed out when entering but hidden in the fog of war (surprise element and dopamine) and so on and so forth.
If you want to talk about ‘optimal design’ then we speak about including the psyche aspect as well. And then it becomes really… reaaaaaally complicated suddenly with odd outcomes.
Can you please explain how to do that please, without sarcasm? I know there is a mechanic, where if you stand still they should stop shooting. I tried to stand still, they shoot at me, and I have to move to avoid oneshot, then they shoot again, because I moved to avoid them. It’s an neverending cycle, like drinking/undrinking water
They stop shooting if you haven’t used a skill for 4 seconds (& thus are “out of combat”). As long as you have an area around you free of mobs & the spires aren’t the void ones that spawn mobs (though if you can kill them quickly enough you’ll still be ok) then they will stop firing.
However, if you have any idols (Maelstrom every 5 seconds) or skill nodes (Enchant Weapon auto-cast) or are using numlock to cast your skills for you off cooldown then you’ll have issues there.
Try walking out of the AoE rather than using a skill.
Which makes it a non-viable solution in the first place.
If you don’t have a ‘general’ design element implemented which is the same for every single core builds and only at best is circumvented by specific interactions that are not directly intended and first-layer then it’s simply not a thing to suggest.
It doesn’t apply to a large variety of builds, hence for all intentions and purposes… this mechanic is ‘non existent’
At best it’s a ‘trick’ and at worst it’s an ‘exploit’. But it can’t ever be recommended as ‘the norm’.
If you have to rely on it at any time in the game to do something which should be able to be commonly done then it points at a design error of some kind and warrants fixing/change.
In this case… if you enter a spire map you expect spires to shoot at you permanently hence the sole option to solve that is killing them hence to interact with a Nemesis it’s backtracking. The ‘spires don’t shoot’ option is non-existent for a reliable scenario as the core elements of the game remove that by design.