Blood of the Exile too rare

Your thread is a bunch of bellyaching that Blood of the Exile is hard to find with >= 2LP on it. A unique being hard to find with LP is not a balance issue. So no, apparently you can’t, because you didn’t.

You keep going on and on about how it’s not fair that such an allegedly rare and hard to get item is required to enable bleed builds. There are 75 pages worth of them at the Bazaar. You can go buy them right now for less gold than you get from one gold reward echo. But that’s not good enough for you, because your complaining isn’t actually about a Unique’s special properties enabling a certain kind of build no matter how much you try to say it is. You’re playing Motte and Bailey and it’s as tedious as it is unoriginal. You’re just an entitled guy throwing a fit because getting the best items is hard. That isn’t worthy of refutation.

I repeat: Don’t play random loot games if you can’t handle not getting what you want in the timeframe you want it.

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Yeah dude
Everything should be easily achivable, at once, so everyone can have everything whenever they want to.
Why would certain items be expensive ?
That like, gatekeeping you from progress until you put a certain time in?
WE CANT HAVE THAT.

So… does that mean every build which creeps up and relies on a specific unique should now immediately make this unique a common one rather then a rare one?

You’re lacking a bit of logic behind that argument.
Don’t chose a build with a rare unique in it and then complain, that’s the starting point. And if you do then you accept the existing situation as it is.

So no, I don’t see the huge problem there you make it out to be. You wanted a bleed build and now you’re not willing to put the effort into making it despite having dozens of others builds available to play.

Nah, generally 300, since that’s the baseline for most builds without major investment. Some a bit above, some a bit below. Are you stuck in below 200 without those boots as a LP version? I think not… and if then it has nothing to do with the ability of the build with a high chance.

Absolutely! Actually far beyond that, on most classes even.
So you’re 100% right!
Those items give you an edge though to push further. Seems like they’re doing exactly what they’re supposed to do hence.

Boots… HP pool… What?
That’s belts/chests too since those have the hybrid and percentile ones available, as well as idols.
But boots? I would say movement speed is by far more important, to not get hit in the first place.

I have 3 characters falling into that category!
Yes, it’s fine. Agreed!

Then be happy that you’re reaching higher with your build!
You broke the devs expectations already and now you’re complaining?
That doesn’t help your argument, quite the contrary.

The balancing to be made so every existing build is taken into consideration is a pipe-dream, an impossibility.

That’s not the problem, that’s the intention behind them.

Ye duuuude, because the boots are Headhunter 2.0. :man_facepalming:
Jeez… Is it that hard to understand? Do I have to explain it like to a toddler?
In MY opinion, the boots are too rare. I don’t want them drop like shards. But comparing to other similar uniques, I think the loot table is unfair towards those boots. I would slightly correct it.
Now put down your phone and focus in school. It’s monday already.

It depends on a lot of factors like what type of item it is, or for which class. But yes, if it is gatekeeping a whole archetype, I think it shouldn’t be THAT rare.
Would it be fair if one whole class had 2x more rarer uniques than another?
And the argument would be the same for defending that nonsense… Everybody can reach 300 corruption, so why bother with balancing.

If you’re adamant about 300 corruption goal, then kindly explain this to me: why are the developers planning to nerf Warlock, Falconer, and ward in general?
It is your argument that classes are balanced around the 300 corruption mark. Then why bother balancing those aspects beyond that threshold? It likely stems from the necessity to maintain balance for class and archetype diversity.
The mark also looks blant if we consider that there is arena in game where there is no border. Players define where the border lies. For such a feature, I would believe, there could be some improvements to give players the best balanced experience.

Just because it’s impossible doesn’t mean we should halt our progress toward a perfection. There are always things to improve.

One doesn’t exclude the other. It was the intention that created the problem.

So you’re saying that adding an extra affix like hybrid health wouldn’t make much difference? Great! So in your opinion (not mine), it wouldn’t be significant. I assume there would be no issue with that, so there’s no objection from your side to my proposal for a small adjustment. Because it’s just a minor fix that won’t affect anything. Or will it? I’m getting confused when the opposing side argues that the boots would be too strong, and then suddenly, they wouldn’t be.

The boots aren’t rare, the high LP on them is. The boots gatekeep the build and you can get them relatively easy. LP on the boots aren’t a gatekeep, they’re just min-max.
As I said before, given the corruption goal devs intend, they’re more likely to make the knife rarer than the boots less rare.

Exactly because the devs intend 300 to be the goal and those are overperforming by a lot. That’s the whole point. They don’t want builds that reach 1k corruption.

Because currently they’re not. Again, that’s the whole point. The goal for balance the devs have set is for builds to cap out at 300ish with probably some tolerance above, though certainly not 1k. Probably not even 700 and maybe not even 500.

Sub-type, not archetype.

The archetype is DoT builds, the sub-type is bleed there.
For bleed we have a few available builds, falconer, paladin, beast master, marksman for example.

So it doesn’t even hinder the sub-type but only a singular build in that category.

Yes, depending on the power level of said unique.

Also to a degree yes, but only a degree. A modicum of balance needs to be there, the weak point of EHG in general.
But the baseline of bringing a build to 300 is the mandatory part for them, beyond we can have vast differences springing up and it’s not that much of an issue, the road to 300 needs to be half-way similar though.

Bug-fixes mostly, ward itself isn’t scrutinized for a nerf, the mechanical interaction of the nodes creating 10 times the told outcome are.
Falconer is the most overperforming class in the game currently.
Warlock itself is also based on the ward issues, ward mechanics tend to overperform heavily as the investment is hard to balance given it scales not in a linear by a logarithmic manner.

We haven’t achieved 300 corruption balancing properly, which is the baseline what the devs have in mind.
Hence talking about balancing which goes beyond that is currently nonsensical.
It’s like building a house without making sure the foundation is stable, doesn’t help, makes everything wonky, worst-case topples the whole system.

Also has a limited amount of expected waves to be solved in mind for the devs. I don’t know the number there but they have one.

No, that’s factually wrong.
Devs decide where it lies by providing the respective balance. If it goes vastly out of expectations then they need to work towards fixing that.
Players are the people brute-forcing testing methods onto the provided mechanical interactions from the devs and hence inherently finding every possible combination with outperforms said expectations.

That’s why trying to create a situation where every possible outcome is roughly balanced is a non-viable endeavor by itself. It can’t be done, and if it’s done you end with a very stale game where everything feels similar.
More then a single game has fallen because of that problem in the history of gaming.

Oh, absolutely!
Always and anytime.
The question is just ‘which changes’ rather then if there should be some in the first place.

Perfection is stale, there doesn’t exist such a state in game balancing, there’s a reason why some games (like PoE) over- or underbalance skills by design, as well as leaving outright overpowered or underpowered mechanics in the game.
It creates a fresh environment which makes people search for good solutions.

Have too much of that and people become unhappy as the whole community tends to move towards the extra powerful solutions.
Have too little of that and people leave since they’ve got nothing new at all to experience, nothing to ‘solve’.

At that point the sole viable option is to provide solutions with the given limitations in mind rather then saying ‘there is an issue, fix it!’.
Every singular game has thousands of small to huge issues, little bits which can be annoying or could be done better. Many of them have no easy solution available.
It’s the task of a suggestion forum to provide ideas to solve those issues which a small group of people (the devs) have no reasonable chance to come up with, hence allowing the community to provide their own solutions.

‘Make it more easy to acquire’ as a baseline is counter to the intent, hence not viable since it’s a boss drop which specifically provides that hindrance as it’s also a powerful item.
If you can find a way to take that all into consideration and still have a solution though then be free.

Context matters.
In comparison to movement speed? No, since it’s more or less the only place you can get that specific affix while %health and flat health are both available in many more.

Since I just talked about ‘context matters’ please provide in which type of context you’re construing that answer from… because plainly spoken I’m a bit confused as to what you’re referring to which makes you so fervent about… what are you even saying there?

Also and especially this.
LP is a top-end system, it provides options to use common uniques despite their inherent low power while also giving a bonus for stronger uniques theoretically giving them even more power if you can acquire them.

By no means is it implemented as a mechanic which you have to use, you can go to the end of the whole available content easily without ever doing a single julra run.
It was made with the intent to provide a way to actually use the common uniques and as a bonus has given us the chance to strive towards further empowerment through the rare uniques, creating entire new builds which become viable after the main progression is fully finished.

But that’s the main point… striving for it. It’s not something which should be available easily or be in any way free or needed. It has no meaning how hard it is to acquire as the baseline for upheaval for the common uniques has been done, bringing items on a rough equal powerlevel. The moment you go beyond that it’s all chase-area, nothing needed, everything there being fully optional and in no needs of balancing for acquisition rate.

Maybe in the future when respective content arises which provides the need for properly adjusting the acquisition rates for a fair environment… but without that it doesn’t have to even be ‘fair’ in any way.

TLDR:
Your suggestion plays into content beyond 300 corruption.
We don’t have the base balancing around 300 corruption handled.
Hence at the current time it’s unreasonable to tackle any balancing in that area.
In the future this might change and hence be a very viable and reasonable thing to ask for, in the current context of the situation it is not.

That’s the gist of the situation.

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Depends on the item. Those items which would benefit more from additional affixes are harder to get with LP. It’s called balance.

More powerful items shouldn’t be as easy to get as less powerful items. This is also called balance.

Oh the irony.

When the feedback post is basically a whinge about not being able to afford a powerful item & requesting that said powerful item be more common, I don’t think it’s inappropriate to mock.

Yup, 'cause he’s trying to convince you that he’s not domestically abusing you when he’s domestically abusing you. When you have to start throwing out insults & painting yourself as a victim of domestic violence, I don’t think you have the strongest of arguments.

If the argument was worth it, he would, but it’s not, so he’s not.

Again, irony.

Fair enough, but if they’re as powerful as you suggest then they should be rare. In any event, you don’t need to have a go at everyone who disagrees with you like you’re in a certain Hive of Scum & Villany.

It’s not though, you can play bleed builds without it.

Because they can generate way too much ward (survivability) far too easily. And it’s not ward in general (unless I missed something), it’s specific skill nodes/mechanics.

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