I’ve been playing my DO VK this morning and I really think they’ve done a good job on the balancing pass for this patch. Clear speed is a little slower but definitely not so much that it suddenly feels painful to play.
I’ve also been enjoying the crafting changes so far. I had some reservations early on due to the low forging potential on lower-rarity items (particularly gambling - I’d hoped those might have a bit more potential to make gambling more viable) but it’s actually proven to be quite good. The Glyph of Chaos has been a personal favourite so far. What a difference it makes! I’m glad I saved all those exalted items with weird affix mixes.
So how do we obtain the Fractured Crown Unique now since we cannot Fracture items anymore? That was the one thing I need for my Mage that I couldnt manage to get before the patch hit.
Also here to report the Nerfs to Static Orb are not near as bad as they looked in the patch notes. Still really solid skill which is a relief. Coming from POE I’m used to seeing multiple nerfs to skills=Dead.
if you can’t deal with the minimal clicking this game requires compared to basically any other arpg or even most other games, it’s time for you to get a controller and use that (if there is support). There’s only so much automation before the game becomes a spreadsheet simulator with pretty visuals, and it’s a slippery slope, and players will literally always ask for more. This game is so much further ahead of others in the genre, it’s insane to ask the devs for even more when there is OBVIOUSLY a reason why things are the way they are. It’s a RIDICULOUS hill to die on that I honestly don’t understand.
Why is there a button to move affixes (and now Runes as of this patch) to the Forge?
Why does Shattering an item move the affixes directly to the Forge?
Why did Runes go directly to the Forge before this patch?
What purpose is there to filling inventory and making us click more often than before?
Please don’t get into an argument with a professional software designer. I know exactly what questions to ask to expose a bad UX (User Experience). In my profession, it is a best practice to minimize the number of “clicks”. Shards in your inventory literally have no purpose, and adding a click to move them to the Forge, no matter how trivial, is bad UX.
For what purpose? Efficiency of what?
Did you ever open your Forge and look at your collection?
When you have 459 of something and 2 of something else, isn’t that enough to set up an item filter to highlight that affix so you can pick it up and shatter it?
If its random shard drops, how can you possibly do anything to control those, there is no mechanism for it in the game.
Why don’t you have the same desire to see how much gold you got each run, as that goes right into the gold total?
Again, you don’t design software for a “what if” or a hypothetical. Give me an actual reason you need to see 1 monolith-worth of random shards in your inventory. Can you?
They may want to test the amount of loot they get on a run at a given speed. Maybe they want to see if they get more loot faster if they use Shield Throw vs. Javelin. There are lots of efficiency reasons that people would want to take stock of the items they get on any given run.
This is even more important if there ends up being some sort of trade market where players use runes/glyphs as currency instead of gold (which is worthless).
Do you have any idea how pretentious and shitty you sound?
QoL in a game is different from QoL in software. The easier to use, the wider of an audience software appeals to, and it’s pretty cut and dry. Ease of use directly correlates to a user wanting to use software over something else, especially since most people that use computers aren’t tech-savvy and don’t know how to do basic maintenance. It’s like learning how to change the oil on your car yourself. MOST people are going to just take it into the shop because it’s “easier”, despite the fact that learning and doing it yourself will connect you more to the thing you own and give you a sense of accomplishment (interesting parallel there).
When it comes to games, you have to take many more factors into account, like how to make items feel like they mean something, how to ensure that players can take stock of what they pick up, how to introduce players to a system using components that they pick up in a natural way, and all of these have to be weighed against QoL.
How practical is it to make crafting materials 100% weightless, making them just vacuum from the entire screen straight to your crafting inventory without having to click? How will that affect the way that newer players interact with crafting for the first time? If someone doesn’t see a component in their inventory, does it feel like they earned it or picked it up? Do you have a chance to miss a rare or important component because you were so busy with the action on screen, you didn’t realize you picked it up? Is some experienced player having to click “Send to crafting inventory” once or twice per monolith a worthwhile cost to ensure that the integrity of the crafting item system is where EHG wants it? Literally none of these scenarios apply to a piece of software. LE isn’t a program built for some old lady trying to get an antivirus, it’s for ARPG fans, who are used to using a mouse to pick items up.
There is no way to determine if Shield Throw or Javelin nets you more shards because shards are random. You won’t even get the same amount of shards from Mono to Mono on the same build doing the same thing.
And putting only one mono’s-worth of shards in your inventory has no bearing on trade, because if we can someday trade shards, then we HAVE TO be able to extract them from our Forge anyway.
Nonsense, there is already a quest to teach you how the Forge works immediately after you obtain your class mastery. The button does nothing to reinforce that. You still need to know to press “F” to open the Forge and then you see all the components and the crafting interface is in a great shape now after several key improvements. If the button was a tutorial which went away after you did it, then maybe you’d have a point. But unlike all the other tutorials, including the one which teaches the Forge, it never, ever goes away.
There literally is no reason for a few shards to be in your inventory and force people to click the button anymore.
A well presented point by Jerle.
While we are at it, let’s also remind ourselves that attacking someone for the way they phrase something is a disingenuous way to argue (bordering on ad hominim). Seems to me that Zaodon could have presented it as:
and you could easily respect his opinion. Why not forgo the indignation entirely and further the discussion at hand?