I was assuming that the token implements your solution of removing the faction tags on your equipped gear.
This would happen once, with that token. Future swaps will keep the same penalty (since you already have another character anyway that can farm stuff for your alt).
It isn’t because there is no gear restriction. If there was no gear restriction, it would be.
No gear restrictions would make cof to MG meta. Other way around doesnt make any logical sense when u think about min/maxing.
Imo there shouldnt be an equiped gear penalties at all. And i explained why this is a bad design of the friction in the game.
At no point should a game basically have devs saying u switched now gear ur self up again never mind how u just spent 100hrs or more farming all that up. Theres far more of a set back with this than people are admitting there is.
How well do u think this would go over in poe switching from ssf to trade. Wouldnt go over well wouldnt
This friction doesnt respect players time or progress one bit. Last time i tried switching to MG to finish up my build. I had a 3lp slammed talons of valer bow. Kick ass one at that. Switching was far more of a set back then just losing cof tagged gear.
CoF is for people that want to grind their gear solo or in group, no AH involvement. That the option to switch exist doesn’t mean it’s there to min-max, is just a nice QoL were you can keep your current character and progress, to try a different grind approach or play with friends that are on say faction.
Sure it does. You start a new character as MG, in act 9 you immediately buy T20 gear for all slots for very cheap. And whatever unique you need, with or without LP depending on it’s rarity. This allows you to immediately start farming 300c+ (depeding on your build, but most can do it), so now you switch to CoF and have way better drops than you normally would. You’re done in a few hours and have easy baseline gear to farm while still having your drop boosts.
If you start in CoF, you have to wait for your gear to actually drop, which might mean a few days until what you need actually drops.
This is even more so for alts, since you’re likely at a higher rank and can immediately buy exalted gear to farm even higher.
That’s why they don’t let you do that.
I personally agree that you shouldn’t be able to switch in LE either. But I can understand that EHG wanted to leave you a way to switch if you don’t like the faction you’re playing, but forced a heavy penalty to ensure that you don’t simply switch around for meta cheesing.
It’s all a matter of perpective, really:
1-If you’re not allowed to switch, you’ll have to make an entirely new character, with no gear and no levels.
2-If you’re allowed to switch but can’t keep the gear, you can still equip other pieces of gear you find on the ground that aren’t faction tagged and get to keep your level and skills.
Personally, I think #1 has a lot more friction than #2.
And the point op is getting at. Swotching from either faction should be the EXACT same downside. Switching from MG to cof shouldnt be better than switching from cof to MG. This is part of the bad design behind the friction.
Iv said it before ill say it again. Iv tried pointing out other ways this hot swapping can be stopped.
WITHOUT forcing any play to wast 100s of hrs and on top of that grind up ranks and grind out gold or drops to re gear up to jist get back to where u where ar before the switch.
You didn’t use to. But there is one big difference between PoE’s SSF and LE’s CoF. PoE’s SSF has no inherent bonuses to it. It’s just a restriction on partying and trading. While LE’s CoF has lots of drop bonuses associated with it, doesn’t restrict group play and only prevents trading (but not gifting).
As I said, they could just as easily have made it so you can’t switch at all. That would have more friction than the current system.
Anyway, I do agree with the solution to have a global account token that you can use to swap a single character a single time, which removes faction tag from equipped gear.
There are only 2 factions anyway, and they’re supposed to represent your playstyle, so you shouldn’t need more than 1 anyway. Though you might get 2. You get one the first time you join MG, you get one the first time you join CoF (can be the same character too). This way, you can try one, maybe you don’t like it so much and switch, find you like it less and switch back. You’ve tried both, chose your favorite and now you’re out of easy swaps and you’re back in the current system.
The advantage you talk about is minimal, and switching to MG can have more consequences. For the sake of finding a solution, let’s say you can use whatever item you farmed with CoF tag or no tag, the catch would be that you can’t mix any MG tagged item with CoF or vice versa, that way when you switch you can start farming right away.
I’ve thought about this a bit more and this is actually not a good comparison.
SSF is a challenge mode, similar to hardcore, where you impose restrictions on your character. It gives you no bonuses. And while you can quit the challenge at any time and move from SSF to trade, at no point are you allowed to move from trade to SSF.
If you were ever able to do so, I’d bet you’d also lose your gear or have some other massive penalty, so as not to mess up the leaderboards.
This is in no way similar to what happens with MG and CoF. In fact, LE has a very similar system as well: you can also go SSF (either character or account) and you can also quit the challenge mode and rejoin the “normal” mode. And you don’t lose your gear either.
So that comparison doesn’t really apply here.
I also like this solution quite a bit. As long as there continues to be no leaderboard that differentiates between MG or CoF, or that character becomes unable to run for leaderboards once you swap.
That’s kinda wrong.
The primary meta would be CoF start for extra drops, then shifting over to MG after the primary progression is handled to deal with the more specific drops that didn’t happen before afterwards switching back to CoF for the top-end drops as those aren’t readily available in MG and hence need the personal luck component instead.
So the big question is ‘how can a game-dev avoid those situations while removing the current restrictions that cause the issues’ simply. Well… simply said at least, hard to be done.
The one-time token is one option, but a simple miss-click later on if that token is solely account-bound would nonetheless once more lead into immediate severe loss of time.
Not to speak of potential changes coming to MG and CoF in the future, be it new content causing one or the other to feel more enjoyable… or direct UI and functionality changes to actively change the direct standing of those.
Without at least the option to switch then characters would become ‘stuck’ in the ‘less favorable’ position this way, so that needs to be alleviated.
So… a single time token itself also wouldn’t fully solve this issue, but it’s a good start. It’s why I haven’t recommended it in the first place because changing circumstances cause changing needs… repeating things with the respectively implemented downsides is more long-term viable. Immediate solutions cause complaints in the future… so I rather see developers doing stuff ‘properly’ then providing a functioning band-aid.
So, that makes it a bit more complex since it means there’s a need for adjustments of the mechanics themselves or the resources which cause the function of the mechanics in the first place.
Rep is obviously out of the way, it’s solely about the progression state. Direct effect of ‘more time put into it means more possible rewards’, fine… dandy… for MG a menace since access restrictions are a bad design for a market compared to an increase for functionality with progression.
So that leaves only Favour and for MG the ‘shared’ resource Gold. First of all… resources between factions shouldn’t ever be shared in the first place as that causes the ability to double dip actively so that needs to go, period. There’s not even a major discussion possible around that aspect, if you play CoF you shouldn’t get upsides for MG, which we currently do. That’s plainly spoken utterly dumb to allow going on for so long. A clear-cut detriment in the system, as harsh as it sounds I can’t find easier terms for that.
The next thing we can take a look at is Favour as well. For CoF Favour provides a direct result. For MG it’s a bit more… complex though. Favour is not a direct resulting reward, solely the ability to list or buy from the market, the scale of the result is after all mandated by the community related to the state of supply/demand. Which is why I personally deem it ‘functioning but sub-optimal’. EHG tried to provide a unified mechanic for factions there without taking into consideration the distinct different needs of them… but it works, so it’s baseline ‘fine’.
What can be done though is detaching Favor itself from the acquisition aspect and if reputation itself is supposed to stay the way it is (with access limiations, not good… but functioning at least) to provide the usual market-related positives to it. Hence… reduction of any sort of fees - which don’t exist sadly for now - and hence should - commonly - work as a natural resource sink.
The third resource for MG is the obvious one, Gold, which EHG simply has dropped the ball for. Badly implemented, technical limiations, double-dipping even currently (Which is to be avoided after all) and overall producing basically no positives but nigh only negatives. The only positive being ‘It’s already existing so we didn’t need to extent any effort to make something fitting’… and I hope we can all agree that’s not the way it should go
So how to ‘fix’ double-dipping, limitations, restrictions and so on in a ‘grand way’ in summary?
First off: Gold goes for MG. Alternative resource comes. Platinum, Talons, Diamonds, Shinies, turds… name doesn’t matter, a new resource simply is needed, period. That part is solving already existing issues and removes future ones anyway so it’s not even worth a in-depth discussion in the first place. Simply something which has to happen sooner or later.
Secondly: Listing and buying being ‘fee based’ rather then directly tied to Favor. Favor does a barely mediocre job there anyway, it’s sub-optimal but was a good starting try definitely. Instead Favor should allow for reduction of resource usage, hence alleviating above mentioned ‘fee based’ market usage.
With that the functionality of favor would be far more straight-foward and allow listing limitations to be directly tied to supply/demand of goods rather then people shoving tons of useless crap into the database of the bazaar solely because they have an overabundance of Favor as playtime acrues.
To keep in mind: A large portion of people are generally not able to optimize market situations, hence using them sub-optimal by design, which leads inherently to this situation.
Only the people which know how to ‘properly’ use the market can avoid that, which also takes item acquisition rate for valuable ones as well as time-investment for listing and so on into mind.
So how did that stuff all ‘solve’ the issue?
Here it was talked about the limitations of switching between factions and this causing a double-dip situation, right? So foremost: It already exists! So that needs to go anyway.
As for the follow-up: If a exclusive resource exists you can’t double-dip into the other faction either way. You solely keep your achieved progress through the effort put into the respective faction.
Meaning: If you’ve paid for prophecies and played CoF you have no need to remove that access anymore, time was invested, adequate rewards given. When you switch to MG hence you can’t access the market anyway since the resources needed are missing, which are derived from direct gameplay in MG only.
The other way around, switching from MG to CoF also does jack-shit in this case. Since keeping the equipment does solely allow you to interact with the mechanics in CoF, hence the invested time is still needed there to even acquire the rewards directly.
At no stage a double-dip would happen.
But now… you could say ‘But the resources extra dropped from CoF like runes of Ascendancy!’
Yes, sure… remove CoF influencing the LP improvement through those and then they can be completely neglected anyway. Not that any sane person would ‘waste’ their Favor for those in the first place given that direct targeted unique Prophecies provide a magnitude higher amount of rewards for a similar price-tag.
And that’s exactly the point. Well said.
It’s a bad design. Defending it is nonsensical in the first place. There’s options available to get rid of it and not cause issues… actually solving some and only shifting minor details which are not important around left and right which have - unlike the current state - no major implications for players.
Yes, exactly!
And what @oldschooldiablo mentioned wouldn’t be abused into min-max, it solely allows you to pick the playstyle you fancy at the moment without inherent up- or downsides related to that.
You’re hence not forced to make a permanent decision… and switching wouldn’t cause any sort of double-dipping. It allows player agency without reducing needed investment into the game. It doesn’t inherently ‘reduce replay-value’ but solely reduces friction.
Friction without meaning given to it is a net-negative, always.
Which wouldn’t be possible if it weren’t for Gold. Same as uniques.
Which also is the fault of Gold. Exclusive MG-only currency removes any chance to do that since you would need to spend time in MG, which would be equivalent to CoF time roughly. Balancing important from the side of EHG simply, not inherent.
The point is to create a ‘similar time investment’ situation. You’re right, it shouldn’t cause massive differences.
Small differences are fine, nigh nobody is a speedrunner. People put effort into stuff only if it provides strong upsides. Minimal upsides can be ignored since then doing that would simply amount to ‘being a bother’ and hence avoided by people. A hour extra playtime is not something the majority cares for, speedrunners and people inside competition on the other hand can perceive it as another layer of depth for the systems the game provides. For the ‘average joe’ it wouldn’t come into effect.
Mandated obviously that the baseline balance of acquisition rate for the exclusive currency is properly handled.
Depends on what said ‘need’ is. The current state of the market is such a massive mess that it causes the current issues in large portions.
A properly set up market with resource sinks, limitations of listings and proper detachment from double-dipping with other mechanics does indeed cause a similar state with neglicible differences.
For alts you don’t need to even think about it, already that’s a lost cause.
Go on the second character, use up all CoF favour for prohecies… switch… buy everything you need which you now can since you’ve acquired the Gold during playing CoF which… as you say rightly so is double-dipping.
The restrictions hence do jack-shit there as you’ve already acquired all the stuff, 50% of your gear is non CoF tagged so you can likely make a decent build there for an alt and ‘fix’ the leftover stuff in seconds through MG.
And that already shouldn’t happen but does.
So I’m urging for that to be fixed as well rather then keeping it intact currently.
The upsides for alts following my suggestions above would also be reduced (not removed mind you, but better) and hence be more the directions of what you say should be avoided anyway… but already isn’t in the current state of the game.
Rightfully so you’re speaking against those things without seeing them happening under your nose.
But… they do?
Umh… no? SSF always caused your belongings to go with you into Standard. Same as HC stuff.
It was never voided. The only times things are voided are event leagues and private leagues.
Well… and more modern inclusions of content, interesting stuff btw.
It’s not minimal and there’s issues on both sides.
The system overall simply is in a bad state, always has been since day 1.
Take it as inexperience from EHG simply. But that inexperience doesn’t excuse inaction after seeing the issues.
Which you should be allowed to do.
You see… keeping a character on a stage already unlocked is kinda mandatory. It’s the ‘perceived progression state’. That has to be upheld and is a major detriment to ever remove or reduce. Just awful design no matter how you see it.
After all… you’ve put effort into getting where you are, it’s the sole indicator of success available.
Now when you switch success gets taken away from you. That’s perceived as a ‘punishment’ and hence baaaaad.
Mechanics are supposed to reward you and never punish you. At best withholding rewards is acceptable, like 1-try mechanics which don’t give rewards unless successful but never a mechanic taking away a already formerly acquired result.
That’s what factions are sadly. That’s why they’re ‘bad’. That’s why they need a serious change in setup.
I’ve said this since 1.0 and will keep doing so.
Yes, and CoF to MG is supposed to be equivalent, hence it shouldn’t impose any downsides for changing from ‘equivalent mechanic 1’ to ‘equivalent mechanic 2’.
And yes, I know you’ll come up with ‘But they can’t be fully equivalent!’ and you’re right!
That’s why there’s the need to contain any potential reward inside their respective faction. But not already paid out reward = gear dropped/bought and equipped.
That would be perceived as punishment, that’s to be avoided.
Yes, because they are not equivalent in setup. You get more in trade then SSF.
In LE it’s meant to get the same in CoF then MG in relation.
So no need for those limitations.
It’s better then the one-time token definitely, agreed.
Still not a permanent solution avoiding the biggest amounts of friction.
But already something which should be implemented instead of the current state we have.
Actually, thinking about it, the primary meta would probably turn into being MG and playing with someone that is CoF. That way you can equip CoF stuff that your friend gifts you, you can buy MG stuff and you can sell whatever drops because your drops will always be sellable.
Likewise, your friend will be CoF and will be able to equip every MG gear you gift him.
So the optimal meta would be to always play in a group with someone from the other faction.
That’s why I said later that you can get a token when you join one of the factions and another token when you join the other. So a total of 2 tokens. That let’s you try out both factions and then choose the one you want. If you misclick once, you still get a new token. If you misclick twice… well, that’s on you.
I also like the solution from Klainhz where you can only wear MG tagged gear or CoF tagged gear, but not both. Although that one will still lead to gearing for endgame in MG and then farming with CoF.
Not really. The only double dipping you can really get right now is farming materials with your CoF character that you then use on your MG one. But CoF doesn’t really have that big of an advantage over MG for this because of LA. While LA might not provide a lot of value for gear, it does provide it for materials. MG can easily make 20-30M gold, go to LA and spend it all on crafting material modifiers and simply drop hundreds of runes/shards/etc in a single run.
CoF has no influence on the RoA rolls. All it has is a chance not to spend the rune if you use it on a CoF tagged gear.
He wasn’t talking about Standard, he was talking about trade league. Meaning you start a new league as SSF, a week later you regret it and stop being SSF and join the regular trade world everyone else is in.
And HC characters that died used to be effectively dead. Only recently-ish did they make it so that when it dies it goes to SC.
It shouldn’t create any upsides in switching either, which simply removing gear restriction does.
True, that’s an option. The majority of people play solo though (as is usual in ARPGs) and the group-play ‘abuse’ hence is not such a massive issue. We’ve already seen that in PoE 1 where group-play with their - badly implemented - group quantity modifiers causes obscene amounts of drops, nonetheless not influencing the market in any relevant visible way (it does, but it doesn’t ‘break’ it nonetheless, not even close to it). But… it’s definitely something to keep in mind.
On the other hand the combined ‘CoF + MG’ aspect would cause one player to get items to sell and hence get the resources - they need - to acquire items, given a exclusive currency only dropping for the MG player is included. The CoF and MG player would hence need to share this amount, reducing the effective farming speed of the MG player by half basically. Still an upside but less intense then imagine surely. Counteracted by the drop-change through CoF, which only 1 player gets as well.
So yes, definitely a bonus for groups - provided the amount of Obsidian resonances upholds. But they’re the limiting factor… and they’re ridiculously rare anyway.
Given that the currently ‘tagged’ items could fall into mandatory resonance gifting hence this would counteract the upsides through group-play in quite the major way I would argue.
But with that you would’ve already gotten the ‘cheese path’ down. The task here is to avoid the inherent downsides of switching since they feel ‘punishing’ instead of ‘limiting’.
So to have that token both the favor removal as well as faction-tag limitations would need to fall, otherwise we would’ve only the current system… but worse That’s kinda away from the goal.
And with 3 tokens you can absolutely counter the whole cheesing downsides which were talked about, hence allowing to go the ‘optimal’ route and bypassing things in a substantial manner once again, causing the double-dip.
Yes, that one is a decent solution. A good compromise between full heavy re-work and the limitations being upheld. It’s a good one.
Showcases you’re a CoF player.
No sane MG player will even look at LA, it’s a downright detriment to use it.
Which materials would be viable to farm up there? There’s nothing which is valuable material wise which warrants that high of a gold usage since the representative items which would be the outcome are better acquired through the bazaar, and the few which you can theoretically create need several tries and hence would cost more then simply buying them as well.
MG has no LA upside, LA is a dead mechanic for MG. Mentioned regularly by me.
At the time you’re progressing you lack the gold to use it in a way which scales properly to make it worthwhile and by the time you’ve passed this stage of progression the costs of upgrades in the market are so high that you can’t afford to ‘waste’ it on LA.
On the other hand not using LA in CoF is viable, it’s not a massive difference… sure, makes a difference but the Gold is even in CoF less valuable for LA (despite the multiplicative modifiers for drop-rate) compared to spending it in MG.
Hence if you make your first character in CoF and play for a long while, then make a second for MG… you bypass a vast majority of the limitations already. Rep is laughable for the access restrictions, restricting it in utterly uneven and weird ways that not even remotely apply to a natural itemization progression while Favor is no limiting factor to acquire, it’s laughably low for buying items and majorly a limiting factor for listing items instead.
Ohhh, I thought the LP improvement triggers as well given it counts as creating the item?
My bad if not.
Yes, if you do it manually during the league it does go to the relevant ‘parent’ league. Hence if you do a league SSF it goes to league-softcore, if you do a Standard SSF it goes to Standard.
HC is actually the exception since it removes the character from the League itself, it doesn’t move into SC, it does move to Standard.
But they weren’t ever voided as much as I know, the earliest quick searches state this happening back in 2019 already, which is… 6 years already.
Take the limitations mentioned into consideration, you’re ignoring them again, like the first time.
Explain how they would do so with the exclusive currency for MG taken into account, otherwise I’ll ignore those comments as you provided them the last time while constantly breaking out of context for the example.
Then we can start properly discussing the topic, so go to the proper starting line.
It suffices for it to be ‘1’. That’s enough.
CoF is vastly more prone to have the tag on equipped items, MG is more prone of having the most powerful ones be tagged.
Quality is a major aspect there, not only quantity.
The problem isn’t affecting the market (it is a problem, but that isn’t what players mostly complain about). The problem is players feeling like they have to group if they want to be minimally effective otherwise they fall massively behind.
This was also seen in early days of D4 where grouping awarded a lot more XP, so everyone felt like they had to group with random people just to get that boost.
How is that cheesing? Your account gets at most 2 tokens. I suppose, technically, if you’re already aware of this when you create your account, you can use it to cheese twice. But that’s it. You won’t be cheesing every season.
How is 3 tokens cheese free but 2 tokens aren’t? I’m not following.
Any, really. Glyphs of insight, for example, are highly sought after, since they’re a rare drop and they’re very important in crafting high tier gear.
It’s a lot faster to just run LA and spam the rune/glyph drops than it is to make an alt in CoF and farm prophecies specifically for it.
As far as I’m aware, RoA has its own internal formula that isn’t influenced by either CoF ranks or corruption. (asked Mike on discord and he confirmed this).
Your solution is to completely overhaul both factions. It might work, but I doubt it will happen, or anytime soon anyway. Honesyly, I only half the novel . I think we’d sooner see the 2 token solution than that.
The OP solution is simply to remove the faction tag from items and let you wear everything. That has upsides, so it’s not a good one.
Actually, from just looking at some random players profiles, CoF tends to have about half the items tagged, MG tends to have most tagged. This is probably because it’s very easy to just buy exalted gear and craft on it until you have a much better item than is likely to drop.
Yes, but as mentioned, the resonance limitation would take care of that. It has to be applied to tagged items simply and it would solve it since they’re so rare.
You’ll have to apply that for every season, not for the account itself.
Also once again, this would ruin every chance for missclicks to be avoided and hence allow a substantial amount of time to be wasted.
EHG caved in with mastery respec despite it solely being Act 2 where it happens - and finding out relatively quickly if you can’t stand it after - so what do you think would happen with that severe of a limitation?
2 is also.
1 is too, but less easily so.
The token system itself does nothing to change the situation.
Play up and gather equipment at CoF since progression is quite a lot better there early on… then switch to MG.
Or play MG until the market collapses in on itself (like Legacy showcases already quite well) and switch then to CoF.
The point is that it does nothing to avert the issues for future changes either, nor does it solve the problem. It’s someone complaining ‘I can’t choose to do what I like’ and the solution is to force that person to make a one-time choice forever instead.
It solves nothing.
It’s exchanging a bad system for another bad system simply.
Really? They’re worth nothing, just use your runes of research on random crap since they’re kinda useless anyway and then use the glyphs dropped from that.
Utterly useless one since you just buy a T7 base and hope that T7 stays if it’s a prefix, plus hoping that you get a T5 experimental out of it.
Would be the height of nonsense to use that when you can simply buy a T5 experimental item on the right base for basically nothing. Not even speaking about the glyph using up FP and hence being a detriment to even finish the item if used early… and a chance to ruin your base when used late.
LA is absolute and entire garbage tier for MG, simple as that.
Yeah, likely, EHG has a track record of exchanging one bad system with another (DR with boss ward) after all
Hence I’ve provided - like last time, the actual same even - solution to make that happening without the downsides you’re mentioning.
So if you’re not willing to read it through once and actually understand it then that’s kinda your issue there.
Also the rework there is miniscule plainly spoken, that’s not a massive change development wise. All needed to be done is remove 2 limitations, implement a exclusive resource drop and add tags causing resonances to be affected.
For the sheer magnitude of effect it causes it’s rather much ‘piss easy’ to do.
Yes, very late game that happens, since then you buy the bases together.
Everything before causes singular instances to have them.
That’s the issue with those examples, kinda hard to provide them as you have to ask ‘at which stage?’ all the time, and it’s mandatory to go into detail for all of them as it needs to function for all of them.
Im trying to explain why its a bad design. One having bonuses and the other not. Has no barring on what im trying to point out with a badly thought out restriction design. I was trying to use another game as example. To shed more light on the why
U still didnt answer me u ignored my question. How well do u think reset some to all of poe players equipped gear progress would go over with players in POE. It wouldnt go over well at all now would it. Bonuses or not even in POE that would be a bad design.
I used poe to try and get people to think about why its bad. Even if LE didnt have cof. And this was a restriction it still would be a bad desgin flaw.
What im doing is point something out like EHG said is the form of feedback they prefer. If something feels bad or bad in general ect. Explain the issue and why it feels that way or why its bad. Then follow up with what suggestions can improve this.
Even with ur example of a token. That doesnt fix the bad design flaw the restriction has.
I agree ur token idea would fit more with the intentions of switching being a safty net. Allowing was the point for this. It doesnt solve the exiting flaw in the design of it.
There are plenty of players that already get around this by having a character in each faction. Enabling them to hot swap to a point. Reason is ur faver doesnt reset if u have a character still in the faction ur leaving. If i leave cof and still have a character in cof. Favor isnt reset. Same with MG. This is exactly why iv said players that do switch factions later have pointed out going from cof to MG is actually better than MG to cof.
Op was pointing out friction wise why going from MG to Cof is better penalty wise. When looked at from that view ya it is friction wise
Ur proving my point as to why its a bad design. My comparison does in fact apply.
Going from trade to SSF poe or LE makes sence due to the ladders. Going from ssf or even cof doesnt.
It wouldnt go over well at all making players re gear up. Thats the whole bad design of it. Iv tried many times to point out there are ways to stop hot swapping ruining the market ect without forcing players to wast time gearing up AGAIN.
I didn’t ignore your question. I answered that your example isn’t relevant. Going from SSF to trade league in PoE is not the same thing as going from CoF to MG or vice versa. It’s the same as going from SSF to normal league in LE.
Being forced to lose your gear when going from SSF to normal league would go as bad in PoE as in LE, because you’re just quitiing a challenge mode, not changing an important character decision.
Besides, you also ignored my question where I asked if the friction of not being allowed to switch factions at all isn’t bigger than the current one.
This is not true. Favour is a global resource tied to your account. If you leave CoF with one character, your favour is reset to 0 for all CoF characters.
It’s not really a bad design. It’s just done in a way that leaves a negative impression on the people that use it. Much like skils losing levels on respec.
Your faction choice is supposed to be a very important decision for your character. Like class is, or mastery.
You can’t simply change your class whenever you want. If you make a mistake, you need to make a new character.
You can’t simply change your mastery whenever you want. If you make a mistake, you need to make a new character.
In season 2, you can’t simply change your mastery whenever you want (in theory. We’ll see how well that applies in practice). If you make a mistake, you need to farm before you can change it.
Factions could have been equivalent to class where you can’t change them at all, ever. If you made a mistake, you’d have to make a new character. And this is because faction is supposed to be an important choice.
Instead, they gave you a way out if you really don’t like the faction you have. Yes, it has friction. Because it’s supposed to. Because it’s important. Because if it has no friction, then that choice doesn’t matter at all. And we might as well just give both factions to everyone.
We might discuss how much friction it should have or not, but unless MG and CoF are very equivalent to each other (which they can never be), if you allow using gear from both there will always arise a meta where you should join one, then switch to the other, etc.
Also works in challenge leagues. Aka current league.
Theres a reason as iv tried pointing out why GGG doesnt have a gear rest penalties for going from ssf to trade. It flat out wouldnt fly. Huge part of that is the time u already spent getting what ur using
Its a huge kick in the balls for devs to even say will u switched fuck ur time and ur progress now do it all over. Crafting slaming u name. Its 100% purely badly thought out system.
It seems to me way way to many havent actually physically experienced how bad this restriction is. And why it is