Agreed. I would add the skills seem to level painfully slow as it is anyway.
Thanks for the feedback. It’s crucial that we get the difficulty curves and xp scaling feeling good for beta.
Both arena wave scaling and level scaling were changed recently and this makes it difficult for us to identify which one (or both) is problematic at the moment. So for reports relating to difficulty and rate of experience gain it would be really useful to know what sort of waves you were reaching in addition to your level.
I haven’t noticed it being bad between lvls 30-50 up to wave 50.
For me the problems were much more noticeable based on character level rather than wave level. At 60 even the early waves felt like a chore despite having most of my gear (gear that easily got me to wave 1570 level 100 in the last patch). Not because of danger (this aspect I feel is much better balanced than it was last patch) but just the amount of hp to go through. It seems that enemy hp scales too quickly based on character level.
As an update, 0.6.1.4 did include changes to various scaling formulas, regarding health and xp, so hopefully things are in a better spot now.
A new more longstanding, but less impactful, issue that’s just been identified is that increased experience from magic and rare monsters hasn’t been applying properly.
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Magic monsters are supposed to grant 50% more experience, but they were just giving normal experience.
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Rare monsters are supposed to grant (200% + 4% per level) more experience, but this was being rounded down to the nearest hundred percent (e.g. at level 35 they were granting 300% more experience rather than 340%).
This will be fixed for beta.
I am not sure if this is completely on topic or not. But, I de-specialized while at level 30 I think 14 or 15 points? I thought that I would be able to respec the points in the same skill, but it turns out that was not correct and I would have to regrind the xp. So, I started over the same class.
That sounds perfectly on-topic. Thanks for weighing in!
The current despecialization functionality is temporary - however we do understand that merely saying this doesn’t make playing the game right now feel any better. As Trasochi said above we’ve recently made some improvements, and we’ll continue to discuss the situation. At this point it’s unlikely that further changes will be made prior to beta.
This is an ARPG game so you obviously will never have a “dev mode” as that will ruin the entire game. I can list reasons.
a) It makes the game way too casual -> the game will lose alot of it´s playerbase.
b) It makes theorycrafting way too easy -> too easy of a game, people won´t play it.
c) It removes any goals as the goal of any character obviously is to get it into the endgame to try your build out.
d) It´s stupid.
d) had to be noted as it is stupid
PS: ARPG games have always been “grindy”…Diablo 1, Diablo 2, Diablo 3, Path Of Exile, Grim Dawn…It is a grindy-genre. MMO`s have less grind, nothing is more “grindy” than an ARPG.
@Tool91 The Pre-Alpha had a Dev mode,just saying.
I dunno if it’s authorized to call different opinion “stupid”?
I play ONLY solo,I HATE MULTIPLAYER WITH A PASSION!
In EVERY single player game before the “everything always online trend”,people used mods…in Diablo too…
But no problem,no dev mode…I’ll use mods in my SINGLE player mode and NEVER touch the multiplayer.
Oh and my favorite “loot” games are Torchlight 2 and Grim Dawn…Both 100% playable offline and solo and…with a lots of mods xD
I bought this game for the solo mode after all ^^
Not interested at all with the multiplayer.
That would not be theorycrafting if you would mod yourself to “max everything” and try things out.
That would very much actually be practically testing your build.
Theorycrafting needs to be done for every ARPG out there and should be possible via a skill simulator or a similar thing, the more complex and final the game system lets you choose, the more important it gets (aka. diablo 3 [low investment] vs PoE [heavy investment])
But I am nitpicking here, in general I agree with you. (Wouldn’t call it “stupid” though if people have different opinions.)
I never said you are stupid i did say though that enabling such a mode is stupid. Yes, you are playing singleplayer i understand that but i highly doubt that you´ll be able to use cheatengine anyways. I actually wrote to a game dev on the discord a long time ago, probably 3-4 months ago about exactly this issue. That all files are saved on your PC if you play singleplayer so you are able to edit & configure everything to your liking and he agreed that it is a big issue in soloplay.
No matter how you see it, you are still editing files in a game. I understand that you do not want to play the grindy game but it is an ARPG after all, it´s supposted to be grindy.
I don´t play alot myself as i have a fiaance and a son to take care of.
You can theorycraft without getting yourself max level of editing a file. PoE has Path Of Building and i am sure we will get something similar to theorycraft builds.
And i do agree that i am not here to play multiplayer either, i´ll play the Solo-Self-Found hardcore mode.
I am not sure if that dev i typed to has changed his mind about being able to mod the game files or not or if you are allowed or not allowed or whatever. We will have to wait for an official response from a dev to see if they will allow the game files to save themselves on the computer or if they have found a cleaver way of storing them elsewhere so people can´t mod & edit the game files.
I really hope modding is a thing okay in single player mode.
I don’t like Path of Exile because you are forced to use the basic classes
I love Grim Dawn and the Diablo 2 total conversion mod.
Would be very disappointed if this game is just another Wolcen…
Why not just have a save for offline AND a save for online with impossibility to use the offline file in multiplayer?
I haven’t noticed the grind being too bad for despecializing and starting over with a new spell. I’ve done it over and over testing different spell combos trying to tweak the efficiency of my builds.
Same, i have unspecced out of skills only to relvl them a lot. Just to test different configurations. It doesn’t matter to me, the skill is back to lvl 20 in no time.
If I replace spell A with spell B, and later decide I liked spell A better. Do I have to level Spell A again to 20? I’m okay with it either way, just checking. Thanks.
yeah, that’s how it works
Yes well youre also posting this after they made changes based on exactly what I was complaining about…
Please try to consider the time a topic was made and when patches were released before posting:P
Yes well youre also posting this after they made changes based on exactly what I was complaining about…
Please try to consider the time a topic was made and when patches were released before posting:P
Its a little bit irritating for me to see posts like this.
When I made this topic that wasn’t the case. Which is why I made the topic, which is why it was changed…
I would hope people would at least read through the thread a bit before you start to disagree with a topic title that has already been solved.
As a solution maybe a tag could be added that lets people know this was an issue posted before a patch that addressed it.
I’m inclined to sympathize.
I’ve previously found it frustrating to be criticized for “completely misunderstanding” a post due to my failure to acknowledge a point which wasn’t there when I began typing my response. As I was using the fullscreen post window, there was no way for me to know that the post had been edited a half-dozen times since I initially began typing a response to it.
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