Yes, that’s the whole point of performance-pay. Even if you go for a hybrid solution with 90% fixed pay and a potential 10% from bonus if the monthly/quarterly/yearly performance review shows you delivered on every goal.
But occasionally, you fail goals because of outside circumstance.
A goal that your boss presented as achievable in 100 hours requires double the time (good luck in arguing ‘I told you so’ afterwards.) Or someone messed up and didn’t deliver prerequisites on time.
You believe that a paid expansion is going to save the game and that adding content is what the game needs to survive.
If this is the case then we should assume that people quit because there isn’t enough content to keep them entertained but if that is the case, why are most people quitting as soon as they hit empowered monoliths. This is information that EHG gave us before the 1.2 launch, it is 100% trustworthy information as to where the player bleed is.
I think you can agree that if you only just hit empowered monoliths, whatever seasonal content was added, you haven’t explore much of anything about it yet, at best you’ve just barely dipped your toes in it.
Clearly lack of content isn’t the big issue here. I’m not saying you aren’t right about it being an issue, it certainly is content light but it isn’t the cause of the problems.
The problems are to put it lightly, dying too often once you hit empowered monoliths. It’s oneshots galore, it’s lots of defensive layers that can only be taken care once you have highly rolled grand blessings, it’s having good gear. All of these are problems that are causing players to die very often and get done with the game.
When a player doesn’t plays a game for long, he doesn’t feels it’s worth to give the developers money because they aren’t able to keep the player interested. You are right that keeping the player’s attention and engaged is what the company needs to make money, you are wrong about the methods.
Adding paid content doesn’t fixes the issues with the game and more to the point, players were promised that there would be no paid content other than MTX. No matter how you want to devalue this. This is legally binding and can in fact be taken to court. If you buy an Iphone and you get a nokia, you can demand your money back and take the seller to court for the same reason. What you were promised and what was sold to you was different.
But let’s not stop there. This is a type of predatory monetization that companies like Blizzard and EA do and we don’t accept they do it. Why would we allow EHG and Krafton who owns it now to do it? This is unacceptable predatory monetization. You either charge for the game and expansions or you charge for MTX, not the both!
Also don’t say that it has to be for the business model to be viable, that is not true, you look at PoE and it’s plenty viable with only MTX and some stash tabs. You don’t pay for any game content or even the base game and it is a commercial success.
If you keep your players engaged and wanting to play your game for a 3 to 4 weeks per season, you are guaranteed to sell enough MTX (supporter packs are MTX that are sold in a bundle) to keep the game viable. EHG is failing on keeping the players interested because the game has glaring issues that they have refused to address, hence the state of things.
Now, let’s ignore the legality of the matter. How many people do you think are going to play the game if they have to pay for the expansion? I can guarantee that not even a third of the player base will buy it and because that is not going to fix the engagement issues, on the long term even less and less people will give EHG money.
Lets add to that how many people are going to be outraged (and rightfully so) that they were lied to. What do you think is going to happen to the reviews of this game? I wouldn’t be surprised if the review went all the way down to overwhelmingly negative. How do you think that will do for attracting new players even more so when they read the reviews and see that the company lie to it’s paying customers just to get more money?
The issues with the game and the attempt at selling an expansion are beyond small and will only make sure the game dies very quickly. The only way to save the game is for Krafton to understand that they will have to lose some money now, force the Devs to fix the actual issues that are killing the game and then this will become a marketable game. But if they bury their heads in the sand much like you are right now, there is only one way this is going to go and it isn’t the way ANYONE wants it to go.
To be fair, in addition to bugs in the game, the forum also seems to be bugged as I cannot display all of my badges for supporter packs purchased. Could be the same case for others too.
Not even remotely the same thing. One is legally binding the other isnt.
Whe. U tell ur customers ur 35 bucks gives u all future content with ur purchase. Of which they in fact have. That is a binding contract. Legally especially where im from
Thats is false advertising
Its no different from (example here its not happening) borderlands 4 u buy the super deluxe edition which gives u all future DLC with it. They then go release that content then turn around and say nope u bought the super well now u habe to buy that content.
Thats $&%^ing illegal. That also still applies whether or not EHH sold to krafton. That does.t change this
Stop trying to make excuses not the firet time u habe come to devs defenses.
I highly doubt they ever said they will never charge for future content, no dev would put that limitation on themselves. Even POE while they’ve never charged for content they have charged for early access. Fall of Oriath expansion and POE2 they just came with points to spend in the shop equal to the amount that was paid. Pretty sure Fall of Oriath was the only time they called it an expansion too as that added 6 acts and changed a lot about the game. They would probably do the same thing here
They habe said so right on stream they have said it in discord stating THE BOX PRICE gives u all content for free
Verbally is also legally binding. Heres some info from USA consumer rights law.
Express contracts: These are formed by the terms and conditions that are explicitly stated, either in writing (like on a product’s packaging) or verbally. For example, if a car’s sticker explicitly lists specific features, the company must provide them
They said it one stream. Now please stop making excuses as to what they said. Judd even said this as well.
Enough fighting this theres plenty of times theh specifically said u get all future content with ur purchase of LE.
I know my rights in my country as well as whag they specifically said
They used the word ‘expansion’ right from when I started playing PoE shortly after launch.
Two quotes from official PoE content update announcements:
“Path of Exile’s first mini-expansion, Sacrifice of the Vaal, launches at 1pm PST on March 5. It expands the core game and sets the pace for our ongoing four-monthly updates.”
“For more information about this expansion, check out…” ← Settlers of Kalguur
No, it does not. It’s just what you want to read into it in this specific part.
Every time someone brings up that there were clear promises and I research sources, I always found language used by EHG staff that is not a clear promise. Every time, I found caveats like ‘intend/hope’, ‘we cannot completely rule out’, ‘we never want to say never’ and the like.
Just deliver verbatim language with the full context if you are so sure.
Given the current situation of the company and the lack of communication related to their situation leading to it?
Yes.
Otherwise it wouldn’t be, but circumstances make things more or less important then they would otherwise be.
That’s not how you increase performance, that has the adverse effect.
Long-term performance increase comes from workers which are invested into a company, have a respective amount of freedom of action and get remuneration high enough to sustain themselves and their family.
That’s it, it’s that easy, always was.
Total worked time doesn’t directly causate stress. You can work 60 hours doing something you love and hence be utterly fine… or you can do something for 5 hours with a shitty environment, shitty return and high limitations and you’ll be miserable.
Physical exhaustion put to the side there for the moment.
Now the question is, which ‘difficulty situation’ is the ‘actual expected one’?
Act 1-2?
Act 3-7?
Act 8-10?
Normal Monolith?
Empowered Monolith?
Which is it? Which is a mess? Which is fine?
I would argue ‘any of them’ as long as it’s applied to all of em. It doesn’t matter if it caters to you, or me, or anyone else specifically… it just needs to be cohesive, fitting.
No matter if they do in the end attract the lowest skill levels possible or the absolute top-end. Sure, they promised to address the middle one… and I wanna see exactly that happening… but as long as it starts to become at least a coherent experience that’s already a massive upgrade. You can far easier enjoy a game which is coherently made but not for your skill level compared to one which is just a jangled messy pile.
The gear wall nowadays in PoE is actually far lower then it was back then, and still what we saw back then in terms of retention isn’t upheld either today.
So that also can’t be fully it.
One thing though which did specifically change from Delve forward was the crafting becoming more complex but the UI not catching up.
I personally think this is a much much bigger aspect then what you wanna describe there, albeit it’s connected to a degree still.
After all… if the UI is fragmented and you need to get information from several different places at once then that creates a barrier of entry and execution, and that causes mental exhaustion. Which is why I mentioned that GGG’s problems with retention would simply ‘vanish’ in a quite large degree already if they would implement a unified universal crafting UI which does function as a singular easy to understand place for crafting. Kinda like the forge UI in LE but better designed without all the clunky mess EHG implemented there making it nigh useless again.
Tourists are in every game, be they casual, mid-tier or top-tier games. It’s people checking out if it fits them and then leaving again. The more mainstream and well-known a game is the higher the percentile of ‘tourists’. Even friggin candy crush has ‘tourists’.
The notion behind your argument is nonsensical and reductionist.
‘Coherent experience’, exactly what I’m talking about. They had a time where they screwed up majorly and it’ll hurt them for years still.
LE has the same issue, but far far far worse.
Side content is supposed to just be ‘different’. No need to reduce it to such specific aspects as you say. Side-content causes vanity which reduces mental fatigue since you can still engage with the product while actually doing something else then the core loop commonly is. The higher variety is and the better it is designed the more likely to cause high retention even if the core loop isn’t top-tier.
If you break it down to basic game-dev aspects you absolutely can compare even a FPS game with a RTS game if you want… or a Metroidvania with a racing game that has simulation aspects of some form.
‘Fun’ while created in many different specific aspects nonetheless is at the basis universal for why it exists. It’s always ‘overcoming an obstacle’ of some kind or ‘experiencing something new’. Our brain is quite simple in those regards. If you showcase something and it’s not fully explained it created intrigue, and intrigue makes people engage until they find out unless getting to that point needs to much energy to accomplish. That’s the ‘experience’ aspect. And difficulty is the ‘overcoming’ aspect.
It’s really easy when you start to understand it, just realizing it is hard as the devil’s always in the details. And details matter a lot.
Umh… yes? That’s 90% of the game? Mapping specifically can also be filled with side-content, like Alva, or expedition, or Blight… which takes you out of the core gameplay loop of maping which is ‘running and bursting stuff down until map is empty and boss is killed’. I’m specifically not mentioning things like beyond, breach or legion there because while potentially be a form of ‘side content’ they are so close to the core gameplay loop that I really have a hard time differentiating between ‘raw’ mapping and using those on top, outside of mob density.
You start mapping → you pick Incursion Atlas passives → you make several divines an hour.
You start mapping → you use ambush atlas passives → you use ambush scarabs → you make several divines an hour.
You literally need nothing more then white maps, well… and a few completed maps to at least get to the nodes, but those farming strats make no difference between Tier 1 and Tier 16 maps for the core output, which is double-corruption (gems and items) for temples results and raw currency and divination cards for strongboxes.
That’s literally it. It’s purely knowledge based.
And if you don’t want to do anything of that you just get a few mappers in Kingsmarch and send them off with rare maps, optimally 8-mod ones, you’ll get 3-4 divines per day and low-tier maps are piss-easy to get.
I agree with the minions. Crafting is pure determinism though and straightforward, you got 40 hours content in the game and then you’re ‘done’ forever.
While it feels enjoyable it has no longevity. Which is fine for a SP game, not for a live-service one sadly… which I still hold against EHG to have made the decision to become one… not one focusing on MP experience but actually being a live-service.
No… it’s not ‘up there’ because it offers roughly 5% of the content Grim Dawn has, simple as that. You can use hundreds of hours in GD to farm perfect stuff because there is a layer of RNG available but it’s not stifling… in Chronicon there is no RNG, you get your stuff and as soon as you have 1 of any item you can re-craft it until it becomes perfect simply.
Art-style definitely has an impact, but it’s ridiculously low. Otherwise we wouldn’t see games like ‘Schedule 1’ being at the top-tier of played games. It has shit graphics but it’s simply a fun well designed game.
As if PoE’s effect vomit would be better… or any Hack’N’Slash game’s mass effect galore after a specific point
You map, sure… but do you map with legion?
Do you map with betrayal?
Do you map with Incursion?
Do you map with Ritual?
Do map with Ambush?
Do you map with…
You get the gist, while it’s the same core loop you can choose different variety of the loop, and even those varieties have at times different possible focus-strats which allows even more variety.
Yeah, the percentile likely is higher at Act 3 already, not counter of what you think.
LE has no Steam achievements… but other games of the genre absolutely do!
PoE 1? 49% killed Brutus… that’s Act 1! So 50% quite before the end of Act 1.
14,5% make it to maps at all.
And that’s for all time… not even league specific.
Grim Dawn? 65% of players reached level 10. Means 35% quit before level 10.
27,5% complete the game.
We’re not even talking about end-game stuff here… so obviously the majority quits before empowered, that’s a natural given. It’s universal for nearly every game.
If someone is statistically average then they’re inherently ‘not good’, that’s a given. Good is above ‘average’ after all
That’s the point? ‘Make a game for everyone and you make a game not fit for anyone’. Which means not even those which would be catered to normally as the watering down causes people to be turned away from it.
Starfield is a great example of ‘Catering to everyone while not catering to anyone’. And I’m not speaking about the loading screen mess it is or the bugs. It’s… shallow. You get ship-building but cannot do it unless you specifically focus on leveling that, which makes it impossible to upgrade, forcing you out of that. You get base building but all the stuff on bases take tens of hours of set up while you can buy the same amount easily in shops.
You get gear through enemies with different rarity… but you can access the top-end leveled content right away and simply kill a few enemies there to have the top-tier stuff immediately, which removes all incentive for a natural itemization progression.
The game world wants to tell you ‘you have freedom of choice for outcomes’ but ultimately you’re really really shoehorned into solving problems in pre-determined ways that often lead to ‘all are shit solutions’ directions. CEO wants to enslave a group? No way to kill that CEO since it’s a story-relevant character and hence you cannot ‘free’ those people, you can only decide how bad their situation will be. Dead? Slaves? Have a pick! Hurray, right?
That’s what I’m talking about here, shallowing down things which are specifically designed for a specific audience to make it stomachable for those which aren’t the audience usually… it nigh always comes at the cost of enjoyment for the actual audience.
Same thing in LE. Who is EHG catering to? Mechanical bosses and hence high difficulty and precision-play? Or the power-fantasy rush-players? Or the more tactical people which try to overcome adversity at any moment? Who is it? You get all of em willy-nilly randomly thrown at you, so if one of those 3 isn’t your style you get repeatedly forced into engaging with it which ruins your fun long-term.
Yes, and I agree with you it’s a part of it. The whole discussion went off with ‘It’s not the main point, but still a point’
And the argument was for a ‘mid-tier player’. Which means above D3/D4 skill-levels commonly. Good enough to do the top-end content in D3 without issue. That should allow anyone to handle after a single time to deal with empowered at a follow-up playthrough.
They used a whole cycle for the following content when broken down:
4 versions of Nemesis (4 mobs)
2 versions of Harbingers (2 mobs hence)
1 Boss (Aberroth)
That’s it. Besides that they had to do do 1 UI, adjust a pre-existing UI and make a single mini-area.
That’s all they did… the NPCs there are as forgetable as it comes since they have no function and no proper storyline, and the items should anyway be created, hence uniques.
The only nice thing were the different base-types added, but no build runs em since you can’t reliably get any results on em in the first place sadly.
But I fully agree with the state of the fights being really really bad… LE went from ‘mid-tier content’ to ‘top-end content’ really fast while not positioning themselves to cater to those people. It’s a bad experience hence.
I think it is a big issue as it showcases their ineptness for releasing content, their content pieline is awful. Instead of focusing on mechanical aspects and not needing to create a bazillion animations between those cycles they did tons of work which while deepening the immersion is not important… it only adds to things when the basis - the mechanical gameplay itself - is already properly handled and polished.
Yes, I agree, 100% there!
There’s been experienced knowledgeable people speaking about issues with balance since… I think 0.5? 0.4? The same things still existing today, the exact… same… things…
Never addressed.
Not quite. Yes, there’s a lot of damage in the prefixes, but for Attributes are also there, as well as auxiliary mods which are defensive, like leech. Also Mana, which can be used defensively. Minion health too, potion to ward conversion, Experimental mods.
If it would be cleanly split I would agree, but it isn’t, which makes it more of an issue as it convolutes the system.
Modes were never promised. Core PvP was.
Important difference.
Under ‘Featuring’: Massive end-game content and replayability, trading, PvP, Cycles(seasons), Ladders, and Achievements
This is the ‘core’ thing promised, not stretch-goals. Stretch-goal was ‘PVP modes’.
Yes, I wouldn’t buy it.
Why?
Because they said they wouldn’t do it. And my bar for entering a game when I know that paid expansions come is vastly higher then otherwise, which means I wouldn’t have paid into it as early as I did. Instead I would’ve played something else and still not be playing the game at all since I’m simply waiting.
A single game on the quality level and polish of ‘Silksong’ is worth more then 100 games on the polish level of ‘Last Epoch’ plainly spoken.
While I wait I can play Terraria, Minecraft, Vintage Story, Abiotic Factor, Dwarf Fortress, Rain World, Avorion and whatever else is out there until the game reaches a stage where it’s good enough to buy in… given that the price-tag upholds what I’ll be able to get from it in return then accordingly to the competition on the market overall.
We’re not talking about white lies or miniscule things nobody cares about.
You damn well paid for something. You made a contract.
If you order food and it comes stone cold you don’t pay.
If you order a car and it comes without a wheel you don’t pay.
If you order a house and it misses a friggin wall you don’t pay.
Size doesn’t matter. A contract is a contract. Not upholding promises breaks trust, and breaking trust comes with repercussions. Towards strangers (which we are towards the devs, we’re in a business relationship only, they’re not friends, they’re not family) it has to have them.
Don’t be a friggin doormat.
The 30 Dollar supporter pack does fully support you playing.
Especially since every second weekend there is a stash tab sale whcih causes prices to lower by 50%… since years, without fail.
300 points is what we would have.
What we need is:
75 currency tab
50 divination tab
150 map tab
40 essence tab
75 fragment tab
Makes a total of 390 without reduction. 195 with reduction.
Base tabs are not off 50%, I think it’s 30 or 40%.
Still, you can upgrade your base 4 tabs to premium for 10 per (reduced price), a total of 225 spend, 75 left.
2 extra premium tabs.
That’s it, you won’t need anything else, that’s all you ever need unless you’re hoarding.
And you got 24 base character slots.
Then you’re equivalent with LE anyway already, so screw your ‘but you spend more’.
Yes, it is.
The kickstarter is a perpetually legal contract without stated end-time, hence lifelong. They are not allowed to change anything stated there by EU law, outside of things which don’t directly include the kickstarter itself, like pricing of the product if it’s included in the kickstarter already (as you have it already and hence it doesn’t affect you anymore).
Which would cause them being up to be sued in the EU since that would be a breach of contract as well, making everyone backing the kickstarter eligible for a refund. Unless the product provides what was promised in the kickstarter in full actually.
In some cases… absolutely! Like Stardew Valley. It was a single person doing everything.
But… will they?
We got some issues I know of that exist since 4 years now. We got issues from 1.0 which are still not tackled even. How long to you expect a customer to wait on their product to ‘work as intended’? What’s acceptable exactly, where’s the line?
Battlestate Games did exactly that with ‘Escape from Tarkov’ for their ‘Edge of Darkness Edition’ which was available early on before they tried to backpedal with their PvE mode, nearly killing their game completely.
They changed over to call every league a expansion since they started to update core content as well with every league.
Formerly core content wasn’t always updated but only extra stuff related to the league added, some going core after. By now major changes - hence expansions - are done every league.
If we compare ti to LE then EHG does do a expansion every Cycle… but we cannot actively call it that since their promised core state wasn’t reached, hence nothing to ‘expand’ upon.
Makes the naming of the new update actually kinda problematic as well If they got time to ‘expand’ on their initial promises I would argue they should get their asses to finally fulfill their initial promises first.
Legally not binding in the EU.
Simple as that.
There is specific text in the law related to ‘reward-based crowdfunding’ which a product like LE entails. They are mandated to shut the studio and declare bancrupty should it come to that, or pay in full.
And plainly spoken the owners should be legally forced to pay for the failure in private should it happen… but that’s not in law sadly.
It’s a loophole in most countries in several business models.
Long-term, you burn your employee out, short to mid-term, it works quite well.
Companies know this, and yet, they still do it.
Unfortunately, it’s not as easy as you make it out to be.
No, not necessarily. But most people are rather shit in feeling (or acknowledging) the toll it takes on them before they crash one day. I’ve been there. I’ve spent enough time in therapy to hear this story over and over again. Many people who claim they are fine with working 50+ hours per week have substance abuse problems as a coping mechanism - aside from the fact that this ain’t exactly legal for employees in Germany. 48 hours as an average over 6 months is the highest legal workload for a normal employee in Germany.
The main point is that performance-pay correlates with higher work hours and higher health risk, and higher work hours also correlate with higher health risks on their own.
Your statement that performance-pay is better for companies and employees is simply an untrue generalization.
Maybe under ideal circumstances the ideal worker with the ideal education at the ideal workplace in the ideal project has all the benefits (higher pay, feeling directly rewarded) without the negatives (envious competition with co-workers, more pressure to deliver, worse health) - but reality looks different more often than not.
This one is not really something easy to say and that is because as you go up it is expected to keep rising but then again so is player gear with the caveat that player gear can only go so far and corruption scales infinitely. With that being said, assuming we smooth out the overtunned mobs which are for the most part the majelsa ones I’d said the point where difficulty feels about right is normal monolith in the monoliths prior to getting to the last 3 ones that give access to empowered. Usually by this point in the game it feels like they have enough power to kill the player if he isn’t careful or has a decent build but they also aren’t just completely destroying him instantly.
For me this seems like the obvious middle ground in difficulty between PoE and D4.
You have no idea how wrong you are. Do you know how well geared you had to be pre delve?
You needed elemental resistance cap (not even put anything into chaos res), around 3K life which was archieved with 50 to 60 life rolls and not even half the current life nodes on the tree, a 6L which normally was a tabula and a wand that would cost, 1 to 3c which often you could find something that good during the end stages of the campaign. All in all you could do this less than 20c (bear in mind, tabula was 10c around the second day of the league).
If you had that and a good build you’d demolish tier 15 maps and almost never feel threatened.
Comparing to now where you need to think of at least 5K life, capped resistance and at least decent chaos resistance as well as secondary layers of defense and much higher damage gear and that is just to do yellow maps, if you want to do tier 15 maps you need several divines worth of gear.
If it wasn’t for settlers bringing in a way to sell bubble gum currency easily the situation would be far worse than it is.
Those tourists only do that once and you don’t have hundreds of thousands of new tourists every season, that is just unreasonable. What you do have however is people checking if the game problems have been fixed and it’s now fun to play. Once they made their opinion, usually within the first week they stop playing but if the game was in a good state, they would stay and play for a lot longer.
This is why the idea of tourists isn’t very realistic with well known games past the first year or two. At this point you have almost no tourists, just people coming back and hoping the game is fixed.
Not necessarily. While you can argue you can chose to go that way it very much depends on the game and in ARPG cases, core content is meant to be the easier content that everyone can do without a problem where side content is where the challenge and better rewards normally are. The idea is that the average player whose time to play varies wildly will engage with this and have enough fun to play for a few weeks and if they manage to get strong enough to move to a bigger challenge, they will otherwise they won’t.
You can think of this as a sort of progression. There is no barrier of entry for core content and core content must be incredibly solid to keep the player entertained for week. Once you have progressed enough you move on to the next challenge and thing with side content is, you can have 3 or 4 different types of side challenge that are just a bit hard and then 3 or 4 that are even harder and so on and so forth. By doing so you present the alternatives of doing what you like while you progress to harder and harder content until the player finally gets bored of the game and shelves it till the next season.
PoE is a weird case where they do put a lot of side content in the map but then again what does the average player do? If the side content isn’t hard or really makes a difference from the mapping experience like let’s say, abyss. They will do it but understand, all they are doing is just killing more mobs as they go along. in cases of real side content like alva, most players ignore it and move on.
Let me give you my example, in map I do abyss (I do not invest into it) because it’s the same as just walking around and killing, nothing changes it’s just more enemies to mulch through and same for breach. I do harvest which is not exactly fun but it’s easy money and I do ritual despite being a little bit harder because it’s not massively so and has decent rewards. Also less annoying than harvest. But if you ask me what is the main focus of PoE atlas tree for me. It’s scarabs and I use exactly 0 scarabs. It’s the way I make money because I don’t have to do anything extra, nothing will be harder, I’m just getting more currency and if I could remove all side content and boost drops of valuable more entirely, that’s what I and most average players would do.
This right here shows so much how you are so much better than the average player that is insane. Average players get completely destroyed in incursion. Incursion is not fun nor is it very straight forward to understand how to shape the pyramid.
However do you want to know what is the funny thing? There is a grand total of 0 average players that will ever do X divines an hour. Average players do not run maps in 3 minutes. They do not treat the floor like lava and that is just 2 examples. Whatever example you use here, even if we are removing the skill barrier and the gear barrier they would be doing maybe 1/10 of that. This is why a lot of players have realized that meta farming strats don’t work. The only thing that will ever work for the average player is something that is slow and steady like for example scarabs now that we have indirect trading.
Also let me tell you how kingsmarch go. You set up then mappers, you give them the maps to go do. They die 1 minute in and brought nothing. Ok thanks bye. The investment required into kingsmarch to make this viable is huge.
40 hours of content in Chronicron? I have 193 hours and I never got my gear fully upgraded or did the highest difficulty content because my gear was not up to par yet. To be fiar, around 50 or 60 hours of those were on other characters but still. To reduce it to 40 hours of content just goes to show how different your skill and speed at which you run through a game is compared to the average player.
I disagree. Chronicon is better because it actually has a decent endgame system. You want to know why I and many people don’t ever finish characters or play higher difficulties of Grim Dawn? Campaign is just not what ARPGs are about. We want the end game systems and Grim Dawn end game systems are barely existent.
It is better because you don’t have particle vomit on top of pixel art. I’m not saying the result is overall too dissimilar as you end up not seeing much, but it is better.
I was talking about Chronicon in this specific section. What you do at endgame in Chronicon is just mapping. No more and no less and it’s enough.
C’mon, you are not this dense. You are a very intelligent person and we’ve been able to have a good discussion so far. You know WAY better than to try and use this kind of argument. 49% killed brutus. How many people actually played PoE 1 more than once in their life? Because achievements count overall player even the ones that played for 5 minutes, didn’t like the game and quit forever. This is not about what you early called tourists because yes they exists but as I said, they disappear overtime. What you care is active population at the start of any given season and achievements will skew the number beyond belief.
You understood what I meant but fine, you got me. It still doesn’t means he’s bad.
Yes but that is what I’m telling you. There is no game catered to everyone. All games are catered to a specific audience. Where some are catered to a specific audience and a specific skill level requirements, others try not to be and both are equally achievable and can be equally good. But we can’t take Triple A industry as an example of anything other than an example not to follow. They only care about money, not about even making a product worth the money which is why this whole point here is moot and we should just move on from it.
I was referring to ubber aberroth bit I’ll give you that point. That was a garbage season in terms of what content was added.
That being said the bigger problem is still less what was being added and more what wasn’t being fixed which I think we can both agree on.
As for who they shifted their focus from to cater. The problem is as usual the top 1% which tend to be the more vocal part of the community as well as the streamers who by the nature of their job want to present the next big challenge to their audience and they push forward for these and unfortunately, the Devs always listen to the wrong crowd… I mean if your game is dark souls by all means listen to this crowd, they are going to be right almost all the time but if you are making a game for the average player why are you even listening to these people? You are only ruining your game for everyone including these 1% which are still never going to be satisfied with your game anyway.
I’m not sure when I started but it was a few months before they did the resistance changes where they lowered elemental values across the board and removed all double resistances and yeah, they do not listen. They used to respond back then but their response was always that they believe that things were in a good spot. Well EHG, are they still in a good spot? Number seem to say otherwise.
It also doesn’t helps that the 1% all join up to come with BS reasons as to why the person giving the feedback is wrong and essentially drowning the feedback posts in garbage that even the Devs don’t want to look at anymore.
There are certainly a couple but the defensive layers you normally get from grand blessings are resistances, crit chance reduction, endurance, etc… They are the suffix ones and it really is a case of a player having to lose a defensive layer to add a defensive layer which brings us to the same problem.
This does happen to some people, but another big thing is your character other then “minmaxing” is done at empowered.
When you are hitting empowered, your character has 20 skill points and for casuals is about level 75-80 meaning you have the majority of your passive points as well.
So two things happen with your build, either its a “Good” build that will win in 100c with 0 problems, or its a “Bad” build that struggles at 100c, in either case you quit. if its a good build you are board until you push corruption, potentially taking hours upon hours to get some challenge.
And on a bad build you will struggle potentially again for hours, and it wont get any better cause so much power is in your passives/skill trees. if your build needs legendaries to do 100c, its a meme build.
They need to better refine the content curve. going to 100c is a huge jump in damage taken and mob hp, when many builds are already at like 80% power so if they cant handle the bump, they can barely do anything about it. And other builds are so strong they can do 300c+abby basically in yellow gear with very little effort.
Allow me to debunk this instantly. In 1.2 I made a “righteous fire” paladin and it was one of the most broken OP with ridiculous high damage and one of the most if not the most tanky builds and it got demolished the moment it got to empowered.
Now to be fair, it was not normal content that was demolishing it, it was the cemeteries / tombs. That being said it was dying every 2 to 3 maps.
Every single build without exception will build some defensive layers on grand blessings. You need to have those when you are doing empowered content, you can only gain those in empowered content. We have a problem here because you need them before the content you are getting them on.
Add to this needing good gear and not just good gear but good gear on specific bases and you are starting to exacerbate the issue even further because once again, some defensive layers end up being in specific gear bases.
Read it again dude. The last part of that section.
All they did was mobe the paying to b2p. Thats it nothing else changed
This part notice the complet last epoch experience
This one-time payment will be all that a player will have to spend to have the complete Last Epoch experience and be on the same footing as other players.
That includes all content even expansions. So that all playera are on the same playing field. Cant habe that with paid content
This is a link to your Paladin Build, and debunks your point immediately. Sure the damage may have been OP but this character is not even remotely tanky and that is why you’ve had problems when the difficulty spike kicks in at the start of empowered monoliths.
Just moving a few passive skills around to be more defensively focused would nearly double your maximum effective health pool allowing for smoother progression into empowerted monoliths.
I do agree that there is a big jump in difficulty beteeen normal and empowered monoliths bit I also agree with DiceDragons statement that a “good” build doesn’t really feel the jump in difficulty that much whilst a “bad” build will.
Grand blessings are great for adding defensive layers, but until you get them, use passive skill points to build more defensively and respec the points once the grand blessing has been aquired into a more offensive focus.
It is tanky by comparison to many other builds at this stage of the game and while points could be moved around, I was following guides from the build that was essentially the second most powerful build in 1.2. The only thing even more powerful being a warpath void knight but they are less tanky and not as good a start, they can just push a bit more corruption when we’re talking both builds having BiS gear.
Now you can say I can move around passives but did you even looked at what I picked. Every node is primarily defensive and even the few nodes I picked for offensive reasons which again are few, still double as defensive nodes too.
Could I have picked more straight up HP in the tree? Sure, but what would be the cost for just a little bit more HP? Losing some block? Losing some resistances? Losing some straight up damage reductions?
There really isn’t a much better nodes to pick over what I did and while I could have removed some healing effectiveness which is doubling as damage, at some point I need some investment into damage or I won’t do enough damage when it comes to kill bosses.
You cannot do anything to replace grand blessings, there just isn’t any leeway. There isn’t leeway on gear as you are trading one defensive layer for another, there isn’t leeway in the tree as you aren’t magically gaining more skill points out of nowhere and I already explained how the tree could not be improved much and any actual changes to it would simply move the problem from one place to another and potentially be even bigger.
The only point you could say that the build was not op was the gear I had at the time but again, this is just straight out of monoliths and into empowered, there isn’t much I can do at this point to improve the gear because gearing is already a massive issue.
LE requires very high skill to overcome the issues it currently faces until gearing catches up and grand blessings with good rolls are in place but the problem is that the majority of the players aren’t going to be that good at the game. They will be average and considering LE is meant to sit in between PoE and D4, meaning a game that is not being made for people who are good at it nor for people who are bad, a game designed specifically around the average player then the game difficulty should reflect this.