Imprints are RNG now feelsbadAF time to leave anyways Lmao
Imprint change is not good, why do all devs hate players having fun and getting items they want/need
yay massive nerf … i didnt even know it was bugged so this just sucks
Creating those items which are supposed to be between 200-500 million gold in value without LP in such an amount means that item becomes worthless. That causes issues. So it needs to be fixed.
What issues does that cause exactly? People having too much fun?
Those items were already created in bulk over the past 3 weeks. All changing it now does is artificially raise the price on the ones that are out there since they suddenly became rare again. The problem is, the people who farmed imprints now have 20+ of these rings instead of 1 like they should have, essentially making them multi-billionaires overnight and pulling the ladder up behind them, cutting everyone else off.
Just giving everyone equal access to the red rings didn’t hurt anyone. This mid-season nerf does.
Just want to act as a counterbalance against the vocal minority of Negative Nancys and say I like these Imprint changes, as many are straight up improvements. Particularly the coop behavior and the forging potential change. As for the Unique Imprinting; I don’t see the big deal. Red Rings were never supposed to be trivial to find and have become simply too ubiquitous. In hindsight it should have been very clear by how much Unique imprinting trivialized getting items designed to be very scarce, even with target farming being a core gameplay function from release, that it was not behaving as intended.
What bug are you reffering to? If you give me some details I can check on our end to make sure it’s not lost in our bug backlog. Thanks
Its not just red rings. Its ANY unique target farming. Want to target farm a specific COMMON chest piece for your build. Now you get a bunch of trash set and unique chest pieces that you don’t want. Imprinting is effectively worthless now for uniques.
Red Rings were never supposed to be trivial to find and have become simply too ubiquitous. In hindsight it should have been very clear by how much Unique imprinting trivialized getting items designed to be very scarce, even with target farming being a core gameplay function from release, that it was not behaving as intended.
Key words here: “have become”.
Agree or disagree about how imprinting should work, the damage has been done. You either fix it day 2 of the season or you leave it alone and fix it in season 3. Pulling the ladder up 3 weeks in to the season is simply a middle finger to anyone who didn’t take advantage early.
Hi, Ninakoru,
Dispite our best efforts, unfortunately, it very easy for bugs to slip through the cracks. Can you give me more details on the bugs you are referring to? I can double check to make sure we have tickets open for them. Thanks!
It’s not pulling the ladder up on anyone but people who already have at least one Red Ring, and they already have the accomplishment of having a Red Ring. If you have 0 Red Rings you are not negatively impacted by the change. How many Red Rings do you need to play the game? Which brings us to the implication that is really being made here. The MG crowd is the subset of players who do not like the change. As this really doesn’t affect CoF players in any meaningful way. Even less so SSF players.
CoF got the shaft with the mid-season reset last year for MG’s sake. Now MG can feel the receiving end for CoF’s sake. Nature is healing.
You know, a market which has all items valued at ‘0’ is no market, it’s a free range of ‘pick whatever you need simply’.
If you want that there’s true offline and cheating to achieve this type of short-term gratification for you. In a looter ARPG the process of loot acquisition and improvement of a character piece by piece is the main thriving factor besides ‘beating the content’ which is usually done rather quickly (exceptions like PoE apply, and not even there for several people).
Which is a problem for the speed of reaction from EHG. The usual issue.
If someone comes along to smash one of your windows and now the cold gets in you don’t shrug the shoulders afterwards when that person smashes the others one after another… you stop that guy
The artificial price-fluctuation was the lower prices for them, not the pricing which it will gradually default towards.
Wrong way around.
Yes, and as usually because EHG couldn’t get their shit together MG is screwed.
What’s new? I’m playing MG, why do you think I’m complaining since release about the mess there?
Depending on rarity and LP value on said unique.
You get them in a substantially higher amount still then before.
The goal from the system, making your drops lean towards something… not exchanging your drops with a guarantee.
But as mentioned before, proper systems for target farming overall need to come to the game, LE is too RNG heavy.
Eh… I wouldn’t say that… it’s just been a mess, simple as that. Why does it have to be 2 distinct camps always? If you can understand what CoF players want and need as well as what MG players want and need then you can properly do stuff.
But since EHG has no clue how a market is supposed to work seemingly (as they haven’t proven otherwise yet) and how important actual target-farming in long-term games is that just leads to messes… and probably will lead to more along the way.
Okay the warpath ‘’‘‘fix’’‘’ essentially broke the ability, please change it back immediately. The skill now randomly moves my character, it was infinitely more usable before.
No idea what the devs thought needed fixing, but it needs to be fixed NOW. Ugh.
As this really doesn’t affect CoF players in any meaningful way. Even less so SSF players.
I am playing SSF CoF. I have 1 red ring with 0LP. I was completely shafted…what are you talking about?
How many Red Rings do you need to play the game?
How many do I need? I guess that depends on how you define “need.” It’s a video game and none of it matters, so I guess no one needs anything. But realistically, what I wanted was to find 2 red rings with 1 LP. That was somewhat possible with the old way of imprinting and basically impossible now. So yay, I get to look at my 1 red ring with 0 LP in my stash that will never get used now and be happy with the “accomplishment of having a Red Ring” (what does that even mean?).
What the hell are you talking about? If anything it’s a massive nerf to COF. You can’t target farm uniques INCLUDING common uniques. MG can just buy common uniques, but COF can’t. The only thing this fixes is a MG problem that doesn’t fix anything since the damage is already done. It’s a gigantic nerf to any COF players.
The reality is imprinting any uniques is completely worthless now. They might as well just disable it on the node.
The proper solution here is to simply make imprinting a CoF-only perk. It was clearly designed to help SSF and CoF players target farm items. With MG, you don’t need this because you simply buy said items. All giving imprinting to MG players did was destroy the market. It wasn’t properly thought out (no big surprise) and “fixing” how it works 3 weeks after the economy was already destroyed by it doesn’t help anyone.
It didn,t destroy market tbh most good items sells for billions anyways if ya get red ring lp1 it costed 1.5 bil now with imprint nerf it will drive prices even more up and listing cap is 1.5bil so there ain,t no way to sell it for more atm.
So the only argument anyone even has in this thread for why “fixing” the imprint “bug” was a good thing is irrelevant. Nice lmao
It’s sad because I was just talking to people about how it was refreshing to see EHG not take themselves too seriously and just let people have fun. Like the entire game philosophy compared to PoE2 is all about having fun and QoL instead of trying to justify why the game should be slower/shittier/less rewarding/more time consuming because…checks notes…the “vision”. Then they pull this and it’s like…oh cool, another “no fun allowed” nerf like every other studio. Just felt like it came out of left field.
You already have one though
That’s anything beyond ‘realistic’.
The expected timeframe to find that in CoF is 1500 hours+
Your expectations are wildly beyond the situation existing. Red Rings don’t come with LP, if one comes with LP then it’s a item you usually don’t see.
See above why.
Reducing 1500 hours of grind as intended for such a massively OP item to… 10…20? That’s as broken as it comes, obviously needs to be fixed.
A 0 LP red ring not being used is kinda a waste. How much better then ‘10% less damage taken’ do you want? That’s one of the strongest items in the game beyond anything else.
You never could deterministically target a singular item, can’t now either. You can only increase chances of acquisition in LE.
Hence by that alone it was broken, albeit LE should have such systems in the game. But… properly and balanced implemented and not like this crap we had going on.
If you wanna get a ton of common uniques of a specific type then go and do the prophecies, that’s their goal to exist, you can literally get 4 uniques per prophecy for that and stack 10+ prophecies at once per boss-clear for example. How many more uniques do you wanna drop?
Once more… such hyberbole is baffling.
‘It’s useless!’
Yes, clearly a 2000% friggin increase in drop rate of a specific item is a waste. Why have it? Insubstantial clearly!
Get a grasp and check the actual drop-rates and then make comments. It’s a joke, that’s a clown-comment you made.
Ah yes, because MG clearly is in the better state right now, yes? So lets give CoF even more upsides then it already has because EHG can’t get their crap together to properly balance 2 player factions accordingly to ensure a mostly fair environment. No, instead we have a ‘but I don’t wanna loose my shiny!’ stuff entirely screwing over the other half of the playerbase basically loosing out on a mechanic which is supposed to be universally available and hence with the need to be balanced for universal need.
It can’t get higher then 1,5 bil because that’s market cap.
Which is another MG problem, market is simply broken and you don’t even realize that that’s the maximum you can sell an item for. So what if something is of higher value? Well… who knows, everything at the top end is the same with that system anyway and below we have nothing to bridge the gap!
Don’t make me start about the MG state overall.
Like any sane developer who gives 2 shits about their game surviving for more then a year into the future plainly spoken.
But well, so many people with in-depth development struggles knowledge here it seems. If it’s just that easy why not learn basic coding and making your own product is my thought every single time. Ah yes… because it’s not that simple… I remember!
I’ve been in software development for over 25 years and have made plenty of successful products. I’m not sure what that has to do with anything or why it matters…
This is simple. You wait until next season when the economy is reset anyway to make a giant change that effects the economy. You don’t do it in week 3 or 4. That is just common sense.
You’re arguing for the sake of arguing at this point. I’ll see myself out.
Ah yes, ‘software’ demands seemingly the same fundamental psychological loops to be adhered to then a game. Because that’s what I’m talking about.
As a game-dev you don’t solely handle UI and user interface issues while having clear and strict functionality presented (and not even that gets properly handled all too often sadly, but that’s another topic) but also the psychological aspect on top.
A small fraction of that is included in normal software development, which is ensuring that people don’t missclick and ruin their whole work-process through that… and even that is messed up beyond end with several products and not fixed for years.
With a game you have the distinct part that if it’s not fun people don’t engage, they’re not enticed… they don’t use it as a tool, they use it as a means for relaxation, gaining success which our brain deems meaningful. And that is quite hard to do!
Too much fun? Well, where’s the value? Now our brain shuts off swiftly and we stop engaging after 10-15 hours rather then 500+. Too little fun? We stop engaging in 10-15 hours too, because why engage with it without rewards? The golden middle? Good luck finding that with 15 different types of players rambling what should be done in 30 different ways entirely opposite to each other.
That’s why you have a core design philosophy and follow that. It keeps it stable, it ensures the people liking your product will keep liking it… and like-minded people gradually gather together. But if you got a product like LE where people from PoE and D4 at the same time gather together and now vey for control of how easy/hard… non-grinding/heavily-grinding and so on the game should be what do you do? You are unable to please them all, so where do you actively wanna position yourself?
Keeping the imprint is D4 level engagement. You’re through extremely quickly and got basically nothing to strive for. Making it long-term and gradual is PoE levels of grinding. You need a long while but there’s steadily something there.
I would argue LE is supposed to be in the middle between them… you know, like promised. Not as hardcore as PoE, not as casual as D4.
So I’m getting mighty pissed at people wanting it D4 Volume 2.0 with different graphics style and worse story.
Oh, absolutely! I never argued against that
IT’s a Day 1 fix, and EHG dropped the ball, as mentioned.
But it needed to be done anyway since it’s that extreme of an issue balance-wise.