Liked bugs are only kept if they don’t cause a detriment for overall game health.
This does so it goes.
More then understandable. Which sane person thinks that you should drop 50 uniques which can usually only be generated at best with luck once every 3-4 months as a normal drop? Unless CoF, then it’s 1-2 weeks hard grinding solely for dropping it.
To say that’s great is just nonsense… there’s a reason why it’s rare, circumventing it entirely and saying ‘yes, perfect!’ is beyond unreasonable.
Well, you’re not only playing a game with CoF but one with 2 player factions, so tough luck for you I guess. Because it’s a shit behaviour plainly spoken to throw others under the bus like you’re just doing there.
Not a plus for an argumentation basis.
You could’ve argued that in CoF the need for more specific target-farming methods are needed… which yes, I can see that 100%. But like this you’re ruining your own option of bringing those forward. Who wants to listen to someone who’s willing to just turn around and have fun at the expenditure of others? I mean… I wouldn’t
Everyone is supposing the fixes to imprints will diminish the chances of rolling specific items. If you read carefully doesn’t say that.
Maybe it is, but as I can understand, when you imprint an unique and fail to roll, now instead of nothing, or a rare, you could get other uniques instead.
Anyway, this was a fun feature and you can just leave it in CoF, take it out of MG. This guy might be REALLY upset and try to teach you about life, but thousands or more will enjoy it. =)
Absolutely amazing and underestimated change. A bit odd to push something this big in a small patch. I hope you can update the ingame guide soon to explain those like you did here in the patch notes with some more examples.
And I assume the usual tool builders will provide graphical interfaces to build those expressions soon.
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.
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.
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.