That could well be the case, I don’t watch Mike’s Devstreams usually just a recap of them after the fact.
I would be inclined ot agree that if most players don’t make it to empowered it is not because the difficulty of the game but doe to the lack of engaging gameplay.
The person I’ve been replying to has made the assertation that it is specifically due to difficulty in the past and we’ve had our fair share of disagreements in the past.
They claim to speak for “the average player” but take one look at the builds they’re playing on LE tools and it is immediately apparent that they struggle to put to competent build together or struggle to follow a guide properly.
I’m not sure if they’re trolling with some of th things saidd in the past to be honest.
As a nearly 50 year old man with reaction time similar to that of a dead horse but the ability to still run high corruption and kill both pinnacle bosses I have to say if you find majasa hard and normal monos a struggle then maybe you should switch to something turn based bud. There are plenty of build guides for every type of build in the game that explain why things work well together in this game. You obviously don’t understand the basic mechanics of armor, life, resistances, damage etc. I think you need to slow down with the arguing and go check out someone like ActionRPG on Youtube who explains things probably the best of any of them for people who struggle with the game. Once you get how things work majasa and monos will become a breeze and you will join the majority of players who enjoy killing bosses. But until then please don’t speak on my behalf, ever. I don’t know you and you don’t know me.
I don’t like this nerf. I liked this amulet. Now it’s kind of weak. I like its implicit stats, but their range is too broad for an amulet, which takes a lot of time to get.
And it seems like a broader set of changes to diminish last season and force people to play new season’s mechanics.
Also about imprint nerf - now it’s going to be even more confusing to figure out how it works and when it works. It should have been redesigned for clarity instead of nerfed like this.
Falconer is not a minion build neither is ballistas. As for the primalist side, fair, I don’t play primalist as I don’t like the way it’s meant to play, it’s for the most part not a classic summoner where the minions do everything, you have to be there fighting too which is not the way I see a summoner. It feels closer to a companion build than an actual summoner. Funnily enough you didn’t mention squirrels which is the one exception I know but has very high requirements to play which makes it not a good build to start on.
For the necromancer side, Abom, single minion is about the only thing that barely works and it has terrible clear. Wraithlord is kind of a weird build but I’ll give you that, still, high requirements like squirrels so also not a great starter. Pop Zombies. That’s not a summoner build, you are casting a delayed damage spell. Summoner you summon your minion and they fight for you, you don’t need to resummon or in some rarer cases they have a long duration so you only resummon occasional. Flame wraiths… Last I’ve seen it wasn’t that good especially to start and of course, high requirements.
The problem is, where is the classical approach where I summon an army and it just goes on and kills things? For necromancers you got abom with bad clear or archmage with better clear but much, much weaker. Both also on a infernal shade + dread shade killing them which is very annoying. Even then it requires the player to be extremely good because the necromancer isn’t tanky, at least not by the level required for pushing any corruption and of course that is assuming the player can even get past empowered monoliths which the majority can’t as they don’t have neither the gear nor the grand blessings necessary to make it work.
You mean the friends who got stuck at the exact same place? Mind you, we all have no issues getting to end game in PoE.
And as for posting a suggestion. I did many time during beta ever since they started with the nerfs back when they removed the double resistances affixes. I’ve posted every time after 1.0 a feedback post about the new content, about the problems that were still there and needed fixing. Let’s also not forget that EHG is very well aware of the problems because they know at which point people are quitting the game.
I also understand that not everyone likes every idea but what I am asking is only reasonable. For starters that was always meant to be the direction of the game. Let’s also continue with the point that anyone saying it’s too easy has the solution to the problem, scale corruption until it’s hard. The game literally has adjustable difficulty, why is there a need to create a huge progression barrier before the player can even farm just to pretend the game is hard when it’s just completely unbalanced? People can scale difficulty to their pleasure so just make the game have a smooth progression path instead as it should.
I’ve told you many times where to look for it. I am not going to bother looking for it just for a I told you so. I have better things to do with my time than to comb through hours of podcasts until I find it.
I do not care if you don’t believe me. You are the ignorant one, many people saw it and know it and even when you don’t know it if you even have a sliver of intelligence you can put 2 and 2 together. Most people take a very long time to get to empowered content. Most people do not finish everything in a week, that’s a minuscule portion of the player base, hardly worth mentioning when we talk about numbers. Considering we have tools like steamDB and we can easily consult the player loss on a day by day basis (well, concurrent players anyway) it’s very easy to verify that people are not quitting because it’s easy, again only a minuscule part “suffer” from that issue. stop insulting other people’s intelligence and yours as well, not to mention being disingenuous because the Devs already acknowledged the problem, they just chose not to address it.
Only you talking about it though, it almost seems like you imangined it…
The only thing SteamDB tells us is that player are quitting, not why. It’s more likely that players are not feeling engaged because the game is too easy and they quit because they are bored.
They’re in the process of addressing it by increasing the difficulty so plaayers are more engaged and don’t quit out of boredom.
I am the only one bothering to discuss things, most post feedback and don’t look at the forum again, probably for a good reason.
Yes, most people give up once they reach endgame because they are bored and not engaged. Because you know, with INFINITE scalable difficulty, clearly the problem is that they are bored that the game is too easy… Or maybe, you know, you use common sense and realize the problem is precisely the opposite, they cannot get past that specific spike in difficulty.
Yes, they decided to put out the fire by pouring gasoline on it. Genius move. They have been increasing difficulty and they just keep getting worse and worse numbers and retention so clearly repeating the same process while hoping for a different outcome is the way to go.
I did, then I use AI to create a transcript of the podcasts and used the search function for all mentions of “empowered” to make sure I hadn’t missed anything whilst I listened to them.
The devs didn’t say that most players quit when they reach empowered monoliths in any of the season 2 podcasts, you are 100% unequivocally wrong on this point, and you can’t provide a source for it because the devs did not say what you claim.
“The fixed animation speed for Dancing Strikes is causing some issues. It is something we’ve had on our list to develop a way to make it variable for a while. We didn’t focus much on Rogue this patch.”
Can we have confirmation that this animation cap issue still affects Dancing Strikes, or if it has been resolved in some way? This basically determines whether I bother with Bladedancer at all.
F3, type empowered…
Whilst I agree that AI isn’t very reliable, and that is why I did not just soley rely on it in this instance, it is right more often than you are.
Or, and hear me out on this one. You just didn’t because since I didn’t bother to link anything it’s far easier for you to say you did. After all, you just want to brute force an argument that you know is completely ridiculous because if you acted in any kind of good faith you would at least entertain the idea of looking at the logic behind what is being said.
If only the best players are able to complete the game in a week having done all minus maybe Uberroth.
If the average player normally gets to empowered monoliths in about a week.
What is more likely?
That players are quitting because the game is to easy despite the fact that even the best players can keep scaling the game till the point where it’s hard for them and average players have just reached the point where they can start scaling difficulty so they can get to the point where they are happy with difficulty.
Or that players are getting to empowered, dying over and over again, not having fun and quitting?
You narrative just doesn’t makes sense, mine does.
thousand percent is. not only do they gain from minion stats they also count as separate entities from the player and they are 4sure not a npc/player/mob.
We have different definition of minions. For me minions are supposed to be on the board, be targetable and protect you as well as automatically be there engaging the enemy without need for your actions.
The ballistas come a lot closer to this but they are totems, it’s just that instead of scaling with totem like in PoE they scale with minion instead but I still wouldn’t call them a minion.
I’d say it matters because if putting a minion tag on anything makes it a minion you can put a minion tag on a fireball spell and that is by your definition a minion. It doesn’t plays like one but you’d count it.
For me it has to play like a minion to count as a minion because that is precisely what playstyles are.
I think totems being minions is more clear here then in poe where its like “they are you, but not you, but sometimes you, but sometimes not!”
So no, to me they are all minions, they are entities other then the player which scale with a separate stat line just for them. Are summon raging spirits not minions in path of exile? they dont stay on the board, dont exist without player action, and dont protect you(enemies ignore them completely)
well they are minions, they are separate entity with its own stat lines.
heres the thing 99% sure fireball has no way to get a minion tag. so if u r gonna use an example use a real one plz. also companions/totems/minions are all same a minion its just totems or companions can get extra stats minions cant