Let’s talk (players) about the changes to imprints

invan using hack bro… he cant kill white mobs normally in 10 15k corrp… i know all mechanics. he using just hack - so exploit. do u know what is exploit? exploit is illegal in other games. permabannn…

He has videos of him mapping and bossing, lol. Swapping items isn’t a hack. Don’t be upset that you have a 1 button build and have no coordination to even comprehend opening your inventory during a fight. Idiot.

ok i undertstan u. U re really newbie in video games. ok no need speaking with u… when u learn what is exploit. come to me…

It’s easier to ignore you and all your posts than replying to you anymore, seeya :slight_smile:

lamer …

I am also quite bummed about the imprint nerf. Although probably warranted, I just wished to know the full extent of the nerf so I could gauge if this game is still worth to sink my (scarce) free time. Like, upfront we know that the proc chance was halved, so we know we need to do double amount for the same result. But then the wording for the multi exalted proc chance just gets me worried… Are we talking a significant nerf to tri-quad exalted items proc chance? That I could get behind. Are we talking half the chance for double exalted items to proc? That would mean that in general I would need 4 times the effort for double exalted to proc…

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i wish i could close this as no one wants to stay civil

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I don’t think they explained it fully, but here’s how it seems to work. The higher the corruption you play with, the higher the chance for drops because of increased drop rarity… kinda like Path of Exile and similar games.

You don’t seem to actually understand what a casual player is.
Only 15% of the playerbase in PoE ever finished the campaign.
Only 7% of the playerbase ever killed Eater of Worlds.
Only 3% of the playerbase has ever killed Maven.

So yeah, we can safely say that casual players don’t care about achievements. It’s part of why they’re casual.

That is a fallacy, actually. We easily see that EHG implements systems in an open-ended way. Where the possibility of something exists, but the practical reality is they aren’t possible.
For example, it’s theoretically possible to get a 4LP red ring, even if it’s actually impossible in reality.
So we can safely say that the devs don’t expect you to get a 4LP Red ring, even though they haven’t blocked the chance of that happening.

Likewise, we can safely say that the devs don’t intend you to do billions of damage and killing Uby in a few seconds, despite the fact that the possiblity exists. And we can say this because whenever a build does, it gets nerfed.

Because what we’re discussing here is simply a balance issue. There is what the devs intend to happen and then there is what actually happens. And when what actually happens goes too much beyond what they intended, they balance it out.
Whether it’s drop rate or a skill damage makes no difference.

So, a 50% increase in drop rate? Seems significant to me.

Although that isn’t really helpful, since we know that there are soft caps. It would be more helpful to compare something like 2k vs 10k, where both are past the last soft cap.
Because we know that the difference between 0c and 1kc is massive for drops.

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Lol talking to brickwalls on the forums. I go away for ages come back and it’s still the same 4 idiots with their stupid counter arguments about shit that doesn’t affect them because they hardly play or just have no clue other than how to work out numbers.

Literally saw one of you the other day say “I havent played much in the last year but…” then add his 2 cents in about the current state of the game, jesus christ. I’m self banning myself on here.

You are ACTUALLY one of the reasons the games in such a shit state, mate.

That would be me. And that would be because, as I’m sure you’re aware, there have been season delays. So I did play intensely for a month after season launch and then stopped playing. Which means I haven’t played LE for over 6 months now.

I am, however, still very much aware of the current state of the game, having played in the current version of the game for quite a while.
Just because I can’t play 10h a day doesn’t mean I haven’t played at all. It’s just that some people are adults and have jobs they need to do, in detriment of the time available to play.

As for

From what I see in every post of yours, anyone disagreeing with you is using stupid counter arguments. And it doesn’t take long for you to start insulting people either. From lack of arguments maybe?

Lastly:

Or maybe the devs don’t want to push the game in your direction. Maybe they don’t want to make another PoE that is targetted to the sweatlords that play 10h a day but instead to a more intermediate type of player. :man_shrugging:

The fact that they want to balance the extreme power creep in drops the last two seasons have had seems to indicate that.
And the fact that you seem to think that it should just have more would also indicate that.

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I mean sure, but these changes would be targeting those players “loot too easy to get” is def “we want people to sweat longer” aka targeting the sweats.

Casuals dont care about loot rates, they go “haha i b smiting da guy my build works” then they finish and go do something else.

I feel like if anything its exactly the opposite of that, they are chasing that poe high of people investing thousands of hours at the expense of casuals. Hence all the uber bosses when the core gameplay loop still has issues/campaign not done.

They are very clearly targeting sweats instead of casuals.

The large amount of outcry they seem to respond to is “boring end game, not enough chase, loot too plentiful” instead of “game too hard, not enough cool uniques” etc

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I don’t think it’s either. My point is that I think this is for those that aren’t either sweatlords nor casuals. The people in between that have been getting easy double exalts. Those are the ones this is targetted for, by making them work a bit more for them.

Of course it will also affect everyone “up the chain”, meaning the sweatlords, but it will actually affect them less, just because they play a lot more, so that makes up for the difference, except for the ultra 3 or 4xT7.

But sweatlords will be getting 2xT7 just as easily as before. Which, let’s face it, is more than enough for the majority of players who don’t even do Uber. They can do everything except that on double exalts for most builds (possibly the new Uber boss excepted as well, depending on where he lands difficulty wise).

Because the thing is that we don’t simply have casuals or sweatlords. There are more groups in the spectrum. And this change doesn’t affect casuals at all, but it does affect those that rarely get to level 100 but do reach 500c+ on multiple characters. Which I feel is the real target here.

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People are arguing over pointless shit. Uber aberroth isn’t so much an insane gear check (omg I need triple t7 legendary items on all my gear slots) as it is a build and fight knowledge check. You can clear most content with single t7 legendary items, t7/t6 double legendary sometimes depending on your luck. How you plan your build (skill/item/passive combination) has the biggest impact on what content you can clear rather than how many triple t7 legendary items you have.

They also added additional power creep (idols, corruption, new stat system, etc) that this was probably needed. One could argue they should’ve done more to compensate for the massive power creep that’s going on. The top tier content didn’t change (Uber abby) but all builds got additional power. And you don’t need to farm 1000+ corruption to farm well. Chill and try to enjoy the “game”. The world isn’t freezing over.

I think you have a really poor handle on what a casual is, but maybe it’s me that has the really poor handle.

I think casuals rarely return the same game, especially if the game is more complex and at the same time mechanically very simple. I think the casuals that do return the same game do so because their friends are playing it. Let’s call those casual-with-friends (cwf). Their friends give a shit, their friends tell them the build, their friends get them gear (if they can).

CWFs only really care about playing with friends. The game itself is pretty monotonous and they get no dopamine when something interesting drops, and they probably don’t craft because it feels pointless.

Which brings us to your ‘average’ player. I think average players return, and they give a shit about everything, they fucking hate when some forum theory-crafter/game-maker wannabe tells them they don’t need something. So how are they different from the sweat lords? I think they simply aren’t gambling addicts. They don’t get the jolt from finally getting something good that a Heavy gets. Or you. So they get bored. And they leave till next season, and each season, unless the game is adding substantial content, they get less and less enamored.

And that is why PoE has held it’s audience for so long, they add pretty substantial content each season.

… OR, and hear me out here, I could be full of shit. :smiley:

It is a problem when they nerf an entire aspect of the game to “keep in check” the 0.,01% of the players and delete it for the remaining 99.99% for whom the mechanic was just fine.

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This game is not popular because the developers feel they know more than the players; they do not. It is really sad ;(

Their vision is more important than player feedback and it will always be to the detriment of the game. There is a reason these forums are an echo chamber with the same 10 people responding to every topic.

There is no justification for gutting a mechanic and replacing it with nothing when you are an indie studio. They don’t have diablo or poe fanbases to tolerate terrible design decisions. Even GGG walk back garbage decisions when the community freaks out and that is a company that can afford to lose players.

My only hope is the pay to win future at least allows for loot fantasy.

That’s demonstrably not true. They’ve changed several things from their original vision/viewpoint based on feedback.

  • Mastery respecs were a hard line for the devs for years until they caved to player demands
  • Skill levelling/respecs were way mor punishing in the past but they implemented several systems to make it easier & quicker to respec & relevel skills (minimum skill levels based on character level, accelerated xp gain based on character/skill level)
  • Crafting used to be even more rng & capable of actually making your items worse if there was a critical failure
  • Trade was originally intended to be a glorified car boot sale where you would load into an instance populated with a number of player stores which you would then have to browse & if none of them had what you wanted then no trading for you!! The community didn’t like it (you’re shocked, I can tell) so they changed it to the current asynchronous system.
  • They’ve added several additional things you can filter on with the loot filter that they said they didn’t want to (LP springs to mind).

This is the case for every single developer everywhere. You will always find some part of their community that disagrees with what the devs want/do.

Yeah, that’s fair.