I’m fine with this.
The issue is the inconsistent application of this approach. Just leave the bugged builds alone as well.
I’m fine with this.
The issue is the inconsistent application of this approach. Just leave the bugged builds alone as well.
The notice was pinned on top of the Steam game page, which your friends would have seen every day before logging into the game.
If they didn’t noticed that one, I bet they wouldn’t have read the notices on the game login menu either.
You dont need every single player to make a survey, this was large enough to be an effective sample of the playbase.
You realize abusing a glitch/exploit is actually against ToS? By all rights the people who made the build had every reason to lose their character or account.
Abusing a bug is cheating, imo they dont owe it to anyone to let them keep cheating, and its already very light handed to have not banned people from the seasonal leaderboard at the very least for having cheated.
Because the concepts and functions around an overperforming ‘bugged’ builds like Profane Veil have contradicting explicit statements. It was explicitly stated that you should ONLY get 4% of HP instead of 40% and the Runemaster passive explicitly stated that it “Does not scale with points allocated” but it did.
As for other overperforming builds like Ward Healing Hands, Healing Effectiveness was working as intended. It still increased the outgoing healing of the skill. It’s just that this one strong node (Divine Barrier) converted all that healing to ward generation. Again, all explicitly stated.
Did the devs intend for both of these the way they are? Sources say no.
The difference is one is explicitly telling players that they should only be getting a specific amount of ward but are actually getting 10x more or a passive isn’t supposed to be scaling with point investment but it is, the other is consistent with what they are telling players, just that the interaction between them is too strong.
Both are strong but one needs ASAP bug fixing because it’s misleading.
Apparently it’s an unpopular opinion but I would have hoped the survey would have resulted in an announcement that they will be doing this in the future, considering how many long term bugs stuck around and became part of the fun in early access and, and how long these specific bugs were left in after launch that it felt safe to play around with after a couple of weeks.
For me the bigger message looking through the feedback and comments, reddit, etc is the vibe shift of the game, from the last few years playing on in off in early access of a relaxed ARPG mostly about solo exploring deep class/build/gear interactions and gambling LP, to a competitive game with a frankly kind of spiteful seeming player base furious over the thought of “meta slaves” and “abusers” having fun, and who I imagine really aren’t even getting what they actually want without a leaderboard purge to go with it.
I was enjoying the PoE break but PoE has followed me here lmao. It’s hard to find motivation for the rest of this cycle now because LE was about fun not work.
Thanks for sharing these results, and for handling this transparently!
Well said
Not necessarily.
A skill that provides a x10% of something that becomes x100% if combined with a particular node that triggers a particular skill that triggers a particular something else that no one ever thought is not a bug, it’s bad tuning.
A skill that provides x0% or x100% of something instead of the advertised 10% is a bug.
Both situations are not working as intended but the first situation is just clever use of game mechanics, the second one is bug exploiting. You can choose to put them at the same gravity level and it’s fine but technically they are slightly different.
The code issues are not the players’ fault, but the players are paying for your mistakes. If your questionnaire would have told the players beforehand if they were playing a db that became OP due to bugs, the results would have been completely different. Instead, all you’re doing now is presupposing a scenario yourselves and substituting the results produced by that scenario to validate itself. If a bug doesn’t affect the server or another player’s experience, why not just admit to the players that you’re doing something wrong and tease a fix for the next season? Or maybe these players who have invested a lot of time are in the minority for this patch so they can be sacrificed? Who knows who will be next?
Now that you guys are defining bugs on your own, I’m afraid to play with any BD that seems strong because I don’t know in advance if it’s a bug or not.
I was affected by the Runemaster & Veil bugs, because I was unable to take those passives at the intended level/value. I could extend that to say that all players were effected, because there was no way to chose not to play the bugged node.
As for “what is a bug”, it’s clear that if the thing doesn’t do what the tooltip says, it’s a bug. They know their intent, so yes, they’re the best at defining what is a bug and what not.
If you think this wouldn’t have happened if we left it up to the community to decide what is or is not a bug, you need to read the survey results again.
Edit: Also, as long as Trade exist and people in MG had the ability to farm far easier than others, everyone in MG was impacted. Because that is how economies work. If you want to argue that bugs should stay in for the cycle so you can abuse it for months, then Trade in the game needs to go.
Yes… That is my point… Squares and rectangles…
They said bugs because that’s what it is they are gonna fix.
If they worded it the other way, they would still only be doing bug fixes not balance fixes, but it would be worded in a way that confuses people while still being the same exact thing because they are always just fixing the bugged stuff. Get it?
It’s not that they are the same thing as to what we would interpret in meaning, but the exact same in what they would be doing by saying either option. It’s better for them to take the clearer communication option. Otherwise people would say hey this is op because you didn’t see this synergy so it’s unintended so it’s a bug to fix right? That would just confuse players.
The only thing that will be tough is if the bug is in a tooltip error. If it’s only meant to buff 5% and does that, but the tooltip says 50%, is it fair to players that see 50% on the tooltip if it’s changed to 5% mid cycle? Idk I think I’d prefer the tooltip being fixed asap, but I feel like that would make a ton of people that don’t understand things very deeply as upset as if it was a balance nerf instead of just fixing the tooltip.
The only people that have a really valuable opinion to give would have seen the survey in the known location of information for the game. If they are not as into the game enough to know or care to check, their opinions will just muddy what more informed players would make the results.
I haven’t touched the game since 1.02 because those changes were extremely stupid and discouraging to me, yet I still saw the survey. Sure they could put it in more spots, but at this current time we know where this information is found. If you cared enough to be mad at missing the survey you should have cared enough to have seen it in the first place.
Seeing the response to 1.02 as well there was plenty of time to gather that they would be surveying players to be on the lookout for it.
I appreciate the reply.
Thankyou. Keep up the good work.
Thx for the info & response, keep going forward together )
As I stated before, this community survey, which only a small group of players participated in, is seriously biased because there is no way for players to know in advance if the bd they are trying to farm is due to ops or bugs, which can affect the choices people make. And such a research is more like a revisit to the supreme power of interpretation. It’s like 30% of people voting that they don’t want to die, but 70% of people voting yes, so they still have to die. And the definition of life and death is not controlled by that 70% or 30%. Even the definition can change at any time after such a vote.
My friends and I are Destiny camp players and it takes a lot of time to synthesize the gear needed for a new set of bd’s. And I saw this bd and thought it was very interesting so I recommended it to my friend a week ago. As a general player, we can only read some guilds, no data mining, and since we are not English speaking players, there are often textual issues in the game language we use, and we don’t really know what is a translation error or a mechanic that isn’t working properly. So we don’t really see any issues involving bugs in this bd set. My friend finally finished the bd set after a week of hard work and started farming high corruption values, but soon all of that effort would go up in flames. I think a lot of players who gave up on the game because of the previous value fixes did the same thing, most people just found a favorite guild and didn’t know about the bugs. And they’re probably even more angry that in-game UI bugs or memory leaks and other bugs that seriously affect the gameplay experience have a lower priority than numerical bugs.
Of course these are my personal complaints, because I don’t know how to comfort my friends. If I say good luck to you guys, I guess all I can say is that I hope the bd you’re playing won’t be the next bug. and for EHG, player data will give the answer.
Then that is a translation issue, not a “this isn’t working as intended or described by devs” one.
The Veil tooltip said 4%. If you didn’t see the build guide on it (because you only read some, right?) then you never would have known that there could be a build around that bug. When I made my build for my Warlock before launch, I read that tooltip, thought about it, and decided to not run it. If I wasn’t on these forums, e.g. because of a language barrier, then I never would have known about it and (if I was MG) be negatively affected by the bug in the trade economy, simply because it’s not doing what the tooltip says it should. Similarly, when I equip a Spine of Malathros, I expect it to work as the tooltip says it should, and I shouldn’t have to wait 3-4 months for them to fix it. Both cases a bug makes 1 build far superior to the other.
If the content creator for that build guide you watched didn’t warn you that it’s not actually 4%, but 40%, that is on them to hide that information from you. Honestly, you should complain to them for hiding the fact that the build they advertised abused a bug.
I’ll repeat it: If EHG devs had a meeting on a node and said “we want it to do X”, then it not doing it is a bug. If it does do X, but players find a way to scale it insanely strong, then that’s not a bug, and as the survey shows, those balance nerfs should probably wait for the next cycle. If you’re not certain, then coming here to the forums and asking if it’s a bug will be all the info you’ll need in the future.
If the (English) tooltip says it does something, it should do it. If either it doesn’t, or a translated tooltip is wrong, those need fixing mid-cycle. Otherwise, cycles are inherently dead, because you’ll only ever be able to compete in them if you play “the broken build”, not what you actually like to play.
Be more patient and kinder to each other, people. Especially when it comеth to controversial issues. Do not forget it is only the game.
such a good reply and survey in the first place. applause to all you!
i just still cant believe how good the times are now with last epoch compared to the D4 team and communication. it was hell, now its heaven <3 thanks
I apologize, but apparently you think I’m complaining about issues regarding warlocks. But I was discussing the so called bug about the range of exploding crossbow. And this ambiguous stat has never been mentioned as a problem with it before.
On the subject of development, I also work in programming pos. If the algorithm doesn’t meet my expectations, first of all this concerns a testing issue. I don’t really know their workflow, but personally, test data and scenarios are iterative. If there is a problem with the code that goes live, then it is one of us that has a problem, not the client’s responsibility. The average user cannot see the underlying logic of the code, he only learns about the inputs and outputs. Unless the output side is completely out of common sense (like warlock’s ward), they will just refer to those patterns to customize their strategies accordingly. So in the final analysis I don’t see their solution to the impact of these issues on both sides (with or without the players involved in the bugs). I think they default to the fact that the players who used the bugs are not innocent, and only go for the players who were not involved in the bugs. In fact it’s likely that both sides are just playing the game in a usual way.
Finally, on the subject of translation. I realize that it may be difficult for players in English-speaking environments to understand, but a lot of translations in our language convey very different meanings than the English text. According to EHG, they uploaded some machine-translated text to the database by mistake, which caused this part of the problem. But in fact this is another developer issue, not a player issue.
I’m saying all this because I don’t really know if my favorite bd is involved in bugs or not. so far I like the game even if he has a lot of irritating bugs. i just wish dev could pay more attention to the player’s feelings instead of making hasty decisions. They could have fixed the problems in a better way.