Playing in 1.1 didn't feel fun anymore

Unless my maths is wrong (entirely possible), it’s worse than that. There are 21 unique amulets, of which 8 are boss/quest only, so there’s 13 that can drop from mobs. Orian’s Eye has a 97% reroll chance, so if a unique amulet drops you have 1 / 13 / 0.03 = 1 in 433 chance for it to be an Orian’s Eye.

That’s being removed in PoE 2.

Don’t want to offtopic but PoE, in recent history have many wrong decision.

  • Nerfing Harvest
  • Expedition patch overall
  • Reworking Harvest
  • Rare Archnemisis
  • Kalandra disaster
  • T17 madness

Last league when I still played after getting 40/40 was Sentinel, current league Settlers was very good for diffrent reason.
But after crafting went bourgeois with Hinecora, Veiled Orb and “reworked” Harvest. It’s not a game where I’m the target audience anymore.
PoE2 will overtuned to sky with Ruthless in Heart :slight_smile:

It should be a little higher than that, because you have to also add the odds of it landing on another unique that rerolls and then landing on the eye. And you have to do that for every combination and permutation of reroll uniques. So it’s possible it’s 1 in 386.

Does it do that? I thought that if it failed the reroll then you got a rare.

No, from what I understand they’re separate rolls. If you roll for unique, you then roll for which unique you get. If you get one with reroll chance, you roll to see if you keep it, otherwise it chooses another unique.

You just have to remember that unique nodes exist. When you collect the reward for a unique node, it will reroll uniques until you get one you keep. It wouldn’t make sense to reroll back to rare/exalted.

What you might have is that the rarity roll also has a reroll chance. Like landing on unique has a 50% reroll chance to go down to exalted, but once you’re in the uniques pool, you reroll them all until you get one.

So the actual formula should be:
1/T(otal items) x R(eroll chance)1 + 1/T x R2 x 1/(T-1) x R1 + 1/T x R3 x 1/(T-1) x R1 + 1/T x R2 x 1/(T-1) x R3 x 1/(T-2) x R1 x 2 (this is the permutation) + … etc if you have more reroll uniques

This is fair, but that doesn’t mean that’s how uniques-from-mobs are rolled. It could be. :person_shrugging:

From what I read somewhere, they roll item type, then rarity (which might have reroll chance as well), then if it lands on unique it keeps rerolling uniques until it lands on one, then it rolls for LP/WW.

I might be wrong, but I’m pretty sure I saw something to that effect either on this forum or on reddit.

EDIT: Incidentally, I used RoA simulator on tunklab for 5M uses and the eye ends up with a 0.26% chance, which is approx. 1/386.

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Nah, they’ve said they roll rarity first, which is why you can still get the uniques for non-drop bases (like Exsanguinous). Unless you mean slot (chest, head, etc) rather than base.

Yeah, I meant it as in item type like body armour, helmet, sword, bow, etc.
It could also be rarity first and item type after that, both would work the same, really.

It’s very likely that the system is kept the same in-between instances of how to achieve those items.
It’s less work and ensures the proportion to each other is everywhere the same, which is important for rarity reasons.

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I came across an interesting and insightful video:

And Im thinking that EHG should seriously consider who their target player group will be in the face of growing competition.

  • Still somehow active D2R
  • Weekend players D4
  • Super zoomy and market driven PoE
  • Most likely brutally hard PoE2
  • Promising soulslike No Rest for the Wicked
  • Titan Quest 2?

Personally, I liked the game for its excellent SSF experience. Which has now been undermined by content that requires well-rolled Legendaries, something that CoF currently doesn’t provide within a reasonably predictable timeframe.

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Hit the nail on the head, and the video also does.

Not only the damage spikes (which are shit, whyever EHG gave mobs 200% crit multi is beyond me to date) but also the overall feel, especially in terms of balancing.

Balancing is such a massive and important aspect, and the game does really not cater to any player category overly well right now. More hardcore players are bored out at the starts. Casual players have no chance to reach Aberroth since the grinding time is just nonsensical to even unlock him… try him… not even beating him. And corruption pushing doesn’t feel like actual distinct progress as literally everything is the same (unlike fixed stages to climb like in Torchlight Infinite, or the gradually filled out Atlas in PoE as examples).

Overall the game has a ridiculous amount of potential… but living up to that potential is so far away that it often doesn’t feel worthwhile to even wait for it or think it’ll happen. Who knows if the game becomes ‘fantastic’ in 2-3 years? Maybe it dies, maybe I’m not interested in diablo-clones overall by then (yeah, that’s unlikely for me, but not others), maybe it changes things in a direction I absolutely don’t like.
Who knows? It’s not worthwhile to think so far ahead, we can only enjoy what we’re given after all.

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I’ve said this a bunch of times as well, but seeing you type it made me think, “Does it?”.

Here’s my view;

  • Class system: basically it’s just D2 at the class level, which is fine.
  • Mastery system: kind of like PoE masteries, but no labyrinth to active (a plus, I hate the labyrinth). But also different because the masteries open up passives and other skills. So… yeah, interesting. Also, I feel like I’m just wrong, it’s not really like PoE, so also new.
  • Passive system: ok. You have to pay attention to them for sure because there are key defensive and offensive nodes here that provide massive boosts to power. And they interact with the skill enhancement system. And on that note, I have to say that level of synergy kind of pushes this game out of the ‘casual’ market.
  • Passive system unlocking skills: This is interesting. It’s also weirdly implemented, and I think incompletely implemented. I have to say personally, I really dislike the benefits that mastery hybridization brings. Having to dip into the Beastmaster to get aspect of the boar for every Primalist build (yes, I’m exaggerating… but not by much) isn’t great. Weirdly, it also feels like most of the good nodes appear on the left/unlock portion of the passive ‘tree’. So this one is a plus and a minus. They need work here, I just can’t put my finger on exactly where to start.
  • Skills: So from an actual list of skills available, they are pretty bread and butter. Cast a tornado, summon skeletons, shoot a bow. All the common themes are well represented and there are a few skills that we haven’t seen before (Raptors, e.g.). It’s fine.
  • Skill leveling/enhancement system: For me this is the true gem. It’s good enough/interesting enough for me to say, “game has so much potential”. It’s really fantastic that this system can so fundamentally change the way a skill works. Typically this sort of behavior is locked behind a unique item. Bold!
  • Itemization - basics: I’m not a fan at all of their itemization. There is way too much shit that drops (by this I mean that way too many items that drop are complete shit). There are way too many affixes per item type (item type has implicits). There is to much power in implicits that you might never actually get to roll with affixes you want. No targeted farming of implicits.
  • Itemization uniques: I’m not a fan at all of their uniques, from a philosophical perspective. They want their uniques to have plusses and minuses that the player works around. Like, every unique… except not every unique cause some are just great. I honestly think that the number of uniques that have this “cursed unique” flavor should be minimal. I also think they have moved their ideology about uniques over time (I could be wrong).
  • Itemization uniques - LP system: I think this was cool when they released it, and now it’s in serious need of some rationalization with the current state of the game and player expectation. Sometimes players have completely different expectations for systems in the game than the developers, and if the developer can’t make their ideation of the system appealing to players, there comes a time to bow to player pressure.
  • Itemization power: Weak, compared to the passives and skill nodes. This is going to be tough to fix, I think.
  • Crafting - need to remove a bunch of RNG here. Or make the RNG somehow feel better.
  • Idol System: it’s cute. I think I’d like it more if all the idols had stuff (passives or skill execution/modification) you couldn’t get anywhere else. And a bunch of stuff that is so niche, I don’t … “Armor for Totems”. Really? Again, giant number of affixes and the number that are actually desired are mostly max health. Also, when there are effects that are interesting, the nature of the idols system makes them less interesting. Example; suppose I put 5 chance to cast Maelstrom every 3 seconds idols in the Idols map. I don’t get a 100% chance to cast Maelstrom, I get 5x20% chance to cast Maelstrom every three seconds. How many times have you ever straight-up rolled a Yahtzee? More RNG I don’t want, this time in skill triggering on something as slow as every three seconds.
  • Dungeons - great in theory, poor in implementation. Net negative for me.
  • Monos/corruption - EHG must have spent so much time getting the map to build correctly. I really feel like this could be a lot of fun if they somehow make the journey through the map fun. I don’t know how they would do that, but I’m hopeful. This is a positive for me even though I find it torturously boring and tedious currently.

Edit3: I need to focus on work today… but I don’t wanna!

Yes, I think it dies.

Potential is the part which isn’t there, not the parts that are already visible. It’s not only about existing mechanics but also the mechanics that can be easily implemented on top of the existing ones as well as how far the already existing ones can be improved.

And for that I’ll go to the core gameplay… which is… solid!
The fighting itself feels decent, it’s not clunky, controls are well done. Sure, Bosses need to be more dynamic in the choice of their skills and also properly positioned and balanced, same as the skills on their own, but that’s fine-tuning. The integral aspect of the game is nothing else but ‘solid’.

We’ve to take into consideration that all diablo clone games are ‘essentially the same with bits and bobs switched out’. The actual amount of innovation is miniscule, like in most games. 95% is iteration of old systems with improvements at best (and the majority is iterations with worsening mechanics since someone didn’t do their homework properly).

And as you said, we got a lot of ‘bread and butter’ mechanics but a few already stand out, like the Skill leveling system, which is a fairly good implementation. They’re majorly held back by badly formed mechanics though like the itemization system on the other hand, which are the ones I’m talking about regularly. Both crafting and LP is on the top of that, crafting is middling at best and LP is a tacked on system out of necessity but with a good base idea behind it.

The biggest strength LE has is their option to expand on the monolith system, which they haven’t done yet and is a major mistake in my eyes. The story is nice and all… but they should’ve let it at a minor culmination point before saying ‘hey, stuff’s going on in the monoliths now, with all the timeline stuff!’ and having us advance naturally from there.

It’s not something I expect them to properly do, PoE didn’t either, with using their mechanics as full-fledged core side-mechanics to choose from instead of mapping non-stop, which held the game back for ages until they eased up considerably on it.