Reached Level quicker 95 by ignoring Bosses and Uber Health Enemies in Monolith

I agree. But I suspect the solution might be less obvious. Given the game is still in beta, the reason why it feels bad now might be because other systems or itemization is not in place yet. And it may not be useful for the devs to solve the interim issues head on knowing they have solutions in place that are coming.

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Iā€™m enjoying myself. I endlessly tweak skills and test. I disagree strongly with OP.

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Iā€™m surprised itā€™s as solid as it is with so many changes. Lots to say but as usual on phone.

I was agreeing specifically to the point about importance of idols late game currently :slight_smile:

Thatā€™s forcing YOUR playstyle on others, You probably are the type of player who asked for an easy mode in Dark Souls as you feel you deserved to see the end of the gameā€¦when you didnā€™t. People like you need to stay away from certain games - they are not for you. This is like me going to Dungeons and Dragons dice players and asking them to remake the whole game as I donā€™t like it, no I will just stay away as its not for me

PoE is supposed to be hard, the devs want to you suffer and earn your place - scamming is legal there

yes this game desperately needs this. if you are locking classes behind certain things then you need to give that class something special ONLY they get. the Mastery bonus added is weak or there needs to be at least 3-5 per class

The Shaman has a passive ā€˜cast Maelstrom when hitā€™ its boring but at least its unique to them only. The Lich just has ā€˜increased damage - drain HPā€™ everywhere. The lich even has baked in Leech you donā€™t even want sometimes

Game also needs Unique crafting shards that can give something very unique only on a crafted piece and can go to T5

Nintendo make games more for you, I LOVE a developer who puts a wall in the game and says ā€˜If you cannot pass this you will not see any further, learn to play our gameā€™

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all assuming does is make you look like an ass. move along.

Heres a link to an older topic about advanced mastery classes. Very nice suggestions Iā€™m there that can help with the actual topic.

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Like the ones we have at the moment (though Iā€™d agree that theyā€™re not necessaily powerful, but they do require a minimum level).

I donā€™t mind this. But it should not be too high lest grinding to very high levels become seen as mandatory rather than a bragging right - which was D2 and POE philosophy and as far as Iā€™m aware, this is how EHG thinks about high/max level as well.

Not exactly. Actually passives are unlocked by the number of points you put into a tree. If you put all points into 1 tree you can get access to the top points easily. This is not the way people go because those top passives are not that powerful. But it could be exploited this way if they are mighty enough. To prevent this the idea was to lock them not only behind a requirement of passive points spent but also behind character level.

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I know, but thereā€™s still a minimum level you have to be to access them (depending on how many skill points youā€™ve got from quests). At the moment, you can get to the top passives by lvl 50 (or 49 depending on my mental arithmetic) if you go straight up your mastered passive tree. What character level would you want to gate the top tier passives behind? 60? 70? 80? 90? 100?

And thatā€™s the problem, they donā€™t feel worth the investment.

Could give some flavour, some interesting adition, some power, not too much, something to aim for, but could be something forā€¦ Pure Paladins, Pure Necro, Pure etc, just a suggestion.

If you make balanced, could worth the investiment xD.

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I think thatā€™s quite separate but also an interesting idea, what if there were passive nodes at the top of each mastery that gave bonuses if you didnā€™t have any points in any of the other masteries? That kinda makes me think of something like PoEā€™s ascendancies in terms of them thematically ā€œguidingā€ (or straight-jacketing if you prefer) buildsā€¦

I originally assumed that the passives at the top of the tree would just be more powerful, rather than only usable if there were no points in the other masteries, but I like your idea as well. :slight_smile: Even if it would be ā€œinterestingā€ to balance.

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Could work, could be good for ā€œPure classingā€ xD, ofc, but should not pidgeonhole people to ā€œmust haveā€ this kinda of points, like you said, will be ā€œinterestingā€ or hard to balance xD, but something on the top would be nice tooā€¦

Just thinking, is hard to be a dev, to balance it all, monster, power creep, balance, etc, but after some tweaking could work.

Remembering, im more casual, you have alot more experience than me (more experience, know alot about the game, etc), my opinion will be more ā€œcasualā€.

Its good to discuss with the community to help the game grow, giving feedback, etc, casual, between casual/hardcore or hardcore, etc, all opinions are valid.

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i like the idea of having Pure classes more powerful if they used only passives AND skills from their class.
Would give us more options for builds and more important, more roleplaying!!

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Now we are back at the same Problem RIFT had with a similar passive tree. If you make the top passives the best passives different builds wonā€™t be a thing. Right now you can put points into different trees and get something out of it. I dislike the idea to have a 20/5/3/rest build that offers no options anymore because you need that one passive because itā€™s the best.

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I will admit, I too had a hard time getting past the 6th or 7th run in a Monolith, UNTIL, I started looking at my skills and experimenting. Obviously what I was doing wasnā€™t working. It was broken. So, with that, I would take a few points off a skill and place them someplace else. Heck, I even went as far as trying a totally different skill. Passive points, just the same. Since then, I hit a milestone for me. I finally died at the 19th Monolith run. Only because I zigged when I should have zagged. Does the game need some balancing? Sure. Is it still beta? Yes. Thatā€™s the point of beta. Play. Provide feedback and help the devs make the game even better. It also means itā€™s up to us as players, to play the game. Experiment with skills, passives and gear in order to provide them with as much feedback detail as possible. Youā€™re frustrated (OP), thatā€™s obvious. Take a step back, evaluate your gear, skills, passives and tweak things. Slowly, so that you can go back easily change things without bricking your character.

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