What's wrong with Path of Exile

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What's wrong with Path of Exile

Postby Brixtan » Sun Apr 22, 2012 2:25 pm

For those that have played the beta, would you mind sharing what you feel needs work? I have a hard time trying to list out all about the game that irks me, but somehow when i'm in the middle of playing the game I constantly come across these "oh I hate that ..." moments. I'd like to send this to Chris at GGG once everyone here has a chance to contribute. I'm reluctant to post something like this on the PoE forums for fear of getting flamed. I'll start by listing a few of my top gripes...

1. Loot: all the gear is pretty much ugly looking. It's here where I think PoE fails the most as an arpg where the core focus of the game is the collection and wearing of loot. You want your character to look like a bad ass as you level up. Currently, there isn't anything different or cool about how you look at level 60 compared to level 10.

Suggestion:I know that Chris had mentioned in recent interview this month that they tried early on to incorporate pants and shoulder armor as slots in the game and then nixed them due to the itemization issues it had with diluting the other stats on current slotted items. While I can forgive the inclusion of pants as long as the late-game chest armor displays a matching pair of pants on your avatar accordingly, shoulder armor seems like it would be a no-brainer! Shoulder and helms are often the most visually compelling aspects to an arpg character, right next to weapons. I'd also love GGG to reconsider including set pieces - I know that Chris has said they worried people would just hold onto sets because of the set-piece bonus and not upgrade their gear. While this may be true, you can always make it compelling by introducing...better gear...better sets. Make them super rare to find so that not every Tom, Dick, and Harry can compile them.

2. Classes: There is practically no meaningful difference between the five classes aside from how they look. Choosing one of the five classes should have an immediate meaningful impact for the player. Right now, it doesn't matter if you choose a templar or a witch - they both can do pretty much the exact same tasks. Same goes for the ranger and duelist. There should be class specific abilities, perhaps a cooldown abilities, anything. I think the onus is on GGG to present these classes and set them apart from one another so that the player can instantly differentiate between them when deciding on a broad type of play style. The color affinity magic the gathering thing is neat, but it's shallow on it's own.

Suggestion:Class defining passives that are ONLY available for that class. You could have them appear as locked circles around your class starting icon on the passive tree and they could be unlocked at specific level intervals (10, 30, 60, whatever). Another way would be to have class specific quests that are made available to you at specific levels in the game - completing these quests would reward the player some traits/skills/spells unique to that class.

3. The Passive Skill Tree: For all it does well, I still think it fails in giving the player true choice. There is an illusion of choice to the skill tree when in reality there are very few builds that are viable in end-game Chaos difficulty. The skills are also skewed so far around the tree that it becomes hard to track down what passives you need, where they are, and how you can get to them (try making a pure cold spell caster for example). Also, the keystones leave a lot to be desired. Very few are all that compelling, others are purely op (hello Avatar of Fire...I smell a nerf coming your way).

Suggestion:First, I think the areas for spell types should be color coded, including the lines connecting the nodes, so that the player can see where the clusters of fire/frost/shock/chaos skills are around the tree easily. A cluster of +cold dmg skills should be blue with a blue line between them. Secondly, why not give the player more than one option when selecting a keystone? Take Avatar of Fire for example: you could change that keystone to read "Avatar of the Elements" and then when chosen, the player would have 3 additional sub-passive nodes where they would need to choose one ( of fire, of frost, of lightning) - this would give players a variety of options just within that one keystone. Next, you could further help to distinguish the classes from one another by seperating their start areas away from one another. While I don't think this mock-up of the skill tree done by a beta test is necessarily better, (as shown here), I do think that if you moved the classes farther away to opposing ends from one another, it could help solve the current lack of distinction/uniqueness in the classes.

4. The environments: The first two acts are very brown, green, and dull. I hope that later acts are visually compelling and very different in their color palettes.

Suggestion:I'm going to abstain from this until Act 3 is released. I don't know how much of this issue is more due to the fact that I've been playing the same 2 acts since September last year and am just sick of them. I'm hoping for some snow filled drifts where you leave your foot prints in the snow as you run through it - perhaps some elegant temples/city work. GGG did a fabulous job on the Chamber of Sin and Church Dungeons (two of my favorite indoor areas) so I know what they can do. I'd love some contrast to the current bleakness that is most of Act 1 & 2.

5. The story: I want to know why these 5 classes have been exiled to Wraeclast. If you look at the map for Act 1, you can see an island called Theopolis off the shoreline...is this where they came from? I don't need an epic saga, but a couple quirps about the who and why would be great. Furthermore, I want to know why there is a plague of undead zombies, who is Merveil, and why I should care about killing her. Also, the entire second act with the bandits just feels very thrown together and disjointed. It reminds me of Lost - all that's missing is a giant smoke monster emerging from the Dark Alter at the end of Act 2.

6. Inventory management: Loot tetris is so 1996. I really wish they would adopt a more modern approach to how loot is stored in your inventory/stash - at least Diablo 3 got it right.

Suggestion: Get rid of lootris and go with a more efficient approach like what D3 did. You can reduce the amount of tabs/slots in the players inventory and stash to compensate if you're afraid it will give players far larger storage capacity - let people pay for more space later.

7. Accuracy: I can't tell you how much I despise the high percentage of missed melee strikes in this game. It almost seems over-punishing in how accuracy is calculated/works. Spell casters get off easy because spells never miss, you ALWAYS have a 100% spell hit. If GGG wanted to go all super realistic they should have made casters miss just as much as melee do. The problem here is that missing when you melee a mob just isn't fun - it's frustrating. Regardless of how "tactical" or "mathy" you're trying to make the combat, if your players feel like it's overly punitive and not fun, people will stop playing. Also, it becomes nigh impossible to accumulate +accuracy affixes or passive nodes when there are so many more important stats that you need to remain viable in end-game (life, mana, regen, energy shield, armor, +ele dmg/phys dmg, evasion, atk speed, etc, etc). You cannot simply accrue enough of all the stats you need for your build to remain relevant in merciless/chaos. My frost templar, for example, has nearly a 25% chance to miss with hits. If I don't grab all the +cold passives on the skill tree my spells won't kill mobs regardless. However, my glacial hammer misses way too much when i'm trying to melee a boss/elite mob - like over 1/4th of my hits are misses. Fail.

Suggestion:Perhaps have all weapons have an automatic +accuracy modifier on them - higher lvl weapons would afford more accuracy. Or, strip the mechanic completely from the game. Another idea - instead of flat out misses, why not have the melee strikes that don't connect deal a glancing blow that only deals a percentage of the total melee dmg? This way, the player still "feels" like they're fighting, still feels like their melee swings are connecting. It's so lame to have a string of 3 or more continuous misses - sometimes I never know whether it's a miss or if I'm hitting a lag spike in the server. Another idea: cap chance to miss at a reasonably low percentage, say 10%. Accuracy and melee miss just feels more of an MMO mechanic. The reason it WORKS in an MMO is because you don't have the RNG you have with loot drops in Poe - you could go days, if not weeks, without finding an item that has all the stats you need to stay viable PLUS a decent amount of accuracy so you don't continually miss with melee strikes.

8. Party xp rates lower than when you solo: As pointed by Doom, this is clearly not working as intended (we hope). Hopefully it's already been addressed and patched for a future update, otherwise it's another punitive mechanic that will make players think twice before partying with someone else.

9. Loot drops: I know that GGG is a big fan of how the loot drops currently work in PoE - Chris has said (somewhere) that they like the kind of panicky feel it creates among party members to race to pick up the loot the fastest (i'm paraphrasing majorly here, so apologies if I'm putting words in people's mouths, but that was what I gleaned from an interview I heard/read awhile back). The reason this fails is because personalized loot drops are a far easier, party-friendly approach. Much like how the newer and upcoming ARPGs have gotten away from the old habits of "potion spamming", they've also ditched the idea of having party members fight and/or ninja loot the drops that occur during multi-player games. If an orb drops, you can damn well bet that someone is going to loot it as fast as possible. It's happened to me hundreds of times over now - it's one of the reasons I don't play with strangers anymore, having had way too many items get ninja'd out from under me. I think this is an archaic game design that needs to be done away with. TL2 and D3 have already adopted to the times and I hope PoE does as well.

Suggestion:Make loot drop individual for each party member. If they're concerned with having x amount of increases in items since everyone is getting their own unique drops, you can solve this by implementing some clever and steep currency sinks. That, or make the more rare orbs (such as alchemy) be bound to your account/stash, and not tradeable with other players.

A listing of issues from Wolfmane here on the forums:
Spoiler: show
Here's my list of negatives, in no particular order ranging from fundamental ideas to beta-is-beta:
Gems don't auto-level.
The inventory. There's not enough space and it's lootris without being nice enough to give you an auto-organize feature.
The abilities aren't very exciting to use. Gems and gem levels just aren't very dynamic. +2% physical damage increase to Dual Strike on a level up, wooooo. Elemental attack modifiers are underwhelming. I thought fire damage should ignite my targets on fire more often then it does. I regularly utilized only two skills for the majority of my game play.
There is very little mob variety.
Unique mobs have too many modifiers without actually doing anything interesting.
The combat doesn't feel right. It's heavily split between being too easy and being overwhelming. It lulled me into a false sense of security until I ran into something major at which point I would have to furiously kite and chug potions. I didn't take much in the way of damage from just rolling around the zones killing stuff until I hit a pack of unique or rare mob spawns at which point they'd usually take huge gobs of my life off very very quickly. I died twice. Once because I was doing a quest turn in and took my hands off the keyboard for a moment. Turns out the quest giver goes hostile on you and spawns a bunch of minions. I was dead before I realized I was in danger of needing to pot. The second time was because I was trying to push combat with a unique spawn without drinking a pot as an experiment.
No passive life regeneration without an item or passive skill. The values of life regeneration on items felt excessive.
Fixed zoom level.
The zone map overlays the main screen and you can't change it to be a mini-map in a corner of the screen. In some of the dungeons the map representation is unnecessarily cluttered, giving it a fuzzy look.
Not being able to use the Cleave skill with claw weapons.
Requiring passive skill selections in flat stat increases in order to meet item requirements.
Cramped town zones.
Not being able to see the stash because of other players camped out on it.
Objects and mobs being hidden behind non-transparent terrain.
The passive skill system is just a bit too much. I'm interested in the big button passive skills and the rest is just grind-fest bulk filler that I have to wade through to get something cool. It's like having to eat peas before getting to the ice cream (I don't like peas).
Targeting or mob selection is a little off. There were times using a bow where I had a target highlighted and a clear line of sight but I wouldn't be able to hit it. I would hit near it or right next to it but not actually on it.
Requiring Intelligence to use claw weapons.
Needs more particle effects. Not too much more, there's a fine balance in getting the right amount but I felt the game is under particle'd at the moment.
Last edited by Brixtan on Mon Apr 23, 2012 3:08 pm, edited 4 times in total.
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Re: What's wrong with Path of Exile

Postby Webbstre » Sun Apr 22, 2012 2:37 pm

I wouldn't say fail... but I feel like the stat and skill system needs more polishing. I can see a lot of potential for making complicated skills, like a multi-shot archer whose arrows burn and freeze the enemy simultaneously, but it's really hard to get to the point where your skills can develop that way. For the passives, well some of the passive abilities are cool (I'm fond of the one that turns evasion into defense), but other than damage enhancements it's hard to get excited about a lot of them, and it's hard to know what to choose.

I really like the non-gold system, and the flask system, and I see a lot of potential in the skills system, so I hope all of those continue to be improved.
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Re: What's wrong with Path of Exile

Postby hawkn » Sun Apr 22, 2012 2:44 pm

I think 1, 2, and 4 were also my biggest issues.
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Re: What's wrong with Path of Exile

Postby Ragnar119 » Sun Apr 22, 2012 3:15 pm

Hi there, ok, lets see:
1. Agree, but I must tell you that it is done with a reason,so they can get money from buying item looks and armor skins. If you want to look uniq and more difrent you will need to buy different armor skins. This is a F2P game after all, how do you think they will earn money. But I would like that there is more different free armor progression.
2. I dont know what to say, its not a bad thing, its not a good thing, it dipends what you like.Some people like that they are similar a lot, so they have more freedom. But i would not mind if there are more uniq, but not all people would like that.
3. Define few? I agree that there should be a similar thing like skil planer on their site
4. The game is not torchlight =).Be careful with this. Personally I like the colors more than in torchlight, becouse it feel difrent, more darker and grimer.
5. Yee agree, also read site lore if you want to know who is mervel and all monsters for act 1.

All 5 things are alredy said a lot of times, and devs said that 1,3,5 will be in full release of the game. Some of them will come in open beta.

I can tell you what to add that I think should be more important, but even that was said that will be in game.
-more different and better AI. At the moment there are only 2 Ai, ranged and melee.
-some random event on map, to make exploring more fun
-better and more interesting boss fights

Anyway, here is a interesting Developer Q&A that has a lot of info what is coming
http://www.youtube.com/watch?v=dr7LLFcsMkM
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Re: What's wrong with Path of Exile

Postby Zidders » Sun Apr 22, 2012 4:10 pm

1. Loot: While I agree here, to me it doesn't really matter. My biggest problem with this is that there's no way to zoom in and look at your character. That being said, I understand that they've been discussion custom zoom levels of some sort. I wouldn't be against them doing something similar to Diablo III and making it so that you zoom in on your character when you open your inventory. I still prefer how Torchlight handles the camera.

2. Agree here, too. While initially, they felt different, once I realized how the game worked, it pretty much made every class seem the same. I picked what class looked better to me, model wise, rather than basing it on what playstyle I felt like using. Skills and weapons can be used by anyone, really. I made a dual wielding witch, for crying out loud. While i'm all for choice, I think it's fun to play different styles now and then. If anything, they could very well have gone with a single character and let people customize skills and gear to make different styles of build instead of doing it the way they have.

3. I wouldn't know about end builds, so i'll defer to Brixtan and others here.

4. Everything's flat. Wet areas reflect light oddly, causing things to take on a rubbery sheen. Fine for monsters but not so much for wet rocks and such. The ship graveyard is a perfect example of my biggest problem with the game. The monsters all look the same and blend into the environment. That's pretty much what the whole game looks like. Flat, dark and samey =/= gritty and grim. If you want a great example of how to do gritty and grim yet not flat or samey, go look at (oddly enough, a 2d game) Planescape:Torment. The game had some of the best 'gritty and grim yet not samey or totally lacking color and warmth' ever.

5. I agree that the story needs a bit of work. I don't necessarily agree that we need to know where they come from. I like that you start with a blank slate and are free to imagine the possibilities and discover your character yourself. I'm not expecting a ton of story but I think a little background woudln't hurt. I think this is where Diablo III really did it right. There's a ton of lore but it's fed to you in bite sized morsels. It spreads it out and lets you discover the story as you go, without shoving a ton of text or voice acting at you. There's always something interesting to discover and once you know it, it's not like you have to worry about sitting through a ton of story just to repeat quests.

People shouldn't have to go to the website just to find out the lore, or read a manual. It should be in the game and done in a way that is entertaining yet doesn't interfere with or take away from the gameplay.
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Re: What's wrong with Path of Exile

Postby EdgeDamodred » Sun Apr 22, 2012 6:42 pm

1. Lootris needs to go! Nothing's more annoying than rearranging my bag to actually fit a piece of gear in.
2. Needs a way to appease loot whores(that's a major part of these games) by making some kind of auto-vendor system.
3. Someone needs to take the turtle wax away from them...way too shiny

I would agree about the flat feeling world. They made the game using 3D graphics with a 2D individual tile-based level design in mind.

I feel their biggest problem is they're trying to balance the game long before they have all their skills, enemies and encounters implemented, giving the game the nickname Patch of Exile. I guess they're trying to use previous experience before implementing and it can work but I feel it will lead to skills and enemies that will feel too similar in order to get the game actually out. The game's been in development for about 5 years now and obviously the investor well is running dry as they're turning to the playerbase for cash now before the game is "completed".

Can't really speak to endgame as I usually don't bother playing these style of games after I beat the final boss. Never liked the unlocking the next tier of difficulty system as you're just going through the same content with usually no new fun skills to unlock. I'd actually like to see more of the way C9 did difficulty unlocking as each tier of a level you unlocked added more to the level and even modified or outright replaced the way boss encounters worked.
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Re: What's wrong with Path of Exile

Postby adoomgod » Sun Apr 22, 2012 8:42 pm

I agree with you brixtan, more or less on everything, and let me add:

The pacing needs work, game feels slow.

4 difficulties to play through is too many. Cut down on at least 1. It is sooo boring.

The items suck, which Brix said, but let me add: there are only 66 uniques, which is about 1/100 of what is acceptable, and over half of those 66 uniques are useless.

Flasks are good, there should be rare and unique grades for them.

Loot tetris needs to go. Nobody has more fun with than without it, many have less fun with it.

Not only clear lack of skill diversity, but many skills aren't viable for crap.

HIT DETECTION ON MELEE FAILS. I quit marauder at 56 because of dying due to lack of hit detection. I clearly cleave thru 5 enemies and in some moments hit 0-2 of them. Other times I hit enemies 5 feet away. Or behind me. I have 100% chance to hit passive, and rely on it for survival. This killed endgame for me.
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Re: What's wrong with Path of Exile

Postby RayBanJockey » Mon Apr 23, 2012 12:01 am

The good:
1) Feels "old school"
2) Skill system

The main bad bits for me:
1) Mobs having too large agro radius, or are too closely spaced. Often as melee you just can't stop fighting as you need to run up to a ranged mob to kill it and agro someother mobs. And again, and again, and ag...
2) Ridiculous currency system, with having to know sell-recipies to maximise "income". Which makes you HAVE to buy extra stash tabs. Balls to that tbh.
3) Everything feels extremely repetitive. in actual fact it's not more repetitive than any other game of this type, but then why does it feel repetitive? Ugh, it just does.

And honestly I think these kinds of freemium type games are doomed to fail in the long run, no matter how good the gameplay potentially is. I always feel like they're constantly trying to trick me into buying more stuff. Which they are :(

Until yesterday evening I would have said PoE is better than nothing while waiting for D3 and TL2, but then I installed D2 + LOD + res patch. Basically I'm all set now.
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Re: What's wrong with Path of Exile

Postby wolfmane » Mon Apr 23, 2012 5:50 am

Linking my list so you have it all in one spot. I like that you guys are hitting a common concise consensus of what's wrong.

http://forums.runicgames.com/viewtopic.php?f=9&t=19780&start=80#p204184
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Re: What's wrong with Path of Exile

Postby Brixtan » Mon Apr 23, 2012 5:53 am

Thanks Wolfmane - I really appreciated your intelligent critique of it and will link cut/past from your initial post. I will try to get more time this week to compile a longer list with everyone's concerns/gripes/suggestions attached to my initial post. I'm in finals week this week so I'm a bit crazy at the moment. :?
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Re: What's wrong with Path of Exile

Postby adoomgod » Mon Apr 23, 2012 8:44 am

Oh i forgot a huge thing.

Partying is broken. You gain less exp in a party rather than more. This is really daft. REALLY daft. I even already convinced the devs on it so I'm sure it'll be addressed. But it should be on the list, parties should gain more xp per monster not less.
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Re: What's wrong with Path of Exile

Postby Brixtan » Mon Apr 23, 2012 3:15 pm

Thanks for that - I've tried to add in as much constructive criticism and suggestions as possible for every issue I listed in my original post. Want some more feedback though.
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Re: What's wrong with Path of Exile

Postby DarkTails » Mon Apr 23, 2012 5:33 pm

1. Loot: all the gear is pretty much ugly looking.


Well, that makes sense considering you're an exile on Exile Death Island where the only inhabitants are blood-thirsty creatures and other rabble like yourself lol. I don't see how pretty fancy armors could be reasonably introduced...

Maybe there can be rare corpses scattered around the world, explorers who came to the island long ago and were killed by monsters. The corpses could give you one or two pieces of "pretty armor".

2. Classes: There is practically no meaningful difference between the five classes aside from how they look.


There was a definite change in my playstyle when I switched from melee Duelist to melee Ranger, had to change tactics and skill gems so it's been a different experience so far.

3. The Passive Skill Tree: For all it does well, I still think it fails in giving the player true choice. There is an illusion of choice to the skill tree when in reality there are very few builds that are viable in end-game Chaos difficulty.


Meh, I rarely play the hardest setting on games so that doesn't bother me at all. So far I've been having fun experimenting with everything I find, not worrying about end game.

7. Accuracy: I can't tell you how much I despise the high percentage of missed melee strikes in this game.


I have like 90% accuracy, melee hits miss pretty much 1 out of 10 times. Yeah, it's frustrating now with the Ranger because I can't use Sweep to multi-hit so missing a hit is way more punishing now (with Sweep I was constantly hitting/damaging everything, now I can only hit one monster at a time), but that's just part of the game, I'm not going to complain to the devs that the game is too hard. I'm just playing in a way that makes it more challenging. I use some things like Shock Nova or Flicker when there are too many monsters surrounding me, I'm fine with the accuracy, forces me to use different skills and strategies with my particular preferences.

I guess I just enjoy the customizability of the gameplay and items more than the game itself.
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Re: What's wrong with Path of Exile

Postby Brixtan » Mon Apr 30, 2012 6:00 am

...anyways

I rolled a Marauder to test the accuracy dilemma.

Level 1 Marauder has a 82% chance to hit.
When you level up, it drops to 81%.
If you add that passive skill point into a +10% to accuracy node, your chance to hit increases back to 82%.

This nets you no significant gains the more you level and is, quite possibly, the most bullshit stat calculation I've ever seen in an arpg/rpgmmo.
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Re: What's wrong with Path of Exile

Postby wolfmane » Mon Apr 30, 2012 6:27 am

Brixtan wrote:...anyways

I rolled a Marauder to test the accuracy dilemma.

Level 1 Marauder has a 82% chance to hit.
When you level up, it drops to 81%.
If you add that passive skill point into a +10% to accuracy node, your chance to hit increases back to 82%.

This nets you no significant gains the more you level and is, quite possibly, the most bullshit stat calculation I've ever seen in an arpg/rpgmmo.



That certainly does seem like some tremendous bullshit. You're leveling just so you don't get worse? How does that make sense. That seems like it's the exact opposite of the ideology of character advancement in such systems. In general I've never liked the idea of a stat that controls accuracy in an ARPG myself. The idea of a miss should be baked into the actual kinesthetic action of the game. In this genre you're actually physically controlling your aim via input. This means that placing any kind of chance to miss statistic on top of that doubly penalizes the player and works to counter the concept of player skill.
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Re: What's wrong with Path of Exile

Postby Brixtan » Mon Apr 30, 2012 8:29 am

wolfmane wrote:
Brixtan wrote:...anyways

I rolled a Marauder to test the accuracy dilemma.

Level 1 Marauder has a 82% chance to hit.
When you level up, it drops to 81%.
If you add that passive skill point into a +10% to accuracy node, your chance to hit increases back to 82%.

This nets you no significant gains the more you level and is, quite possibly, the most bullshit stat calculation I've ever seen in an arpg/rpgmmo.



That certainly does seem like some tremendous bullshit. You're leveling just so you don't get worse? How does that make sense. That seems like it's the exact opposite of the ideology of character advancement in such systems. In general I've never liked the idea of a stat that controls accuracy in an ARPG myself. The idea of a miss should be baked into the actual kinesthetic action of the game. In this genre you're actually physically controlling your aim via input. This means that placing any kind of chance to miss statistic on top of that doubly penalizes the player and works to counter the concept of player skill.


On top of that, spell casters always have a 100% chance to hit with spells. Spells never miss - that is even more bullshit that devs overlooked in their quest to be all super tactical/punishing in PoE.

It's sad, but there is a very small minority of PoE players that express how easy the game and how it should be harder. They are literally the 1% and it really seems that over the last 8 months PoE has actually catered to them in how they've designed and implemented end-game mechanics. The end-game is already ridiculously imbalanced due to a myriad of system mechanics that are not working properly...

1. The accuracy disparity that I've just pointed out
2. The pure randomness of loot drops. You could go >20 levels and never find a viable upgrade for your build all the while the content and monsters are scaling up far beyond your ability to deal with them. As a spell casting templar who uses a scepter and shield, I haven't found a good scepter since around the low 30's and i'm now 53. The currency system, while unique, is very broken in that it doesn't provide the user any realiable means to craft even baseline gear that can make entering end-game content.

As much as I hate to compare PoE to D3, I have to say that what D3 does right is in it's gold currency. You always have a stable flow of gold coming in that allows you to craft level appropriate gear for your character, regardless of whether the RNG gods were good to you in your loot drops off monsters. This at least doesn't make your character fall way behind the content curve as you level up, because regardless of whether or not you've gotten lucky with drops you at least have gold with which to craft an item here or there. In PoE, the alchemy orbs which you can use to craft rares from drop so randomly, that I've personally only found about 20 in my time leveling from 1 to 53. Of those 20, I've crafted 2 items that were relevant in stats for my build - the rest were garbage.

3. The way monsters approach you. PoE tries to push itself as this super tactical game where positioning matters and all that shit. It's funny that the mobs rush you like zerglings at thanksgiving. You are constantly getting rushed by 10 - 20+ mobs which basically forces the player into using AoE spammable skills only. It's not tactical, it's a spamfest. Don't believe me? Watch end-game Chaos: http://www.youtube.com/watch?v=c3JiP-94TXw
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Anyone that hasn't pushed through to at least Act 2 Merciless really has no ground to speak on, since you can't even really begin to start seeing all the problems with PoE's balancing until the end. Sometime after hitting level 50 is where shit just goes south. Up until then, the game is enjoyable. Sadly though, I predict that they will lose much of their potential customers once people start hitting that wall. Who wants to AoE spam skills to mow down mobs with a million hit points? They aren't hard, it just takes forever to kill them.
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Re: What's wrong with Path of Exile

Postby FieryBalrog » Mon Apr 30, 2012 9:13 am

That video looks very goofy. I haven't made it to end level but the character looks almost the same as my level 7 Witch and the repeated jerky AoE animation looks pretty hilarious.

I don't think you ahve to get to max level to see some of these problems. The craptastic inventory management is pretty apparent from level 1 - who thought it was brilliant to throw away most of your loot unidentified?
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Re: What's wrong with Path of Exile

Postby adoomgod » Mon Apr 30, 2012 12:28 pm

I already corrected you on the accuracy. It's bad but not that bad. You have a base accuracy number that improves with dex and +accuracy items.

The reason u seem to lose accuracy every level is because your %chance to hit is calculated against "average monsters at your level."

So your accuracy isn't decreasing so much as monsters have increasing evasion. So your chance to hit a level 1 monster doesn't go down as you level, it's just constantly calculated against your level. So yes you do have to keep pumping into it.

It's still bad. I have 100% chance to hit, from a passive keystone, and i still miss monsters do to shoddy hit detection. Sometimes i stand in the middle of a mob and start cleaving and i miss all but like a couple monsters in 3 swings, due to LAG. sometimes i hit monsters in the distance that shouldn't be hit. Sigh.
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Re: What's wrong with Path of Exile

Postby Ragnar119 » Mon Apr 30, 2012 12:52 pm

Brixtan wrote:......


You should not give feedback about chaos

The reason why chaos is unbalanced is because,they don't balance it at all, its not even gona be in the game on relese.They implemented chaos only because of beta players to have what to do.
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Re: What's wrong with Path of Exile

Postby Brixtan » Mon Apr 30, 2012 2:13 pm

Ragnar119 wrote:
Brixtan wrote:......


You should not give feedback about chaos

The reason why chaos is unbalanced is because,they don't balance it at all, its not even gona be in the game on relese.They implemented chaos only because of beta players to have what to do.


Funny that the zergling rushes and AoE spamfests are pretty much present through all the difficulties, but, what would I know, it's not like I've been playing the beta since last September, or sunk hundreds of hours into it already. :roll:
Also, while Chaos may not be in the actual open beta content, Chris has said repeatedly that they want an end-game that functions similarly to how Chaos is, with random areas generated instead of people just doing boss runs at end-game. Most of the game ultimately forces players into AoE spamfest situations due to the constant zergling rushes, especially at higher difficulties.

Anyways...
Last edited by Brixtan on Mon Apr 30, 2012 2:21 pm, edited 1 time in total.
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