![]() But after 3 years of playing only couple months ago I finally understood - and it made me have WAY more fun with this game even in Kalandra league - that you DONT NEED to cover all content. I mean, first I was thinking that if your build can not close ALL content - you suck. It encourages you in doing whatever you want within the limits, that are possible for what you want, not feeling “incomplete” if you get it right. No joke, I think it shouldn’t be considered as the game that needs to be beaten. I’d like to add that PoE has something idk. (God, all this talking about my build, even though it's the "bog-standard" CoC FR makes me want to login and get BLASTING again) I can go on and on and on about the cascading implications on my build that decision had, and it all stemmed from something as innocuous as flasks, a.k.a. so that wasn't even the most efficient solution because I stuck that mod on 4 of my flasks.īut I STILL wanted faster flask charge generation for my 5th flask, which the Mageblood obviously can't cover, so I pivoted to a flask charge on crit while affected by Precision Watcher's Eye. It felt great, but only until after I got my Mageblood and didn't need those mods anyway that I read online that the flask charge on crit line was nerfed a while ago and now only gives a maximum of one charge per 100ms across every flask you have with the mod. ![]() ![]() When I finally took it off, because I saw the Flagellent line of flask mods was nerfed I pivoted to using the "gain a flask charge on Critical Strike" line of mods for my Cyclone CoC FR build. ![]() This league I actually used ], some no-name unique jewel you get from an act 2 side quest all the way into red maps because even in their nerfed state flasks are too good to leave empty. Plus the fact there are so many mods and interactions and options to have them refill even faster. I will say having them refill on kill is a lot more fun than the traditional way where the best ones become "Too Awesome to Use" and you just hoard them just in case. And for the most part they have faith things can and will improve or they wouldn't waste time giving their feedback. It's important to remember for all the negativity and criticism, people care about the game or they wouldn't still be here. They're trying to hit multiple moving targets on a tight schedule in a game that's already extremely difficult to balance where every change can have rippling and sometimes unpredictable consequences. We're at a challenging time in the games development because we're in a period of change, with GGG working on two versions of the game while also trying to bridge them together in addition to providing the frequent new content updates we've come to expect every couple of months. And historically, given enough time, they've been able to get things right in the end. But it wouldn't be the same game if they stuck to the industry standard formulas of preset characters/builds, and railroaded progression. Not every experiment lands where they want it to. It's a double-edged sword, you can see where some systems degrade or fail as new things are added and others go unchanged. Managing a game with so many different mechanics, skill, and item combinations can be a mess at times, but it leads to some very fun and unique gameplay experiences. I think the most important thing they get right is they're willing to try stuff almost no other developer would do.
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