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Market should be secondary or even tetriary items source, like NPC shops in Grim Dawn.
The higher difficulty ones with the better drops are expensive to run and they might be too difficult (the part with monsters) to complete for a lot of players even if they are otherwise good at the mechanic.
Not everyone has the seasonal pet as well, which isn't helping the amount dropped nor how many people are actually trying it.
Some people also don't find the mechanic fun or it isn't what they are looking for in an ARPG. I have the pet and have next to no interest to to run mistville, and I doubt I will this season at all.
Luckily some players do run it a lot as it can be rewarding with good knowledge and experience, but I believe ultimately that the high barrier to entry plus the nature of the mistville mechanic means not a lot of players are effectively engaging with it at higher levels, which is directly influencing the scarcity of good activation skills and their high prices.
As for the season itself, while it is easier to obtain FE and progress than the previous one, there is yet another board game like part to the season mechanic , which isn't my cup of tea at all. All in all this is a pretty average season for me.
I also wouldn't rely on steam achievement records for actual results. They are highly inaccurate and don't account for a lot of factors.
Once you start grinding in T7 and T8 it gets pretty easy to get 100's or 1000's of FE from just playing.
You can also earn a lot of things without buying them if you look up where they drop and try and farm them.
But that argument is true for any game that has a marketplace. The same thing is true about POE. These games are designed that one player isn't necessarily going to get everything in the game and so people should trade with each other to get what they want. I agree with you that I think the game would be better without the market and better drops, but most games these days are set up like this. But also, since there are so many mechanics in this game, it gives the opportunity to have exclusives drops for each and let people farm the ones they like and trade for the stuff they don't like to farm. So its good and bad I guess.
The biggest problem currently with the game is the fact that end game crafting methods bind items so they cant be resold on the market. So rare equipment stays at a super high price and makes it hard for newer players to get bad rolled items to get started. Saving up can be pretty annoying for things that cost 1000's or 10,000's of fe.
I am playing the game blind without any guides or direction and I am farming T8 just fine with my off-meta build.
Some seasonal themes, like mistville, are not everybodies cup of tea. And its pretty tedious to play them.
Of cause you can get an activation medium for 200 FE, but like i said, its probably one that has pretty bad RNG on it. The ones with half good RNG are way more expencive than that.
As i said in the opening topic, you could adress the RNG of the skills to make more of the dopped one viable, rather than rendering them useless junk you should destroy.
Nobody is going to use an auto skill with 2sec delay on it (maybe in a very specific build). Nobody wants a blink skill with 6m range on it and so forth. There is a reason as to why skills with these stats a rather cheap and the ones with good RNG are sometimes 10x the price.
If you dont want to up the droprates, the only other option is to reduce the RNG to lower the prices and giving the players the feeling that its worth their while to farm these.
And its not the activation mediums only that fall into this problem. Every noble and so forth skill as well.
Skills should be core mechanics. It would be way better if they would revitalise the "precision" theme on skills and make the dropped ones such skills (rendering them more powerful or effective) and letting players who dont want to farm them or having the FE to buy them use less effective versions of them.
I played Diablo 1-3 a lot this type of game style is not new to me at least in those games even with a ranged character you could stand for at least a little bit before having to get out of the way of some attack.
Biggest thing that would really help my ranged zealot of war right now is a minion that could taunt that would make a world of difference for my setup.
I think honestly everything is obtainable with F2P, I think the real issue is how to max your DPS step by step, that kind of knowledge doesn't come easy, because generally we tends to grind in a single kind of farm. And not sure where to add the next power spike with least time investment. I don't think a build guide is really that important, it could be even malicious to pump up the price of build/item. I think what ARPG fan site and guide often lack is the everyone obviously for obvious reason is hiding the trade secrete how to get the power free step by step, I don't think anything needs to be paid in this game at all. Also for POE, if you have trouble to F2P in this game, you are likely and most definitely going to have problem F2P in POE, so stop that argument, but at same time you are ♥♥♥♥♥♥♥♥ right about it. However, I think the root problem isn't how the game is, it is rather how the knowledge is being kept secrete, LMAO. Sometime you would wonder why the heck the devs don't do this kind of tutorial. right?
Nothing secret about game, to scale power just find your main element (let's say fire), then increase overall dmg, fire dmg, +1 fire skills, +1 active skills on every piece of gear (when possible).
Then you move to tetris tiles - buy them from market for +1 skills, also look for secondary dmg bonus or elemental penetration. Get two Wax Candles with +1 or +2 main skill.
Get masteries that give +1 main skill lvl and reduce aura requirements, fit some aura mana reduction affixes to be able to put several auras, make sure they are 21 lvl if possible and have 'precise' in name.
Get one auto-curse for extra scaling, try finding gear/tetris bonus increasing max curses to 2, then put extra curse (not same).
Equip 3 battle pets with as much dmg to fire and switch their non-attack nodes to fire pen / dmg.
Double dmg chance can also help, as well as crit chance and crit dmg. If you are using attack skill - attack speed also good.
Even without all that you can reach fast T7 clear speed. With all mentioned above you gonna farm T8 fast.
If you kill monsters from one shot - you don't really care about defense, for bosses you migh need 'secondary build' which means switching some items or skills, tho simply farming maps fast is always preferable. Too often spend extra resources to make sure gear has HP/regen or ES/ES% bonuses on each piece and honestly, this is a waste of effort - just build dmg. You don't really care about dieing anyway.