@Brammflakes@WARDOGS The team swapping sleeper cell issue has to change. somebody swapped teams last night knowing the drill codes to pull the hot zone away from our team to make sure green could win.
Opinion on poe1 ground loot after reading the upcoming 3.29.1 patch notes:
This game is and has been completely infested with tile loot that gets constantly buffed, see the buff to abyss chests instead of monsters in the upcoming patch. On the other hand, you need to go to ridicolous lengths to even start seeing returns on ground loot from monsters.
The current league mechanic shows this perfectly, as you can stack "cannot drop equipment" (absurdly rare and absurdly powerful mod) with up to 8 other multipliers (stack rares/magic monsters, pantheon, fracture, possessed, wisps) + border modifiers and still only collect "decent" returns. You will basically never see this mod btw, and the rest is extremely underwhelming for how much work goes into it.
Meanwhile you get showered in Scarabs from Strongboxes and chests which are 90% of your profit.
If you look at the implicit and border modifiers of charts, you'll notice that they designed the Allflame mechanic as if ground loot "is a thing", which it hardly is.
When you do a map in poe1 and only kill "normal monsters", you expect nothing in return. That's a problem. While having different issues, PoE2 has a winning formula on ground loot and should be considered as a blueprint for how non-tile loot is approached in poe1.
@MidnightBoshi I would not get your hopes up. I believe this is only going to be on the rails type of event for the lagiacrus fight. Either you go in the water to aggro him for the hunt or he transitions through there and we follow.
Banning players for using mechanics exactly as you designed them in an Early Access beta test is pretty crazy. Removing the currency from the economy makes sense. Bans not so much.
“Many players are reporting that areas feel like they are too large. Normally when this is the case, the main reason is due to other concerns such as monster life or player damage being incorrect, or just a lack of entertaining content in the area”
Or, maybe they are too large.
@HessTruck72@PariahDoxTV The end game grind is so fast and that’s a reason why so many returning players play this and reach the point of oh there’s nothing left to do.
@BannedDino In my opinion guardian monsters are a cool concept in the case of Arkveld or zon. But reusing old monsters and coloring them white felt lazy. because they have a wylk explosion doesn’t make them new. Guardian rathalos and then having regular rathalos emphasizes roster filling
@KitRamune @mexican_sunbro And the massive open worlds feel dead most of the times as you auto path through them on the seikret. Not to mention it’s so easy that nothing sticks out.
@DarkwingDust69@fatalis1001 @moosketches @mexican_sunbro I agree just because it had white on it doesn’t make it new. Heck they even have guardian rathalos and threw in the regular rathalos still.
@BannedDino It was cool but it felt like a copy and paste from world. just xeno jiva but different. The biggest problem is that it’s a one time thing. It’s not an optional it doesn’t rotate. It should have been the last monster of high rank with a tempered version.
130h
Sucks for me to admit but MHWilds is too boring.
The gameplay is nearly perfect but it’s not peak MH.
The content is too weak and not super inspired. I can’t find any meaningful incentive to keep playing, which is fine.
But I had more fun and purpose in World or past games😔