Why the Path of Exile Community is Very Upset
g'day ziggdy here is
exile's playerbase the best i've ever seen unfortunately it's over being
very dissatisfied with the current state of the game and i wanted the first reactions from the developers of grinding gear games to their complaints As a summary of what's going on and what people are
upset about now that this is a summary of the drama rather than actual content I have chosen to disable monetization as much as possible as I don't really would like an incentive to create drama content only here if its worth making a video to give people a synopsis of what is going on and share some thoughts as a game and
community that love, are in pretty bad shape right now, so there are a lot of topics to cover.
Let's just get started with the new Lake of Calandra expansion The reveal for this new mirrored lake mechanic was looking pretty good. It promised a fun new system for creating your own content, improving some other similar systems we've had in the past, more mysterious characters in
exile's law calandra after which one of the rarest items is named, after which the mirror of calandra When my perma-death character died in the lake yesterday, players quickly realized that this new mechanic wasn't
very rewarding, in fact rather unrewarding compared to the state in which most new content is released as such I feel a bit stupid for dying taking a big risk for the promise of a
very small return this one could, maybe just the big bears were stuck.
I got toxic now Jesus while I like the overall design concept of the Lake of Calandra. Aside from not being really rewarding, it doesn't really introduce any new content either, and the much-coveted reveal of Kalandra has led to a bit of a bird lady taunting us as we battle monsters that I would personally hope on a bit more for calandra and a bit more new content from this league mechanic now an expansion league mechanic released in an unrewarded state isn't that big of a deal for the grand s Of course this has happened in the past and has been improved with subsequent patches, but it means that as things stand, players really don't have a new expansion hype to fall back on when other things in the game are interfering Next we have Arch Nemesis.
This is the system introduced in the last expansion to rework rare monsters. Arch Nemesis was originally an expansion mechanic that allowed you to build a bear workshop for your own rare monsters A long long list of different modifiers that you could stack on a monster to make it stronger and add to them mechanics designed to Killing them in many awkward ways got pretty mediocre reception as an expansion mechanic since it could be quite rewarding in terms of loot. Most nemesis modifiers were frustrating to delve into a topic I've podcasted about extensively in the past and the like, but for now to keep things short here we'll just say that these modifiers pretty much distorted the gameplay around them and, to a large extent, frustrated players.
Luckily they were only included to build nemesis a monster mechanic you could avoid if you wanted then it was an unpleasant surprise right after the Arch Nemesis expansion this new list of modifiers became e
very single rare monster in the game was added, also the rewards associated with these modifiers were removed, so we had
very frustrating monsters that we couldn't avoid at e
very moment of the game and they didn't drop more loot than usual. Several patches were released to retune and remove some of the worst offenders of these nemesis modifiers, but many players continued to feel that the game as a whole had become worse with this new overhaul to rare monsters and that remained for the rest of the league like that.
This Archenemy expansion got a little better again. There are fewer rare monsters now, giving you more space to deal with w With them and some unique and actually pretty decent rewards, some of the rare monsters have been added as drops, but for many players it still felt like it would distorted the entire gameplay and
exile around these nemesis modifiers. I think this contributes to the current levels of unhappiness because it feels a bit like nemesis is gradually being patched into a better and better state, it's still basically unfun and unavoidable so for me personally it's frustrating, because I like the idea of
Exile having fewer stronger rare monsters that give up good rewards, which is the intended intent of the nemesis, but this design achieves that goal in a
very awkward way.
I could spend all day discussing the issues with the nemesis design and better ways to achieve these goals, but for the sake of expediency we'll go next for the time being there was another big reveal with this expansion, the long-awaited overhaul of an older league- Mechanicers Harvest Harvest was a Sy The result of a
very powerful and rewarding item crafting process was quite frustrating and could not be easily traded between players. They had to engage in risky trust-based deals, often using third-party Discord groups to arrange these deals, which the new rework promised make the harvest crafting mechanic fully tradable and potentially make e
veryone much more enjoyable to engage with .
People were hyped for this announcement as the Harvest crafting system was loved by many, but it has continued to be corrupted over time to the point where many have abandoned it altogether. Harvest has finally gotten some love. Unfortunately, the implementation met the expectations of the biggest skeptics in the
community. The volume of crafting you can do after the rework is greatly reduced to a tiny fraction of what you could do before, and on top of that many of the useful and powerful crafting options have been removed, previously only said that fluff and unnecessary crafting options would be removed, but o options that allowed players to reroll affix ranges known as Harvest Divining, and options like reforged suffixes and prefixes were also removed, not only that the most common entry-level crafting option, reforging a rare item with a guaranteed specific modifier type has also been nerfed.
In a way that's easy to overlook, there used to be two versions of this craft, and the stronger version has been removed, leaving only the weaker one. This is easy to miss as the two were worded similarly, If I Lost You A really nice set of tweaks to an older beloved crafting system turned out to be a
very stodgy set of nerfs instead, while the others revealed tweaks to an older one Mechanics on top of that were a
very old expansion mechanic that spawned demons from the afterlife. As you slayed monsters to update that system, a newer league scourge was recycled that much cooler and much more modern scourge monsters not only replaced the
very outdated afterlife -Monsters y that but the scourge monsters would bring their unique drops
very exciting since corrupted jewelers and fusions in particular were
very useful to easily upgrade the sockets and links on damaged items, these corrupted currencies adding or removing a socket or link randomly would what d azu introduced a
very reliable way to create corrupted six-link items for those who aren't up to speed.
This means salvaging otherwise useless items and giving players another accessible way to get their required slots for their primary skills. These were said to be reduced in effectiveness and available quantity, but players were disappointed to learn that these tainted amalgamations went from having an apparent 50/50 or so chance of adding or removing a link or socket to something which was closer to a 10 chance to add and 90 chance to remove a huge nerf to be safe. These currencies are pretty much useless outside of some risky gambles, so overall these several minor disappointments in a row aren't enough to get e
veryone excited, but certainly affected many players.
Unfortunately, something much bigger and much more fundamental was brewing, and it first started with scattered reports of someone else getting less loot than usual to just write something like that off because such claims are made with e
very new wipe when people reconnect getting used to a fresh start, but the evidence was piling up with people opening empty currency lockers, and it got to the point where even top farmers and groups started posting their miserable loot compared to previous expansions, something seemed fundamentally broken and many of us expected something to be bugged, especially since it was mentioned during the reveal that we should be excited about finding magical loot, a strategy that appears to have been improved.
There was nothing in the patch notes so speculation continued as we awaited news of developments on what caused this apparent bug and br brings us to yesterday's news post we are working on. This post promised some
very measured and minor improvements to Archnemesis monster difficulty, a small improvement to the amount of crafting available from Harvest, and an unspecified improvement to the reward tier of Lake of Calandra Rewards To be clear, all of these are good things, but they felt
very conservative given the frustration players were feeling about these issues, and the proposed fixes only addressed some parts of the issues, for example not addressing the removal and harvesting nerfs of available crafting at all , just the amount of fuel players would get to use their remaining depleted crafting options.
Most of all though was the answer to questions about all the seemingly missing loot drops, the following line in particular came as a big surprise we removed the massive historical item count and/or rarity bonus that applied to some league specific monsters, we've replaced it with a moderate two to threefold increase in item quantity to offset the fact that these often have more life than normal monsters and some cannot drop cards, meaning monsters from the Expansion League mechanic all have massive bonuses to item quantity and rarity had as stated probably around a thousand percent or more we can only really make an educated guess as to what exact numbers this hidden loot drop scaling was removed and replaced with a 2x to 3x multiplication by the amount, although we don't know the exact numbers, does this mean that the loot amount was around scha Roughly 50 to 80 percent off the monsters, which tend to drop most of the loot in endgame maps, and the rarity bonuses, which mostly affect dropping rare and unique items, appear to have been eliminated entirely.
I feel like we need a bit more context on what happened here exactly from ggg's side, but that certainly explains the effect players have noticed on their loot drops, and that pretty much affects h all, from new players just getting started with endgame maps to the seasoned Magic Finding Parties throwing hundreds of Chaos investments into each map, the post we're working on followed that shocking reveal with some promised improvements , such as higher level bases on average and some edge case fixes, but the proposed improvements once again feel
very conservative compared to the perceived magnitude of the problems in the
community, this difference between the level of the proposed changes and the magnitude of the problems , as seen by the
community feels a strong sense of disconnection and helplessness, along with ei a loss of confidence and dwindling optimism for the future.
All of this is a
very uncomfortable recipe for a
community. That definitely took the wind out of my sails. I'm so demotivated, what's the point? playing a software trade if you can't juice, what's the point of playing SSF if you can't craft equipment? I don't know what to do. I'll probably be the first today