Are you able to comment on if there are any unreleased delirium voice lines that didn’t make it in to the game?
Yes, there were a few that talked about mental health in a way that I worried could be harmful to people dealing with those issues.
Are you able to comment on if there are any unreleased delirium voice lines that didn’t make it in to the game?
Yes, there were a few that talked about mental health in a way that I worried could be harmful to people dealing with those issues.
Are you able to comment on if there are any unreleased delirium voice lines that didn’t make it in to the game?
Yes, there were a few that talked about mental health in a way that I worried could be harmful to people dealing with those issues.
We've released two patches with changes to Archnemesis mods since our last big post about them. You can find their notes here and here. There are more changes coming - specifically to Immunities, a change to how Archnemesis mods occur in Blight, and a change that prevents the Trickster modifier from spawning in Delve. One thing to note is that it's quite tricky to get communication about these changes out ahead of the patch itself. By the time the changes are in a state where they're confirmed/ready to communicate, they're also ready to deploy. So we will deploy them as soon as we can since that's immediately effective. The alternate is waiting to deploy until we can prepare full communication about it. While the communication is nice to have, we feel it's better to get the changes out quickly and note them as patch notes.
Read moreWe've released two patches with changes to Archnemesis mods since our last big post about them. You can find their notes here and here. There are more changes coming - specifically to Immunities, a change to how Archnemesis mods occur in Blight, and a change that prevents the Trickster modifier from spawning in Delve. One thing to note is that it's quite tricky to get communication about these changes out ahead of the patch itself. By the time the changes are in a state where they're confirmed/ready to communicate, they're also ready to deploy. So we will deploy them as soon as we can since that's immediately effective. The alternate is waiting to deploy until we can prepare full communication about it. While the communication is nice to have, we feel it's better to get the changes out quickly and note them as patch notes.
Read moreRewarding rares?
I commented on this here.
Rewarding rares?
I commented on this here.
Don't forget Headhunter please :'(
We're actively working on a solution for this but I don't have any specifics I can report right now.
Don't forget Headhunter please :'(
We're actively working on a solution for this but I don't have any specifics I can report right now.
My favourite is a removed voiceline
Then you remember that delirium was released early into the pandemic
Delirium was released on March 13th 2020 - that line was written well before the pandemic had really kicked off. I remember seeing one reddit thread that never left /new but it was someone saying 'This is really ruining my immersion'. There was something subtle but hard-hitting about the way that person represented their unease over the voiceline. We quietly removed it that day.
My favourite is a removed voiceline
Then you remember that delirium was released early into the pandemic
Delirium was released on March 13th 2020 - that line was written well before the pandemic had really kicked off. I remember seeing one reddit thread that never left /new but it was someone saying 'This is really ruining my immersion'. There was something subtle but hard-hitting about the way that person represented their unease over the voiceline. We quietly removed it that day.
thanks for all the hard work bex :)
is there any chance the team has had time to investigate the lower/worse than normal loot on rares/archnem rares?
hope u guys all got to relax some this weekend
We reviewed the rewards being dropped by rare monsters and on average they drop more rewards than 3.17. Once we're done with the balance work on the mods, we'll review the rewards to see how they feel with regard to their difficulty, with a particular focus on rewards for rare monsters with multiple modifiers.
thanks for all the hard work bex :)
is there any chance the team has had time to investigate the lower/worse than normal loot on rares/archnem rares?
hope u guys all got to relax some this weekend
We reviewed the rewards being dropped by rare monsters and on average they drop more rewards than 3.17. Once we're done with the balance work on the mods, we'll review the rewards to see how they feel with regard to their difficulty, with a particular focus on rewards for rare monsters with multiple modifiers.
Man, the Discord notification was "@everyone you all
criedasked, and you shall receive https://www.pathofexile.com/forum/view-thread/3268799"Definitely feels like they still don't think they were wrong....
That comment wasn't posted by GGG
Man, the Discord notification was "@everyone you all
criedasked, and you shall receive https://www.pathofexile.com/forum/view-thread/3268799"Definitely feels like they still don't think they were wrong....
That comment wasn't posted by GGG
Nice title, Chrisp
Nice title, Chrisp
Roger, and not to sound cheeky or snarky, but it seems we should be blaming the developers and their design decisions, which has been a running theme across several of the past leagues. So my question is, why is there such a large disconnect between the design direction and player enjoyment and wants? I for one have become exhausted of this cycle, and I can only imagine GGG is far more exhausted of it. So then why does this seem like Side Show Bob walking across a a yard full of rakes and getting whacked in the face.
I kind of disagree that there is a large disconnect. Keep in mind that it's the same team that makes the things you do like, that makes the things you sometimes don't like. We're aware that there is a range of preferences between people who want more challenge or not and we try to cater to that as much as we can. (Hard Mode being a separate version is an example of this). Additionally, the changes we're making to the Archnemesis modifiers to make them more manageable are compromises that we're willing to make and feel okay with - both because they still with our original design intention and because what you think about the experience matters to us.
Read moreRoger, and not to sound cheeky or snarky, but it seems we should be blaming the developers and their design decisions, which has been a running theme across several of the past leagues. So my question is, why is there such a large disconnect between the design direction and player enjoyment and wants? I for one have become exhausted of this cycle, and I can only imagine GGG is far more exhausted of it. So then why does this seem like Side Show Bob walking across a a yard full of rakes and getting whacked in the face.
I kind of disagree that there is a large disconnect. Keep in mind that it's the same team that makes the things you do like, that makes the things you sometimes don't like. We're aware that there is a range of preferences between people who want more challenge or not and we try to cater to that as much as we can. (Hard Mode being a separate version is an example of this). Additionally, the changes we're making to the Archnemesis modifiers to make them more manageable are compromises that we're willing to make and feel okay with - both because they still with our original design intention and because what you think about the experience matters to us.
Read moreYou might caution Chris not to say "extensively tested" when he is using it in this more narrow bug-hunting sense. Players typically read this as "tested whether it worked and was fun to play", which evidently is not what Chris meant.
I told him lol
You might caution Chris not to say "extensively tested" when he is using it in this more narrow bug-hunting sense. Players typically read this as "tested whether it worked and was fun to play", which evidently is not what Chris meant.
I told him lol