Yeah this league was awful for people with only lets say 10h per week to play, i managed to fish for maybe 2 divinie modifiers giving around 50 divinies and later couldn't get even a single divine so i gave up since everything was already inflated in prices..
@@ruibarian5187 Yeah you could have brought em with the 50 divs, however everyone thought the farm would still be relevant after 1-2 days so why buy it if I can farm as well, then boom strat nerfed prices of items went back up and your mats prices goes down now you have less currency then before.
@@kysann8759 the HH farming strat was never nerfed. They've been roughly 10-12div the entire league, anyone could put together an ele bow build for 20div wby crafting a perfect bow and an HH. Even if you only farm 1 div an hour, playing 10 hours a week you could have had an endgame bow, quiver, Hyrri's Ire, and HH after 3 weeks, then you can go farm any T16 strat. There were multiple T16 starts that made 8-10div/hour, so in 2 more weeks you'd have 200 div to do whatever you want, even as a 10 hour a week Andy. No one needed any of those abusive strats to be successful this league, you're all just doomers.
This was one of the big things for me, I really really did not enjoy sitting in T16s cos I don't have a crazy amount of time to play and watching friends or streamers who have more time to play than me essentially play a different game
I went to a private league, 2 days in and we had a CoC DD guy farming T17's supplying everyone in the league with items as it was just raining. Killed the hype instantly
@@Guah00 that says more about your lack of judgment in what you’re buying than anything about Necropolis… there were so much bangers games in the last year.
@@thierryfaquet7405 Nah, just shows how much I enjoy Path of Exile as a game, even if the league felt subpar. I enjoyed a lot of games but only a few I had more fun with than PoE.
The trade gap pretty much destroyed my experience, like wasn't able to farm anything, and other guys were already rolling around with tonns of currency, Lost my enjoyment, and made my experience worse.
same , far behind and unable to get currency and some mid range items , ppl were farming tones of divs and i had nothing so i left and never open it again
I wonder how many people actually care about this though. I don't at all, even though I play trade. I prefer to craft my own stuff and buy only what's necessary. I still hated the league. I'm curious to know SSF player retention rates.
Same. I played Kalandra slightly longer. But this one equalled my shortest league ever (a week), tying Synthesis league. But I played Affliction so much I didn't care about taking a league off
@@bobbob-vw4cc There is this weird sentiment within the community and GGG that something has to be a grind/chase in order for them to keep retention numbers up. While for some people that is true, it is more often not the case for a larger majority who don't have the time to invest into the chase and a slightly easier path to endgame builds and experimentation keep them around longer trying new things out. It also helps if the league mechanic doesn't make you bored out of your mind.
It's wild to me that they decided mid-tier crafting is what needed to be scooped. Like, all the no-lifers skip right past that point, but for your average 10-20 hr/week person, we spend some time there on our way to nicer crafts. Just like ziz said...what's my next upgrade? I would really love to see veiled chaos come back.
Couldn't agree more to this, what I think was the most approachable "good crafting" was removed entirely with this league. Initially I thought oh maybe Necropolis is a crafting league mechanic so we should be compensated. Nope, absolutely fking not sadly
im sorry but the "casual" player does not know how to use a veiled orb. Like you're refering to buying fractured base, essence roll for decent suffix or prefix, lock suffix/prefix and then veil chaos and pray for correct roll + another decent affix and craft the last affix, right? What other use for veiled chaos was there? no one was actually using them on random items they found off the ground. But yes losing that crafting process is disappointing as it did allow you to get really good items for only a few 10s of divines or less, that otherwise cost hundreds of divines. But just the usage of the word casual was slightly triggering, nothing about that is casual
@@MyNameIsSalo as you can see you can explain the whole process in 1 short paragraph. I'm a small channel and I have a video on this crafting method in affliction, super well received from people who know absolutely nothing about crafting before. I consider this very casual friendly already, if you disagree feel free to do so, i have no right to force you to have the same opinion as I do. However same logic apply, and I have no obligation to care about how you somehow feel that me using the word "casual" in my OWN OPPINION is somehow triggering. Excuse me here I thought its summer time right now, yet somehow I encounter a snowflake
In the first portion of the video, I thought Ziz had it wrong first because he is able to no-life the game. But later on in Endgame changes he does mention my biggest gripe with this league. This league ABSOLUTELY dumped power and items like they were a penny a pop onto people who no-lifed the game and got in early. I have a ton of hours in Path of Exile, well over 3000, but this league absolutely murdered me in the trade league because people with no job (or playing the game was their job) were able to discover and abuse various mechanics, which were patched by end of day when I got on. There was a literal wall of power between me and them, and I couldn't afford 90% of the items I was looking at. To add, this league mechanic was WAY worse than Ziz let on specifically because no-lifers can afford to poke and prod at the map monsters and reward / penalties. I spent literally less than half as much time as I did in any previous league actually playing the game because I had to make sure I didn't die the instant I spawned into a map. None of my characters leveled past 91 because dying was just there all the time. The mods were very inaccessible unless you specced into them, and you were FORCED to play with murder mobs if you didn't have stuff to offset their mechanics. It was a real feed bad time all around I'd give this league a 4/10, only because the buffs to the Atlas tree (3 atlas trees will be AWESOME when I'm not league mechanic strangled), and the other new changes
for someone with 3k hours, you're doing something very very wrong. Yes there was a massive wealth gap, but at the same time the majority of items were very cheap. Headhunter was like 10d at one point. Yes you won't find many very valuable drops because everything is devalued, but you still found a lot of consistently valuable currency items, allflames, scarabs and maps you can bulk sell. It was very easy to pull 50c+ profit per map with some basic investments. It didn't seem like it as it was all smaller drops and you'd never get something worth over 1d but trust me it was super easy to make money at all stages of the game, and everything was very affordable. The only stuff that was actually inaccessible was BiS gear like magic jewels for adorned setups, good cluster jewels, synth implicit bases etc. Stuff that no one needs and you can clear all content comfortably without it. The lantern mods were not impactful whatsoever out of some edge cases like multi proj rolling on a projectile mob. It was very rare you'd encounter something that poses a threat, most of the mods did nothing at all as it wasn't really compatible with the mob. If you were consistently dying then it's not the lanterns fault, it's your build.
@@MyNameIsSalo i lost interest way way quicker than usual last league, but it looked to me like headhunter or even mageblood was not nearly enough to start farming t17 maps. am i wrong? tbh the jump to t17 in terms of gear required and the vast difference between profitability between t16s and 17s just felt so exhausting that i quit very early. but i don't know, maybe its just a perspective thing. ziz talking about how t17s were wildly more difficult than ubers is not really easing my concerns though. its not like i'm a super casual player either, i've had headhunters and magebloods and progenesis etc before.
@@Matt-sl1wg Once you've beaten it once already, obviously you already learned how to win. Me with no reservations, no extra strikes heavy strike marauder vs added elemental damage projectiles. Goddamn. Guess I learned the hard way, lol.
I remember thinking when the league was announced that the tedium of having to setup each map every time would get old really fast, and shocker, it was beyond tedious before even completing the campaign.
@@Arccanos I mean granted thats where you spend 90% or more of your time in arpgs nowadays. So yeah. Best Endgame, Best Gear System, most interesting crafting and build mechanics and bar none most build diversity is how I would describe POE. And not the most casual friendly as the negative topper
@masterslayerable I'm done with all content on about Tuesday after each league start. Friday and Saturday are getting through the first round of maps. Sunday is leveling and some bosses. Monday night and Tuesday night are Ubers (gotta work). We don't play ARPGs like we used to. This is supported by POE retention rates being bad for years.
@masterslayerable I'd also say that POE's gear system is not the best anymore. Get your Mageblood Sunday then kill Ubers is actually some of the worst gearing in any ARPG right now. POE crafting is also convoluted, and GGG has lost control of power creep on rares. Last Epoch crafting is far more enjoyable.
The thing that struck me as an SSF player is that I was banking on it to really come through to help fill the gaps with gear I needed but the time to invest and not being a super power gamer meant that a lot of what I did make was pretty underwhelming especially when it came to filling the plots and storage space. Not sure why but whenever GGG makes a crafting league they seem to over think the complexity and under think the sustainability of their system design until they bring them back in a more accessible form at a later date to go core. For me, Necropolis the league was easily one of the least interactive for me and T17 with some tweaks can be fun if treated as an actual stepping stone. The baseline game changes were fantastic though and it's great to see more being introduced in 3.25. Quite frankly, I would have loved to be a fly on the wall when the idea was pitched and the initial reaction for how many clicks are required in order to use the mechanic and it being unavoidable and how much push or resistance there was in regards to whether or not the league items would be voided due to how insane they are even when compared to pre-Necro mirror-tier items. Every league I've played has their own ups and downs but Necropolis was way more like a Standard+ for me where I was more excited to have the Seer modifier than anything that was tied to the graveyard so I'd have to say it's definitely my least favourite and that's including Bestiary when you had to manually net beasts.
I actually managed to a couple of really good items in SSF before quitting the league but it was literally that, 2 items from the league mechanic in the time it took me to hit lvl 91.
As a casual player, I hated the forced map mechanic. It made everything harder with 0 real benefit. I quit the league about 1 week in because it was just not fun, but tedious.
Yea .. i didnt enjoy playing POE till i tried ruthless SSF in affiliction league .. i just like how game felt in that mode .. I started this league with excitement as well and it was horrible to play .. forced map with no real benefit made ruthless non enjoyable for me.
at first i thought that necropolis was bad purely because affliction was incredible but looking back made me realize that top to bottom it was fucking awful.
Yes, yes it was That said i disagree ziz - You mention "being able to get good gear easily" is why retention was low. I dont think so. I didnt quit because "graveyard was too strong". I quit because the league felt shit, and if you werent a streamer blasting T17s with OP build you were picking up scraps. It had nothing to do with "i got too strong and got bored". Affliction was "I got good gear easily" - and it was one of the most popular leagues of all time.
I would agree with this from the perspective of a player that just outright buys most of his gear and just wants to experience a strong character. But from the perspective of a player that incrementally upgrades and crafts his gear jumping from your mediocre starter bow straight to a 6x t1 ele bow, with basically no room to improve that slot unless you go for synth implicits, felt really bad.
@@tacticaldot4396 everyone like to be geared and not be oneshotted by Game mechanics, most of US work, have kids, wife, things to do and being able ti complete your char make the Game mechanics, farm currency and be able to play the way You like is not a dropoff by any means at the end we all want the same thing play the game and the less grinding and beleive me dying by some stupid Game mechanics one shotted that You couldnt Even SEE is the problem. Not being geared... Stupid thing to Say "o no I geared to fast.!" Now i don't want to play anymore... Dumb as f..
agreed, I liked the Forge league better than Necro because I could slowly build my items. I had so many items in my stash tabs as good bases since the forge mods were good, I just needed to get the reset of the crafting sorted.
Affliction has the exact same issues as necropolis when it comes to picking up scraps. You were either doing the giga mfing with affliction or you made no money in comparison and the market went volatile as hell. Both of the leagues had the exact same economy issues and both are shit.
This is why Affliction is a beloved league. The difference here is that in Affliction, everyone was making more currency, not just a lucky subset of players. Magic finders were making money, Bossing, supplying map currency, simulacrum, delve. The casual 1hour a day player was making more than they ever did before. The economy and best currency strats adjusted slowly giving players a chance to adjust as well, not just sent to oblivion over night.
Personally, I think any league that completely obliterates your stash space and clogs up your screen in maps is no good. The crafting changes they made were okay, but it came too late without addressing the aforementioned issues. I'd rather have a list of requirements from the league mechanic to craft with a group of modifiers, with item level determining the weight of the tiers. That corpse shit sucked.
main problem was that even after the reduction there were just too many corpses and too many graveyard spaces. like you need 80 items for one craft which you had to trade one by one.
This was my first league. Randomly rippy mods are bad enough for people who have experience. As a new player not knowing what mods to even look out for, it was awful. Playing through the campaign for the first time and suddenly having overpowered mobs meant way too many things to learn about from the get go. I think I got adrenaline roas right off the bat.
I'm still decently new and pretty bad at the game. the only reason I played for as long as I did this league is because I hadn't finished all of the invitations before and that was my goal for this league. All of the fun crazy stuff getting nerfed/changed before I had the opportunity to even attempt them killed my desire to continue playing. Watching a good chunk of people take advantage of systems really early only to have them be not NEARLY as good (or even exist) by the time I got to them was unbelievably off-putting. My friend saw the nameless seer/the seer scarab 10+ times, and by the time I was actually moving through maps at a decent pace it was nerfed and I had only seen it once (and that would be the only seer I saw the entire league). Stuff like that destroyed my desire to play.
The game seems to have an overall balance issue imo: you can't properly balance the game for both casual players AND professionals. It is fun to watch Ziz do his thing but I am enjoying last epochs accessibility more as a casual player.
its way too convoluted for people who cannot no-life the game. it is an impressive game, but way too much to think about and micromanage. The players on servers are quite toxic and unhelpful as well. I tried 3 times to reach endgame and it was not a fun experience.
Path of Exile balances for the top 0.001% of players who spend a dozen mirrors on a meta build, and that often completely ruins the experience for average or above average fans of the game.
I'm just not a fan of crafting leagues. Looking back through all the leagues, there is not a single crafting focused one that I enjoyed. The content and changes that came along with Necropolis were great, but the league mechanic itself does have a huge factor in my overall enjoyment.
I hated having to mess with the lantern every single map, ive literally never quit a league before at least getting all the voidstones. I didnt even make it out of yellow maps this league.
Tota and affliction were absolutely amazing for the average Joe. Two of my favorite leagues that kept me engaged for the longest. When I saw how far ahead the top tier guys were and how ridiculous the league mech was, I bailed. This was my shortest league to date. Seems like that was the consensus. Hopefully they learned from it and next league is a blaster
Why do you give a single crap about how far the "top guys" are ahead of you? How does it affect you at all? I hope you realize that the "top guys" will always be infinitely richer than you because it's obvious that you're just not good at the game. It's actually hilarious how you people seem to think any league that doesn't barf out infinite free currency with no thought is "good" for the game.
@@Sammysapphira oh my sweet summer child. GGG literally just said that the top %1 flooded the market with all the uniques last league. They quite literally changed the game for that reason. Also, post your account. You seem to think you’re quite amazing
My biggest issue with POE at the moment is the major lottery element. I'd much rather a stable income/currency generation with an occasional peak here and there due to finding something good rather than hoping for that one perfect mod combination to get a loot explosion or that one drop that is worth by far more than everything you farmed throughout the entire league.
The thing is tho that still exists, and there are TONS of methods to have really stable currency farming. For example: Harvest, Anything expedition whether its inmap or logbook or tujen, Sanctum honestly aswell, Essences are the definition of stable currency generation because there are BARELY outliers. The problem this league was all of the FOMO because of how insane the top end t17 methods were. It was fine when the above methods went between 5-15d an hour depending on how efficient you are while the top end made like 30. Its not fine when the top end makes more than double or triple that.
There isn't a single currency farming method that relies on lottery drops. Everything can result in a lottery drop, but in reality those drops contribute very little to the overall profit over sufficiently large sample sizes. It's all the small things that add up. Like if you're farming harbingers, you're not doing it for a mirror drop. You're doing it for all the other drops which are consistently dropping (yes fracturing orbs are a consistent drop), and if you get a mirror that's cool but you're still making 10d/hr profit without it. No one is waiting for the perfect mod combination to come up to optimise currency gains. That isn't a real thing people do. A LOT of people were baited by fishing for lantern mods this league, which is very much a lottery gamble. But it was a complete meme, no one putting out genuine guides was telling people to do it. It was a joke.
@@MyNameIsSalo I will give you a quick example: Last league I dropped a raw 15-20 divines. But in one particular map with the right mod combination, I dropped over 30.. That makes my whole league haul feel worthless and everytime I dropped a single Divine it just felt like "meh.. I could have dropped a dozen" and made me always wary about missing the next lottery ticket.
An atlas keystone at the top left of the tree that said "100% more allflame ember drops, monsters cannot have Unresolved Anguish" would have straight up doubled the amount I played the league. The lanturn was awesome, corpse management was miserable. That said, the t17 balance issues were a much bigger problem than anything about the league mechanic
summary of necropolis league for me: 1) katarina vs veiled orb: 13:0 2) 0 x t17 finished 3) sold over 450 div in essences! 4) essence farming on red white maps was my endgame. 5) 22 days play time with over 800 deaths
I liked the mechanic, hope that it get revamped in a way similar to harvest and put into the core game. Can think of a few ways that would work in a nice way to keep the crafting in, while removing the things people didn't like about it.
I really liked cheap uniques because chasing double corrupts for my unique-heavy build was really fun. I ended up getting a near perfect Mageblood double corrupt that would have been nearly impossible for me any other league. I didn't love the graveyard but I found a niche, crafting 2-3 fracture boots with chaos res / move speed / str / int / mana that would routinely sell for 25 div, and I could reliably hit 4 out of 6 sellable items per graveyard. They were simple enough to craft and kept me rich enough to double corrupt several Magebloods a day. I also had a blast farming T17s, but not rolling them. I hope they're a bit more sane and toned down this league for everyone's sake. Scarab rework felt really nice for me, but I think I'm in the minority there. Excited to play around with a sixth slot this league, will help me super juice a strategy I ran last league.
crafting leagues that are inventory-intensive, tedious, and spending undue amounts of time in not-maps are my kryptonite hated the league, LOVE the changes to the base game though.. will be super pumped to play settlers
I also dropped my 1 and only Shav's (didn't play much in the past few leagues) and I remember it fondly, top right corner of a T10 or 12 tropical island, I was around level 80-82, playing Death Aura. Seeing the drop rate of these (previously) chased uniques does make me sad, especially as a pretty casual player with not much time to sink.
The unique thing is what makes the new nemesis system in LE and the LP system so good you can still get that excitement for a rare drop while also not making cool uniques so rare that you can't enjoy using them. It is pretty lame when you have uniques you likely just will not see ever in a league.
This league allowed me to have gear that I've never had any other league so for me it's a win. I do agree that the tier 17 maps pre nerf were absolutely insane... But I also crafted some of the most insane gear I've ever done since recombinator.
Very well said and one of the most irking thing is only having limited amount of all flames shown when opening a map, while my bank was chuck full of them having to shift through them all the time was just tedious.
I hate the current state of scarabs sooooo much. Having to do barrels only to get loot is horrible, and the scarab farm using Back to Basics, which is basicaly "don't do mechanics to enhance them later" is sh*t. I liked however that you could block scarab drops by blocking mechs It's actually the scarabs that made me drop the league
The design of the league mechanic was awful, but the way the new scarabs work and feel sucks even more imo, since that's core as of now. Also way too many single scarab drops to pick up. Leaving every map with a full inventory of 1x1 items is rough.
Just wait until they add a 6th map slot next league 😃. You think scarabs will get any better? I'm gonna say a big fuck no probably they're going to feel even more mandatory and worse than ever next league. My prediction is they're heavily nerfing loot drops and adding the sixth scarab slot to make up for that.
@@JAH93 Yeah, I don't expect the scarab problems to be better. I honestly sighed at the sixth map slot, but who knows, others might love it. Not me unfortunately.
@@tehprell i agree with you, but i'm wondering if the auction house might make buying/selling scarabs a bit less time consuming which might help a bit. i much prefer the previous scarab / sextant setup though before the rework.
in graveyard I made more than a full stash tab of items that in any other league would have been mirror-tier. My collector/hoarder brain was happy. however it is extremaly tedious process. I love crafting leagues, even if they are tiresome, though.
@@user-baev Who cares about the hours. How many maps did you do? I did 400 maps and got 0 T17. I went to standard to test something, did one map and got a T17.
@@dr.morbius I did like 800-1000. I can't believe you, guys. Sometimes I dropped like 2-3 per map. I have no clue, maybe your filter hides them or you are two of unluckiest players in the game. At least you can buy lottery tickets now, since all bad luck sucked into map drops, who knows, maybe it's time to get rich
I didn’t like the corpse mechanic, nor the graveyard crafting, or the map mod mechanic. However I liked my EK ignite build more than anything so I really liked the league for the wrong reasons. Most of the time, it’s your build that determines whether you like the league or not.
after skipping necropolis league. the only real bad things about it seem to be T17 fuckery and the crazy tedium/bloat of the league mechanic, streamers buying multiple quad tabs to keep up with it is insane. but other than that it actually sounds pretty awesome, being able to create perfect items as a NON 12 hour a day player sounds amazing, especially since every league is a reset anyway, more realistic availability to things for more players is always a good thing.
I really hope the devs take a hard look at scarab availability especially in early league. It makes alc & go super tedious when you have to go to the trade site for every map to buy a single useful scarab for your farming strategy because no-one has stock. I got the feeling that everyone was hoarding scarabs initially because they weren’t sure if they would be useful. Trying to self farm scarabs from the atlas tree was way too hit and miss and ate up a lot of points for other actual farming strategies. It would be useful if they could reintroduce a tier listing for scarabs of say: T1 - maps contain Harvest; T2 - Harvest juice is doubled; T3 - Harvest contains bosses (cornucopia) etc. They must by now have data on drop rates and prices which they can use to adjust availability of scarabs. Tiering the scarabs would allow for deterministically upgrading scarabs much like oils and essences. Another useful deterministic means of getting the scarabs you actually need would be the reintroduction of tiered scarab chests in Betrayal with a much higher chance of dropping T2 and T3 scarabs. The above would probably mess with the scarab economy but I would much rather have that than having my mapping strategy hampered by scarab available, especially considering the additional scarab slot which will be available on the map device. It would also make it possible to be able to run multiple farming strategies per atlas tree rather than having to focus on a single one.
The league mechanic was an arduous Sisyphean task that was too strong to be ignored, which made the player either very bored (from diagram reading) or very poor. And the constant nerfs didn’t help. Allflames were great for players that could afford cool ones but not enough for me to give the league more than a 2
I played for some time and got three different builds to level 95 in SSF. The crafting was too complicated - I collected tons of coffins but in the end never used them. After a while I mostly ignored the league mechanic - so I used allflames randomly and didn't care about the modifiers or monster types. I really liked the higher chances on the Atlas nodes as it allowed my to get guaranteed mechanics in my maps. The scarab rework didn't feel good in SSF as I got mostly scarabs that weren't interesting - even 3:1 vendor trades didn't change this. If they would have left Harvest scarab rerolls in the game it could have been different. As scarabs felt so underwhelming, I think about ignoring them and keeping Unwavering Vision for extra points next league. As I didn't do all void stones I never found a T17 map in SSF, so can't say anything about them.
I found nercoplis to be one of my favourite leagues. Not everyone enjoyed grinding for multiple coffins and then mix and matching them in a recipe but the results being very very powerful made it so much worth it for me. I had a blast crafting insane gear and also just having some fun with my own recipes for items i wanted to try craft. It was also my first league to reach a character to lv 100. Usually i quit at around lv 96-98. I tried coc dd, frostbolts and explosive arrow build all were very fun builds. T17 were hit or miss for me since you had roll the maps well with chaos and you really cant just alc it randomly and then just watch out for reflect or no regen. I had a couple maps with chance to drop divine and chaos and then juicing those for some crazy loot explosions which were fun. Barely interacted with other league mechanics besides breach,shrine and essence.
To me the biggest issue was just the constant cycle of new $ strat gets discovered, a small group of elite players exploit the hell out of it, general player base find out, nerf it before anyone not part of the first wave could benefit.
The way it felt it was that they focused on making core game changes this league and completely forgot about league mechanic and hashed up something in the last minute. I mostly play for the league mechanic or if there are certain new mechanics/uniques etc to make builds that i find fun viable or more fun (like borrowed power in Affliction).
Personally, the biggest issue for me was that we were forced to interact with the league mechanic. Whether it makes the game easier or not, I should be able to choose whether or not I want to interact with it. This is why even though affliction was a tough league, I could still play it because it wasnt required to interact with it. I think the idea behind the entire league was amazing and could be an interesting mechanic overall with some tweaks, for instance acrual storage space for the corpses like beasts have, but the biggest issue which put me off the league early was not being able to take things at my own pace. 'Well you could use the mechanic to get better gear early' no I cant. Im not even a new player but I think people forget how complicated poe is in general, theres alot you need to know. This was my first arpg and I went through the entire campaign eith overall negative res, because I had no idea how important is. In my mind, I could just build a glass cannon and get by bug damage, but i wuickly found out that i wasnt actually doing alot of damage and I wasnt tanky either. I looked up a guide which then very quickly capped my res, increased my life by a crap ton and doubled my damage. My mind was blown. Then you get to maps and have no clue why its so much harder despite being over leveled and then you find out that spell suppression is broken, but only one class has easy access to it. Theres so mamy stages to this game to get to an endgame player and even then you barely scratch the surface because theres theres alot of insane interactions between in game mechanics and its not easy to find them eithout already knowing about them. This is what I like about poe though, theres alwasy something for me to learn but being forced to interact with a mechanic when youre not ready for it dramatically increases the difficulty of the game.
My only complaint about POE is that to get quality loot / currency you have juice maps and every season the loot drops gets smaller and smaller and the 99% grind and 1% gain sucks. They need to bring back crazy loot drops to take the focus off the grind.
I think the problem with the crafting was they didn't gate it with time engaging with fun mechanics or even difficulty, the gated it with tedium. But with the level of power you basically felt obligated to deal with that tedium, which isn't fun for anyone.
Necropolis league was great after the first week when I could actually SEE THE ITEMS BEHIND THE GRAVE that I couldnt collect. Perma scaling modifiers added to everything in the game in every map by RNG was horrible. hated every part of that. Allflames were fun, until nerfed. and fun, until nerfed. and fun......until nerfed. hands down worst part of the league was nerf interference timed so late that most of the playerbase was convinced it wouldnt be nerfed. Effectively rugpulling everybody late to the extremely rewarding stuff. Gravecrafting. I love that this existed so I could print battered foils early league, make 6x T1 bows so common I could buy a mirror tier weapon of other leagues with 8div, and I never did use my 4 full quad tabs worth of corpses because even after knowing the mechanics it was still too complicated to want to try. Not sure about other players, I had a great time enjoying the game as if T17 didnt exist. even looted my highest value item of all time from breach ring turnin. Loved being able to buy headhunter for 20div. Honestly I want chase items to be realistic. none of this 3000 div original sin nonsense. Attainable chase items are FAR better at keeping me in the game. Screw farming a month to get a mageblood only to be so burned out i dont use it.
The mandatory lanterns kinda killed it for me, I'd finally get an upgrade I was working towards, and it was kinda hard to feel the difference it made cause they would make the same map feel wildly different on difficulty for me
Maybe one of the reasons we are getting a 6th slot in the map device is in the future we might be able to slot all flames in one of the slots as an alternative to a scarab....just a thought
I found a mageblood in like my 15th map or something like that (probably higher but I wasn't counting) so I was like "oh I just had an awesome league start"
Thank you, I agree with everything you said. This is the fewest hours I've had in a league aside from Kalandra. The graveyard crafting mechanic felt awful and tedious, as did storing all the corpses, but it also felt mandatory if you wanted to have items. That being said, I still put in more hours this PoE league than I did in Last Epoch or D4.
legit, my favorite league was scourge, the mechanic that added the corruption tree wasnt waht i liked so much, it was the fact that it was a really cool theme and you could just flip the map and be swarmed by demon and shit, soo cool.
I absolutely despised not being able to ignore the mechanic. It was a straight-up difficulty increase across the entire game, and I'm not a great player, so it was the most painful levelling experience I've ever had, and I'm including Misery Gauntlet in that. The updates not related to the league were ok, but the mechanic itself just sucked. The only core update I didn't like was the change to Veiled Orbs. I hate fighting Catarina already, I just can't seem to get the hang of it. I like being able to find Veiled Chaos Orbs, it's fun to craft with them. Now, that's just gone. I really REALLY hope next league is actually good. Every single one of the builds I've fallen in love with have been nerfed to hell, and I expect DD is next on the docket, so if there's another difficulty mechanic, I'm just done.
This was my first ruthless league and i have to say, it was a really fun experience for the most part. The necropolis was a great way to get good or at least decent items in ruthless. So i thought lets go for the challenges in ruthless this time. What ggg does not tell you is that they also increased the grind in ruthless and not only the item scarcity. Its kind of insane how long it takes to progress in the endgame. Nearly twice as many maps for searing exarch or eater and it was like 120maps for maven (i had invitations without splinter drops..) The only non basic invitation i had was the twisted, because uniwue maps are so rare too. So basically it was a great experience until i was at that point where i wanted to do uber elder and maven for my voidstones and try to go for t17. At that point the grind was way overtuned and with a build that might need multiple attempts because you cant get certain items in ruthless, i felt punished. That the fight is far more fun when you dont insta phase them, is no longer the case then because when you grinded for endless hours to fight them, all you care about is beating them. By the end i was completely burned out on path of exile and not getting my last challenge even with all the time i invested felt just bad.
@@aryabloodborn8160 Well at the start i really liked it. Blue items had a value again. You pick up rare items even in lategame. Gems and support gems are valuable drops, expecially when you find them with quality. Unnecessary powercreep like Pantheon is removed. The game felt much better at first. If only the grind wasnt increased as well. I actuallly think that reducing it would make sense, so that you can try to beat bosses more often with your overall weaker builds. If ruthless description would include: "You get less exp, your find less maps and you need twice as many." I probably stayed away from it.
The more linear scaling in Ruthless is great. You feel like sometimes you need to farm gear to progress. However, mapping in Ruthless turns into a slog and the extreme scarcity in league mechanics makes it more difficult for very little reward or fun. Ruthless is almost a good game mode, but they dove too hard into it just for its name-sake.
It took me 2 weeks to get to act 3 that shit is for no job, no family ppl, to hardcore grind with almost not chance to get what You want in a near future... That is an insane playstyle, but Why!! You want to make your life harder, when the real life is hard enough.. yes i could understand that getting that one thing You wanted for Your build that took You 3 month to get to advance is kind of rewarding but bruh 3 month 3 weeks 3 hours your time is valuable.. just to feel what? 5 sec or 30 sec of acomplishment in a 3 month league?..! Yes kind of hard to play a Game like that, I'll rather play hardcore and You Will feel the adrenaline rush everytime You SEE a blue pack cuz You might die 😂😂😂... Not for me worthless IMO
Ruthless makes the early and mid game awesome, but when you get to the late game mapping you'll wish you could switch. I wish they could incorporate some of ruthless design sensibilities to make the campaign/early mapping more interesting, but I guess that's what PoE2 is for.
As a casual player, I felt extremely behind since I couldn't take advantage to the early blast divine orb modifiers. Basically I was broke and didn't feel like continuing in trade league. I did go to SSF and had a much better experience though.
As an SSFR enjoyer I loved the scarabs we got. Massive graveyard crafts took days to gather so they felt good. T17s were practically out of the question so dont really know what I missed there. Overall a pretty good league.
I will also say as someone who has never been able to get past like 50d in a league before, getting the gg mirror items for affordable prices was nice. I understand the problem of no reasonably acquirable next item since that was my problem. "Okay, just spent 100 hours on getting to be crazy, what's the next goal to go for? *looks up top dps/ehp build using boneshatter* "Yea, that'll cost me multiple mirrors. no thanks." so I got to 40/40 for the first time and quit. I wish they added points early on to allow you to turn off the mechanic for mapping. I lost so many maps T1-10 due to "accompanied by X" and not being powerful enough yet to handle 10 rouge exiles at once. I lost more maps to yellow mods compared to any blue mod early, and later on blue mods plus 100% deli or map affix combined would brick it. Then I got powerful enough that only T17s were an issue, but that never stopped being the case as a melee. I really enjoyed the league, the graveyard was in a bad spot, and I think it's really bad that 3rd party tools were required to have any chance at getting decent gear. and it was 100% fill it up or don't bother. I can only think of two situations were I used one corpse for bases, leveling and getting rares was nice at league start, and needing a specific base to roll for some mod (people wanted quivers to alt spam +projectiles then regal and fracture) Overall I really enjoyed the league, and I'm not looking forward to how hard it'll be to get geared in any following league, but I also expect some uniques to be cheaper going forward since even as time pressed on HHs kept lowering in price as did MBs which means that people were still acquiring them at a decent rate.
I peaced out around white maps bc I saw the trade gap develop in real time and realized that as someone with only a few hours a day at *best* to play I wouldn’t be able to afford a single necessary item for my build
I played over 600h this league. Had a fucking blast! The necropolis mechanic was a pain. The patch as a whole was all over the place, but I had tons of fun. Ran like 200+ t17 in ssf and I dont want to roll a single more!!!
The only reason why I like the scarab changes: You target farm things better now. The only reason why I hate the scarab changes: impossible to sustain the same mechanic without trading for those scarabs you need. And some strategies straight up basically so not exist without certain scarabs. Ex: Essences.
im not sure where i lost the spark, i dont know if its anything they did though, feel like i regressed too much in understanding and personal skill, i hope to be excited again
I had the most fun this league that I've had in forever, mostly because of Goratha's Ice Nova build. I saved all my corpses early, because I didn't know how it worked, finally watched a video and then crafted a perfect wand in SSF HC. I then proceeded to die like 2 maps later - but still rerolled and leveled to 96 before I finally got burnt out. So I'll say, the base game was in a really fun place, that Archmage build was like the perfect build for me on SSF, but the league mechanic itself ended up just being frustrating to deal with. Both from the standpoint of trying not to die in difficult maps and also just dealing with the corpses themselves. I didn't farm a single T17 map so I can't speak personally on that, but it just seems like poor design to have the "profit" be THAT much greater that people feel forced to invest into T17s.
For a first time player it was fun for me it was the only time I could even get to act 2 and I couldn't get off the game I cant wait for the new league
Stash pressure coupled with super janky UI made this one pretty rough but like you said the base game being good really saved this from sinking to Lake of Kalandra levels
t17 maps ruined the endgame for SSF. Non-uber boss loot has been ruined (this is the worst part), and the maps are unnecessarily hard. They're supposed to be the gateway to uber bosses, not harder than the uber bosses. Putting the league mechanic on the atlas tree also felt bad. Allocating to it felt required. I hope they don't do that again.
7:28 100% agree. I got to a point where I had no clear way to improve my main character and new builds were based around items with like 4 perfect fractures. Being able to scale is what keeps the repetitive nature of this game interesting. Losing left click functionality was a tragedy.
tbh if necropolis manifests Mark's vision for POE1, I'm scared for its future. This is coming from someone not too hyped about POE2 (mainly because of gold) and still very hopeful for POE1.
i ignored the graveyard but loved the naturally juiced zones and maps. i made good money and got further than i ever have before. one map could double my chaos and immediately get me my next piece of gear. it was awesome. i feel like people wanted to hate it. the only real upset was the lacking coffin storage. everything else was business as usual IMO.
was alright for me, got to T17 maps started farming them hard, but then I just got burnt out, graveyard crafting was too much of a PITA but the item's created from the mechanic were nuts.
I hate the Uber bosses being thematically disconnected from the T17 maps that drop their fragments. I would have liked to see T17 Elder/Shaper guardian maps, for example.
I think it would be cool to see regular bosses drop the ashes and omni we have now, and Ubers drop either the pre nerfed version or an orb to upgrade it to a better version. That would make normal bosses useful again and make Ubers still worth doing
In my case, for some leagues now, 200+ ping, very frequently spiking to 1300 and more. Makes it a very painful experience to level up a character, let alone experiment with new builds. So now, I play maybe one or two hours a month with my old Standard league builds, and explore/play other games (for example, last epoch) which don't require internet to play.
I feel you there. I would love to be able to play hc but with my constant disconnects and times where my character just freezes just kills me way too much
Honestly, I thought the league was okay, but I had a bit of carryover burnout from Affliction. I played Affliction from start to finish and that was the first league I ever really played more than the first six weeks or so. When Necropolis got released, it was fine, but I just needed a break so I didn't really play much. I wonder if the success of Affliction had this affect on anyone else?
Atlas passive points only for core league mechanics. As you mentioned, there can't be power in those nodes because it becomes mandatory. Changing and customizing how the league works on a more fundamental level will distort and bias feedback of players in its most crucial phase. Then you have the opportunity cost of atlas tree design, shoehorning you into certain spots and reducing your point allowance. If you don't like the league, you like it even less while the reverse is not true to a similar extent, imo.
It helped me craft a neat fractured Dex stacking Grasping Mail with; Avoid elements, additional curse, phys taken as ele craft, +1 socket dex gems and %dex. Needed better design for storagement for sure, really tedious. I would rather have QoLs with bad odds for results if GGG were concerned about people printing op items nonstop if they had made a faster process design. I hated t17, both rolling maps and farming them. I hate myself too because my brain punish me when i dont go for the optimals, but the optimals are not fun for me.
One point you didn't really bring up, probably because noone played it was SSF. Not being able to trade for the right corpses for the crafts meant that getting even a chance at those perfect items were almost impossible.
I played this league in ssf and it was one of the most enjoyable experiences i had playing poe so ....... although i feel like thats more related to me realizing how much i actually enjoy ssf vs the league itself loll
I honestly barely played. My inventory was full of coffins, I stopped interacting with them at all, the summoning took forever to plan out and execute... I really just don't like leagues that slow everything way down like this. I barely played the battle of the dead or whatever for the same reason though and I know a lot of people loved that... (total cas 1000hr opinion)