T17's Are Still A Major Problem In PoE 3.25 Settler's of Kalguur

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T17's Are Still A Major Problem In PoE 3.25 Settler's of Kalguur

In this video I discuss the current problems with T17's, but my opinion hasn't really changed much since last league, as they still have most of the problems they had back then.

Build In Video :

#pathofexile
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I think T17's is the worst thing GGG have ever added to the game.

I generally agree with most of GGG's design decisions but I just can't see why they want T17's to be the focal point of endgame so badly. It sucks and it should just be removed or completely reworked.

renediffie
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Pretty much agree with all the points here. My favorite boss era was Sirus. Felt like he was appropriately tuned for the time and had an excellent drop pool. I actually think having a boss that isn't tied to a tradeable fragment may have been a good thing.

exdunn
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I always had a couple of thoughts about map modifiers:
1. Modifiers that are multiplicative also need to be so with map modifiers: e.g. 100% effect of 50% less AOE is 75% less AoE so it never completely bricks something
2. Ascendancies based on a very specific feature, like Slayer and leech, should have the ability to ignore the bricking map mod, similar to how Occultist can ignore Hexproof
3. The mod pool hasn't been changed much at this point, so some certain newer mechanics are mostly unaffected by them, with instant recovery being the biggest example of bypassing both less recovery and cannot regen. If they're so keen on designing such binary mods, IMO they should add more mods to make it so current map mod agnostic builds have to also feel the pain of rerolling. We still need Less proj speed, Less instant recovery, fewer total brands, monsters convert life to ES and have chaos inoculation... add them based on what was popular last league, that'll shake up the mapping meta like how gachas do it

CTL
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Yea, i just want the map part removed.
Make them invitations to the bosses, remove the affixes all together and balance them to be the Uber stepping stone they want.

joshuahensley
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To your point, I never bought sextants before, but in 3.24 I bought plenty of new scarabs and actually felt like I could juice my maps organically.

julianolotero
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In the last several leagues, im getting severely annoyed by the whole mapping approach in general.

Its just stacking bs on top of each other. How many negative and unfun things can you shove into one map before it becomes unplayable.

Like, do you like your character? It would be such a shame is suddenly you have 60% less life regen...

In my head, i call it misery mapping.

fastnakus
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last league i didnt mind t17s EXCEPT for the bosses. As an RF player the bosses were literally impossible. Had to rely on some giga chad to come kill my boss, before that happened 2 other confident people joined, wasted portals, then left

kernoleary
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I agree with all your points, I used to run uber shaper pretty regularly, it was fun and occasionally rewarding, now I can't even get a chance at the fight because t17 are harder than the uber and you need so many frags to even get entry.
The actual bosses are overtuned as well and have very little damage up time, the fights themselves are some of the better bosses already in the game, so even that feels recycled.
Overall the only t17 that should be in the game are the valdo maps and t17 needs to stay some niche side content not a main progression wall.

grungehog
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Yeah it seems the community is pretty united on t17's being a terrible addition to the game

drunkndrivr
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Man I followed your advice and other people and started Hexblast, I struggled a Little but now I can do sanctum very chill.
For me the lag in the maps brings me to sanctum

rotony
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Finally a real one dude, subscribed

About t17s i probably have even more questions than you do. When it got added to the game im pretty sure they said it wasn't supposed to be farmable content. Instead, a stepping stone betwen t16s and ubers that people would do once in a while every league (that's what i got from what they said). But not only its farmable but its also the meta and you feel stupid for farming anything else now. This league is the exemplification of all terrible designs that came from t17s.

Also i'd do like to mention: The exp scarabs were fun and a great addition to the game. Less people were getting scammed from 5ways, they could save up more currency etc. It was great. Now it's removed. Why? because someone at GGG got terrorized by the fact that people were getting 2 extra passive points i guess.
Meanwhile t17s are in the game. Me and everyone else who does t17s hate it, and people who don't also hate it. But instead of removing it, they try to work around it with these half assed nerfs. I'd love to understand these people's logic.
Anyways, keep going and fk the haters brother

jhonatanbom
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T17s are the best thing added to the game in forever. you can make T17s that are simpler than 8 mod T16s or ones that as hard as ubers. just roll your shit.

urghertable
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love the vid and agree, t17s are... well... they exist lol - also, no pisstake question, what is your hat? it looks like a showercap (to me, an old UK dude)

DeaDte
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i have the feeling that i failed this league since i ran my favorite content and that just got bashed into the ground doesnt drop loot anymore doesnt drop gold so im behind on building my city and everything, while i know ye sure i could just run meta t17 setups that i dont enjoy and buy scarabs all day and 17 maps alll day just to do any kind of competitive gameplay that isnt even as hard as my juiced t16s that drop jag shid now

QanarIsDelirious
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I hard disagree with your core point, and I'd be interested in more of your thoughts on it.

I think t17s provide good endgame chase content/a new vector for build progression. I don't disagree that aspects of t17s are/were overturned, and how they're currently implemented might be wrong for how to progress into uber bosses, but I think the way it scales difficulty for mappers through these hard/unforgiving mods is the right direction for the mapping endgame.

In the past (like heist league-ish?) the hardest content was 100% deli maps, the reason it was hard was because mobs had 90+% damage reduction rather than it actually adding new content. To me that's so boring and just a stat check (which should exist, but not as the only progression). If t17s continued in deliriums footsteps by only scaling damage/defense of the same old mobs I wouldn't really be as invested in the game. It'd just be a numbers race with GGG, we get more powerful, they add more damage resist. I like that you can access t17s early on by trying to find a really luckily rolled map for your build or using specific scarabs just for completion, and that later once you have good dps, its less about squeezing that extra .025% damage number out, but about making a more robust build that can handle more mods/situations. Just like how when completing your first Maven invitations, you might run them normal, and then once you're stronger, you can alch and go them when running rotas.

I know you clarify that you're not sure what direction the game should go, but I'm curious if you had an idea of how you'd rather have end game difficulty scaled for future content? (more mechanics based like a bullet hell, more stat checks, more game knowledge required to clear, or some other way?)

infbLoaf
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Why do you have the same profile picture as catturd

Solaxer
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bump, i fkn hhhhate t17, why do they have atlas affecting them???

ViewlessDRH
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You say this video isn't about end game mapping but your literally talking about end game mapping T17s?

asattley
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i'mma have to downvote soon if you don't use the catchphrase, " watcha talking bout chrises". missed opportunity.

jdc
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Ok so i watched the whole thing and only thing I hear is map hard because x, y, z ... bruh git gud, modifiers like that are what makes poe so good, I mean if you have trouble with the base mobs of the map ur build is pretty bad, I dont even see you doing expeditions on ur map, like you are almost playing with all league mechanics turned off

Ciomegu