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MMOGO.COM -- The general design of a good deal of elder uniques is they are meant for a big assortment of builds. Because of this, the focus on those designs are characteristics, diseases, charges, curses and auras.Given the central nature of maps in War for the Atlas, the feature itself involved a fantastic deal of time in evolution. It's been a work in progress over the course of the last expansion, but also during the lifespan of PoE itself.
The design of this machine is driven by two design goals: Random levels are critical and "anywhere can be a practical end-game". Most interestingly, GGG looked at problems impacting the ARPG genre generally and how it intended to address the boredom that many players find at end game:The big issue we faced when the end-game was in this nation was staleness of the final locations.
Players who wanted to discover the very best items and earn the most experience were made to repeat the same few areas over and over. While the random levels were performing a lot of work, we needed a lot more variety. In the 0.8.6 patch, we added a special end-game known as the Maelstrom of Chaos. This was a set of sequential areas that tapered up in difficulty level, together with random monsters and random tilesets (in the variety of eight).
poe trade -- While this improved the boredom problem of folks playing the very same areas repeatedly, it created a totally new issue that we hadn't seen before: content difficulty entitlement. It was quite frustrating, observing people intentionally sabotage their own development and then getting mad about it. Eventually we realised the fact: the game design was at fault and needed to change. We needed to locate a system that created players feel good about enjoying at the right level for their progression.
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