What Mayhem can teach future leagues

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jddc78 wrote:
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That's my thoughts on it, great for 2 weeks but it would be dull for 3 months. Leveling is the most interesting part since you constantly get different mods but once you start mapping a lot of people will just go for the low risk high reward option all the time ie. strongboxes for loot or breaches for xp.


Did you play Mayhem? Not trying to be critical. The reason I ask is because while you are definitely right at the early mapping stages (what would typically be dried lake time), in mapping you do not get to choose what the map has. It makes staging the type of mods enabled not possible.

Didnt play but according to how I understand this: "These are consistent within specific area for all players, and change hourly." I would (very obvious to me) rotate through different map layouts every hour until I got one layout with the mod I want and then just run this layout for the rest of the hour. So basically I would have 5 min of random unwanted mod types followed by 55 min of exactly the wanted mod type. Or do I misunderstand how this works?

(And if you communicate with other players then the 5 min arent even necessary.)
No wonder it's lost, it's in the middle of the jungle!
Fair enough. If there's a way to game the system ... people will figure it out :).

In any case, I think there were a lot of good things with this league and would like to see similar content in the future. There are a lot of good mechanics I feel like they could build on from past leagues.

Not that I'm a big fan of ghosts or talismans, but the random potential of those two mechanics make for some interesting things if you amp the number of them up.
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Zrevnur wrote:
Didnt play but I like higher difficulty and dislike more loot.
same here.
Strictly SSF HC legit dual-wield Duelist.
Women swoon at the sight of him
Men tremble at the thought of him
And few that face him in battle live to tell the tale.
I really liked Tempest because it had the same 1 hour thingie that made me save up EVERY map there was back then.

You just never knew beforehand what map(s) to run in the next hour.

It also felt like a real community thing because whenever the Tempests changed, people were spamming maps to find out what was good and what wasn't and then they(i) reported that on /global 710.

But i just don't play voided things, feels like a wasted time :(
d:-D*
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PyleWarlord wrote:
But i just don't play voided things, feels like a wasted time :(
You sure wouldn't like hardcore then. It makes every league voided. If you feel voided leagues are more of a wasted time than others, you need to remember those famous words of Dominus and just let everything go.
Strictly SSF HC legit dual-wield Duelist.
Women swoon at the sight of him
Men tremble at the thought of him
And few that face him in battle live to tell the tale.
I like the idea, but I do believe that they should scale the severity of the factors. While I didn't mind running into it because I have played a long time and got through it without too much trouble, but in areas like when I was level.3 and 10 tormented bosses in tropical island, or 10 rouge exiles in fetid pool. For me, I didn't mind. However I could easily see players who just do PoE just a little in their free time and want a more relaxed experience, at least until they are properly geared and have some skill gems.
All it taught me personally was that my computer can't handle this game anymore. FPS was like a fucking Power Point presentation every time I opened a breach or strongbox. :(

But otherwise, yeah, it's a fun mechanic that really refreshed the game.
Short, 1 to 2 week leagues? Yeah, sure. The more chaos in 'for fun' leagues, the better.

Long leagues? Naw, the more mechanics are present the worse the league will be in the long run. This game could benefit from shaving off some of the mechanics that are leftovers from older leagues, like tormented spirits. The more clutter there is the worse the game is for newer players to start. You probably dont want this game to peak and then start to shrink because no one picks it up, and if he does, he shelves it the moment he realizes the amount of crap he has to worry about, most of which isnt even explained IG.

In D2 an npc teaches you a runeword after giving you runes as a reward for a quest. Who teaches you mechanics in this game, like crafting recs and other stuff? A wiki.

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