Betrayal Statistics

"
Demoshane wrote:
Percentages can also reveal that content might be too gated, however mastermind encounter is not that much about RNG like delving thousands times without seeing delve boss etc. Would prefer making hard content more accessible generally.


i agree.making it easier for the average joe to get to the hardest content would make it easier to motivate them to do so. i just dont like how ggg is insist on making said content limited and gated behind huge walls just because they think it fits the hardcore playerbase much more, despite the hardcore playerbase is so small.

i would have loved to push myself into harder content, but its just to big of a pain in the ass to get to that point as it is now.
yea not surprised so few people made it to mastermind and even less completed it, when it takes 58348 hours to unlock it then you run the risk of losing all that progress your motivation really gets deleted. But GGG is, for some reason, really good at making motivation-degrading mechanics, and thinks they're all just fine for some reason
"
Sked wrote:
Guys stop cry and just learn how to manipulate Syndicate.
Its a huge source of income atm


That´s not the point. There could be triple the stuff/income given but it simply is no fun doing this syndicate stuff - at last not for me.

Endgame currently does not feel like a fluid progress or process, it feels like tumbling through an all over the place scattered fragmented field or with the new syndicate added, scattered minefield.
Betrayal in general has been too hard for me.

I guess I've been spoiled by the last couple years with leagues that dumped a lot of loot/currency.

Betrayal feels like a starvation league and the Syndicate hasn't felt worth the trouble of figuring out how it works. there's a sharp spike in how hard the Syndicate members are to fight.

Is it just my RNG or has this league in particular felt expensive as hell and like... never enough ID scrolls?
The Mastermind fight is a terrible fight. Its a clusterfuck of bad mechanic choices. Attacks against you are not clear, there is no indication of what to do. And if you do something correctly, there is still little indication that your choices did anything.
IGN JimansNotSummoner
I maintain that this league was crap.
The Mastermind fight is awful.
I tried it once, but was unable to finish (I'm finishing other bosses at ease). I did not know what to do, when and how to attack, most of the time it was - entered the arena, run around trying to see where the boss iss, boom, one hit I'm dead.
Running zombie/spectre necromancer.
Well those conclusions based on the data were all wrong.

And the sad part is it really wouldn't have taken much effort to understand what they were seeing better.

I don't really know why they dont use resources they have made available to themselves.

Just pay attention and you can do much better.
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
Really hoping this league with the messed up 1-shot mechanics does not go core, or even stays in the game at all. The idea of the league sounded cool at first, but it's just not worth it. This content feels like 10-15 levels above the zone level.

Also, pure breachstones for exp should never have been allowed to be this powerful. It gives loads more total exp than a good rolled map for less currency used, like wth?!

The mastermind fight resetting the safehouses and their leaders is just f- up as well. Also, it is really unclear what to do or what the boss even does. This fight should be removed from the game in my opinion. It is an ARPG, not a WoW raid.

Safehouse encounters themselves are fun. But when you get the rare research, it hardly ever spawns stashes.
------------

My way to fix betrayal league(if it has to stay in-game): Make betrayal like breach, and remove the entire interface/choice window. Give zones a 10% chance to spawn a fortress or transportation encounter(not random appearance or lab), and let it open a portal to a random safehouse right away after the betrayal monsters have been defeated(remove running away). Give safehouses a 50%/50% benches vs stashes spawn rate. This would make it actually worthwhile to find betrayal as encounters. *Also, balance betrayal monsters to match the actual zone level and remove the damn one-shots.*
I"m really enjoying the hard work you're doing GGG !
Betrayal was not my favorite of the past league but, it was great.
Mastermind was a hard fight and made me think of a build to kill her.
I wasn't able to kill her the first time, but the second character killed her with no difficulties.
The little negative point for me was the time you should take to reach that fight.
But ok, if we want end game content than it has a price, i get it.
For the rest the league was a success to me, your revamped and new skills were great.
Thank you GGG, i just can't wait for the 3.6 annoucement

Report Forum Post

Report Account:

Report Type

Additional Info