Synthesis Week 1: What We're Working On

Mush power to you guys, filtering all this mess that must be very tiering.
"
Redblade wrote:
Don't think I've hated a league as much as this since Warbands and I didn't get a single challenge in that league even. And that's saying something for someone who's done max challenges in all but three leagues.

Having to wait for a streamer to bring out some sort of manual on how to make proper use of the league mechanic is terrible, even worse is the implicit system as it's not intuitive nor is there a manual for how it's supposed to work. Sure some secrets can be fun for the discovery but figuring out how the crafting works 4-8 weeks down the line makes the knowledge irrelevant unless you're crafting for standard.

And to rub some salt in the wounds there's no clear indication on how the looting is supposed to work. Doing a 5+ long memory chain ending in a boss encounter means you're leaving several inventories of fractured items on the ground as portal out isn't an option. Learned that the hard way trying to port out after killing boss to drop off items.

So what use it the long memory chains if you can't loot them anyway?

Unless something changes drastically this will pretty much be a dead league to me before the first week is over. Only positive atm is that it's optional at least.


It isn't even to properly use the mechanic, but like the bare minimum use of the mechanic. Betrayal league had a similar issue but the learning curve wasn't nearly as steep nor immediate. I've said this a lot in the last few days, but GGG's biggest issue in design/implementation is clarity and usability. Complexity and depth to a mechanic is great, but you don't throw away usability for it or make artificial complexity through bad ui/usability/etc.
This league I think is gonna have really bad retention rates which is really sad, as it initially looked great. The art and music for me has been great, the league mechanic itself has been half-baked. Another 2 weeks in the testing phase with a dedicated playtesting team, would have caught a lot of the un-fun and unnecessary things that will be tweaked in the next 3-4 weeks. Sadly by then most of the players will be gone. Especially as other games launch, patch, etc. The initial impression of a league is insanely important, idk why all the rewards were backloaded so heavily in that case, but it is what it is.
"
"We plan to add the ability to delete Memories from your inventory list directly."


"
"There will be a larger radius of no monsters around the start of each Memory."


"
"There needs to be more of a delay before the decay starts moving at the beginning of a decaying Memory."


"
"Players are sometimes unable to return to Distant Memories from the Memory Nexus."


"
"Betrayal Intervention encounters causing lag and client freezes for some players (especially those with non-solid-state drives)."


"
"You need to be able to easily toggle map modifiers on to read them when you want to, but to be able to have them off in busy areas so they don't cover a lot of the screen."


These points are essential and in my opinion should be top priority.

All these issues reduces the ability to comfortably play the league and (as someone who does not have a fancy pants SSD) the league feels almost unplayable. For the time being at least, if you don't have an SSD you literally cannot play Hardcore this league. Which seems like a huge design flaw and, poorly thought out in terms of implementation. Which you guys are notoriously bad at. One last point, I understand the decision to switch to dx11 only but, there needs to be some quality options to make it easier for those of us without an SSD. The load times are severely dismal.

However, credit where credit is due. This league mechanic (in my opinion) is far superior to Betrayal league. It's very in depth and rewarding as well as unique in design. So well done in terms on conceptual design.
Remove Betrayal or make it optional.
Honestly...
so far this has been way better than betrayal.
way fewer bugs (so it seems).
Here here GGG!
A toast to you!

I'm having fun (ruining all my memories QQ)
Delirium ended...
But the Voices never did.
I think these point cover the issues I've experienced.

On the whole I really like the league, it's satisfying to plan out a memory chain and then reap the rewards and the mob density in memory fragments is nice too. Haven't experimented too much with the Synthesiser yet but that looks cool too.

I must say though it would be nice to be able to place (not plan but actually place) memory fragments remotely (from the memory map) as it feels rather awkward and clunky currently, for me this would be the QOL change that would make the biggest difference.

Also keep your chins up, I gather that not everyone is happy with the league but the manner in which some people articulate themselves is, quite frankly, disgusting and completely out of order. I'll look forward to these upcoming patches, keep up the good work.
This is basically everything I talked about as essential changes to make the league work with my partner. Can't help the people who hate the league mechanic no matter how much they complain, because they hate the core idea. It's not a perfect solution by far, but there has never been a perfect league.

In case people forgot: Leagues are intended to experiment with mechanics and provide fun. Not all of them have gone core, not all of the future ones will go core, and I've disliked leagues in the past.Disliking the league doesn't mean your behavior is reasonable. Take your attitudes back to Blizzard. This is a free game. Your whining is pathetic and I hope they're ignoring you.
Thank you for the updates! Keep up the good work :)
"
daegda wrote:
"
"We plan to add the ability to delete Memories from your inventory list directly."


"
"There will be a larger radius of no monsters around the start of each Memory."


"
"There needs to be more of a delay before the decay starts moving at the beginning of a decaying Memory."


"
"Players are sometimes unable to return to Distant Memories from the Memory Nexus."


"
"Betrayal Intervention encounters causing lag and client freezes for some players (especially those with non-solid-state drives)."


"
"You need to be able to easily toggle map modifiers on to read them when you want to, but to be able to have them off in busy areas so they don't cover a lot of the screen."


These points are essential and in my opinion should be top priority.

All these issues reduces the ability to comfortably play the league and (as someone who does not have a fancy pants SSD) the league feels almost unplayable. For the time being at least, if you don't have an SSD you literally cannot play Hardcore this league. Which seems like a huge design flaw and, poorly thought out in terms of implementation. Which you guys are notoriously bad at. One last point, I understand the decision to switch to dx11 only but, there needs to be some quality options to make it easier for those of us without an SSD. The load times are severely dismal.

However, credit where credit is due. This league mechanic (in my opinion) is far superior to Betrayal league. It's very in depth and rewarding as well as unique in design. So well done in terms on conceptual design.


You don't have a SSD in 2019? Good lord!
"Path of Exile's engine is currently modern, lean and fast." - Chris Wilson, September 19th, 2019

"It looks like we broke something with 3.10.0. We don't know what it is yet." - Bex, March 16th, 2020
My humble suggestion to getting one shotted at the beginning of a memory area:

CwDT + Frost Wall :)
"Teamwork is OP"
-The one and only one Dark_Reaper115 at your service.

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