Update about Synthesis League Changes

Sound great with some league fixes :D
Still needs a lot of work but nice first step.

Loving the memories in maps, but the Nexus is somewhat a stale experience that crumbles if you engage with it.

This guys hits the nail on it's head:

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shinigamiscall wrote:
The two things keeping me from touching this league's mechanics are:

- Decaying nodes.

- Memory limit.

an to this would definately be "- Placed memory limit" that seems sooo redundant with all these other tough restrictions.

Also, the fractured items I do not get! To me they are just a more convoluted and less rewarding version of the oldschool darkshrines. Bring those back btw:P
Last edited by daFalk#6581 on Mar 22, 2019, 4:24:42 AM
Maybe I'm not seeing ut, but is there no fix for reward islands and bosses blocking access to each other?
That last change was the most important one to me! Some really good changes I'm sure alot of people worked very hard on! Feels good to play a game that the devs care about :)

Also guys, temp leagues are the beta tests for new mechanics, you know that right? If you don't want to test the new mechanics go play Standard...
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TarrasqueSorcerer wrote:
Maybe I'm not seeing ut, but is there no fix for reward islands and bosses blocking access to each other?
Maybe the fix for that is what they talked about being able to move the memories??
under the "Moving Memories" header?
1.
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Players can now move Memories. At any point where you can place a Memory, you can now select another placed memory and move it and its global mods to this new location.


Please no. It's like : anytime you run a map, you can make it Shaper/Elder influenced kind of "improvement". It's too powerfull and also give too many choices to already complicated system. Just NO!

2.
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Global Mods are now massively more powerful, but do not stack anywhere near as deep. Every Memory now has a maximum of five of the new massively-buffed Global Mods. Instead of applying to all connected Memories, you now will be able to see what the mod is and select which Memory to apply it to. It will affect that memory and all immediately-adjacent ones connected to it. This feels a lot more rewarding and allows players to make more interesting decisions.


More interesting decisions... Of course not ! Not a decision at all. You just stack the same tiles few times and that's it ! Sextant blocking but without even trying to block. Too easy, too rewarding. Also makes more time to clear these and get, then sell the loot - less mapping and other activities.

3.
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(fractured items)Can now drop from any Memory, not just from Memories that are currently decaying. We have also increased the average number of Fractured Mods that drop from reward chests.


It means I have to go back to nexus EACH 1-2 times I run a memory. Later, with all those buffs to memorys 2-3 times per tile. Again, too rewarding and time consuming. The loot will increase, but fun will be lost.. maybe halved.



There is 1 thing I would want to have in mechanic. An ability to swap ready to place tiles so I can plan better. If I see I need 1 piece, i could place it in the left top of the stack so I would know i need this one. This way I don't need to test 5 times if I did count some tile 2 and therefore failing the long run.

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dostov wrote:
When is this league out of Beta and going Live?


You do realize that leagues are for testing new stuff?
Honestly I was already impressed by the league, I do have to agree with the changes here as league mechanics were competing with the mechanics like delves and actual normal mapping. BUT SERIOUSLY WELL DONE DEVS, in such a short time with all the updates!!

One thing is still missing and this will decide the fate of your future player base and this is community and this is where the game is still severly lacking. I have very little incentive to play in a team, because there are no true bosses or maps where I think I should work together and I have no great tools that makes me feel that a team is cool. Make being in a team a rpg experience, give em a flag, I dunno this is a very difficult issue to solve and on my own I have not been able to develop a community tool and this should require the feedback from the community.

TDLR you are awesome give us more community building tools! SAVE THE FUTURE OF PATH OF XILE (THE E WAS TO EXPENSIVE), and we shorten it as POX
This why i spend money on this game. Thanks GGG!
Thanks for changing synthesis quite a bit!

Some more suggestions:

-Could you guys also just remove the decay from bridgeparts?... failing a decaying bridge part results in losing the entire path, I mostly just remove 1 charge left bridges unless I do not care for what is at the end.

-Also there are still many decaying bridgeparts and decaying memories found in maps which immediately surround you with decay. Making you fail instantly. The same happens when it is a memory with many walls or other obstacles at the beginning. When you run the wrong way(without knowing) you get 1 screen away from the start and notice you went the wrong way. This forces you to go back and find the right way... but by then decay has already swallowed everything. Resulting in one room map-memory or bridge part.

-It also seems three fractured items are too rare. Also, I've used three three fractured items and got a 2-fractured item back for it. Not giving the challenge. Maybe one was a double line fracture??... make this easier to see please.

-Another thing, in decaying map-memories(and bridgeparts if you keep the decay), show us where the stabilizers are.

-Please allow us to rotate bridgeparts, I often want to get somewhere but do not have the correct bridgeparts.

-I do not know if fractured unique's can drop from synthesizes monsters, but please allow synth monsters a small chance to drop fractured unique's.

-Make it easier to see which items can actually be combined(synthesized). We have like three types of 1-handed maces for example. This could easily be done by giving fractured items a number or color code. Matching codes/colors can be synthesized. Simplification while not changing a thing.

-Due to the perandus challenge, give us more ways to get coins, or place perandus zana mod at a low zana quest-state please. (also, not happy about keeping the shaper alive in this quest honestly)

-In the nexus map view, give us a list of available memories and highlight the specific one when we mouse over the memory-name in the list. Right now we have to check every memory manually, every time after we run one we have to check them all again to see what spawned. With bridgeparts looking quite similar this is too time-consuming. A list at the top right which highlights on the map what we mouse over on the list.

-Allow us to right-click and remove decayed modifier and chest areas. And allow one new one to spawn when we do that. This is helpfull because when a modifier or chest area is near the nexus, it blocks the path as well, while it isn't even valid anymore.

-This league also requires LOADS of stashspace. Now I have enough stashtabs, but with leagues like these maybe make a temporary stashtab just for league items. In this case fractured items.

**-Edit: Allow us to store more than 10 bridgeparts.**

It is awesome to know you guys are looking at feedback and are improving things, just like I would expect from GGG.

Keep up the good work! Also, players can handle more complicated leagues, but you guys have to make the execution for the player as simple as possible. Like what you did with einhar in removing nets. With these bridges, instead of giving us a part, just give us an entire bridge when we finish a memory. No more building makes the league alot easier, understandable and automatic.
Last edited by sarannah101#2551 on Mar 22, 2019, 3:30:53 AM
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Zamary wrote:
I think you guys need to rethink the new league every 3 months thing. This league was clearly unfinished and is a buggy mess.

Better do bigger and more complex leagues like synth every 6 month and add a small league mechanic in between.

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