Update about Synthesis League Changes
Just got this from synthetised unique chest:
I love this league and how amazing it is! Exciting times! Last edited by Elua#0230 on Mar 22, 2019, 5:04:08 AM
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And this is why even Blizzard had to bend the knee to GGG, man i loved the read!
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" NO excuse, A simple playthrough would have raised all those concerns easily, seem like they prefer to prediciton numbers than gameplay test it. anyway too late for me seikiro shadow die twice baby ! |
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hi @ all,
the general discussion about the league being released at beta-state, and the overall league-mechanic and frac/synth-crafting are too complicated, and all this general stuff you must put aside. in this thread its about making it better. complaints about their fixing-trys are valid, not the complaints of the overall problems. with the context, lets begin: i think its a very good direction. but i have also critism for it: 1.) as i get it, we can now build a large "X" (3-try-tiles with a quad in the middle, and 1 tile next to it with also 3-trys). and then we put the mega-buffs on the middle-tile and we get the full 5er buff out of it until we have the max mod size, and then we run the last 2 lives from that tiles and get loot-explosions. my problem: if that above mentioned method is the case. we will have a great space consumed in our nexus in order to get the max reward... therefore the further movement into the sides of the nexus will be more of a pain, in which case we need more maxium memory size (atm 10 at the right side of the nexus screen) which we dont get... _____________ 2.) i think the rework, that we can replace memorys is "fixing around the problem" my problem with it: the destination-goals (modifier-nodes, lootboxes, bosses etc...) can spawn very close to each other, which means we almost ALWAYS need that ONE SPECIFIC memory. if we abandon the idea of getting the best of our 10-memory run, i always feel bad about leaving that one destination-goal behind... so i am willing to farm the specific memory to get the best way possible. now we are able to delete memorys befor we even place them... cool... but with your fix, u want us to run the memorys we dont need and then relocate them... fuck it.... everyone deletes "white L's" anyway... if i force myself to think "why that change might be good" it would be this: you run your whole way. and some areas are decaying now (1 life left), now u take those 2 life nodes, and build a large "X" and pump the modifiers into them... and the decaying 1life-memorys u put somewhere else and run them without caring to much.... so every way u seperate 1lifers and 2 lifers... tahts a whole lot of click-job no critsism without possible solution: make every memory 3 Lifes. and give us a bigger max. memory stash, alongside with the changes you made regarding the better drop rates of tripple- and quad-tiles sorry for wall of text bb rascull Last edited by Rascull#3269 on Mar 22, 2019, 5:36:30 AM
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" This |
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Le me: After reading this I carefully planned a route to an Distant Mushroom Grotto Memory which contained "Currency Boxes". After 10 minutes of planning and 15 more minutes of running other memories to get to the currency memory. I am finally there 4 glowing currency boxes. I'm curious what might be in there with those buffs, maybe an exalt or some Chaos Orbs? I slowly start to open them and they puke out 1 Alteration Orb and 3 Blacksmith's Whetstone. I rate 10/10.
Last edited by ben98#3676 on Mar 22, 2019, 5:42:12 AM
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How about letting us rotate memories?
In order to get rid of clearspeed meta cap global movement speed at 100% but make all skills instant so everything feels great.
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This is coming from the perspective of a player who allready liked synthesis:
The Good: Mosterdensity, Distant Memories, & etc. - This is a buff. Maybe a needed one. The Mediocre: Trampling of Planned Paths - Added a nice flavour and prevented/punished overthinking. This was good. The Bad: Moving Memories - This feels like the lobotomization of beastiary. This is just bad. If you ever played Rummikub you know the pain. This makes me want to quit. Memory Modifiers - This is a HUGE nerf. You either need to buff the rewards 8 fold or this is just a punishment for players that want to minmax the league and had fun doing so well. The beauty of this league also was rewarding being able to do content, instead of just mfing being the best. What i think: I would have prefered just buffing the rewards and see how it goes. Gradient descent doesn't do well with such a large stepsize. |
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Too little, too late??
More complicated doesn't mean it is better, Synthesis is just too OTT and therefore boring. Take time out from the 3-month cycle and fix the core mechanics, kill off the old challenges and sort out map drops (especially in SSF) - mapping is no longer end-game content when you get there in 12 hours of play. There's no point having the Elder if you can't find or orb or trade the maps |
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The 5 mod max cap as well as the modifier only applying to adjacent nodes seems like a big nerf as the only good thing about the Nexus, for those using the mechanic was stacking modifiers on long chains.
With this change, each memory modifier will only apply max to 5 tiles and you can only get 5 modifiers on those tiles. Pretty bad when we currently can get the modifier to proliferate on 20+ tiles. With the changes, travelling out to get a modifier will be pretty bad time investment, worth 1/4 the effort if you had just 20 tiles linked and you can have a lot more. I doubt that the global mods are going to be over 4x better than now. Putting more effort in currently rewards you more. With the addition of more caps it will not. The other changes seem fine but to those who are playing with the Nexus, it is a big nerf. |
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