Legion League FAQ

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Ashriel wrote:
Oh my God. You've heard the feedback, and we haven't even needed to play it, but you're still too stubborn to do anything about it. How many patches will it take until you listen to us THIS time? Give us an option to break out the monolith soldiers immediately so that we don't have to wait, break them out, then fight them AGAIN. That is bad design and wastes our time. Oh, it'll take "slightly shorter" later in the game? Shorter than 17 seconds the first pass? You shouldn't have. Thanks for valuing our time.

But then, I wouldn't expect brilliant insight from the team that introduced sulphite, changed it in literally 11 patches (or was it more? I've lost count now), has now introduced scarabs and still not introduced a way outside of betrayal to get them other than 3.7's who-knows-how-rare sulphite divination card of all things, and still won't simply swallow their pride and simply admit that sulphite was, as we all told them before Delve release, a terribly ill-conceived, anti-fun mechanic that has no place in this game.

So yeah. You'll be watching twitch with a grimace as we break the terrible system you made for us until you fix it the way it needs to be, and say "we're sorry" as disingenuously as you always have. We're trying to save you a post-launch patch when your lead designer has all but admitted straight up this is a stupid idea in this very post. I mean, really?

Come on. If Zizaran can see this, anyone can. Breaches take too long. Abysses take too long. There are so many other problems in the game already - don't make this another one just so people can praise you for "listening" later.


I always wonder why people like you are still here. You present a clear appearance of not liking GGG or the way they develop this game. So why bother? Tons of people do, it can't appeal to everyone, go play something else.

(And to any numbnuts that wants to take a potshot about challenges this league, I just moved, started a new job, and didn't really like Synthesis. Hey wait, I didn't like it so I didn't play it? CRAZY!)
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So Divination Cards drop random cards out of the whole pool, but what about Unique Weapons? Will they also drop random items from the whole pool like div cards or does it require you to be in a Zana Nemesis to drop Nemesis items like how chance(ancient) orb works?
One post a day, keeps the Death away
Aaaaand there's a timer in the league mechanic again. Which rewards big aoe damage, probably forcing us into a meta again. Not seeing any reason to play melee unless i wanna deliberately miss out on loot.

I like the idea of the league, but adding these timers is a cheap way of making loot more rare and increasing replayability. Effective maybe, but frustrating, build limiting and cheap. And it once again takes away from player agency by saying you can chose which monsters you free, but only until x seconds are over by which time you had better found and freed the ones you really want. And THEN you have to be lucky with rng. More agency than breach? Sure. Enough agency like during Legacy? Nah. Legacy is the only league i and several friends got to 36 challenges btw, so giving people agency doesn't hurt the company i reckon.
I'm concerned that if monsters' melee attacks hit adjacent targets that a summoner build will be a disaster.

When you said that the melee changes will apply to monsters, do minions' melee attacks hit adjacent targets?


The later would be expected, whereas the former would be a gross oversight, imo.

-juo
Its like the video shoes, like there will be points with life you have to kill to release a bunch of mobs per point (and the appropriate reward according to its icon).

I guess since they are reworking bleed and poison you might be able to inflict bleeding/poison/DoTs to those and tp/jump to another point quickly, and still make it easy to the new melee to "tag", do it.
(also those blood and sand tornados helping for stationnary AoE that stays when you are moving)

People seems mad about 'timer timer, i will have to wait", but everytime i do a breach i wait a lot too, that mobs spawn, in every opposite directions.
At least here during the waiting time you have to do something, seek the good packs(rewards) to activate, and since you are able to see them, you don't have to run left/right like in breach expecting mobs when they spawn at the exact opposite.

I think the mechanic is really not that bad, can't wait to test it^^.

Sadly the incubator Note seems to tell us that we will have very few incubators running at the time, and since they will take "an average map" or barely more, with 1 Legion pack per map ? I guess we can't expect having more than 2-3 Incubators running at the same time.

I would like to see Incubators with way more kills needed (10k-40k-100k kills) but craftable like map, where you can upgrade their rarity and so with currencies, and get way more value inside.
Last edited by Bakudan#2344 on May 28, 2019, 1:23:05 AM
damaging the armies to release them is bad and tedious for many builds, especially for melee as others have mentioned. if the armies were bunched up into separate groups, with some kind of switch that activates a group, it would benefit everyone since all anyone would have to do is activate the switch to release what group/groups they want to free. This doesn't have to be a lever. the switch could just something we walk through, like the breach portal, to activate/free that particular army/group. Just make it dangerous for releasing more monsters.


Edit: i am also no fan of timers in the game. We have had timers on nearly every new league now. I like to take my time and enjoy the game, not play fast meta builds.
Last edited by Funkadoodle#2301 on May 28, 2019, 1:25:55 AM
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lightdeus wrote:
This league looks great but I do one one concern, there's buffs to single target melee skills and pushes towards wanting people to play them but at the same time the league mechanic rewards huge aoe skills. Won't it be non-viable to use a single target skill if they can hardly engage with the league mechanic?


Yep thats the main concern, i hope it will be patched the weekend after the release.
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Chris Wilson wrote:
Will the changes to melee apply to monsters?
Generally, yes. This prompted a lot of rebalance of early campaign areas. Monsters and bosses now signal their damage better with slower wind-ups and do more damage when they hit.


This is great. I am very happy to hear there is actually some rebalancing happening within early acts, I am hopeful to see some changes in acts 5-10 some time later as well.
Last edited by Dr1MaR#1294 on May 28, 2019, 1:37:19 AM
Are there any planned changes to life leech? It currently seems to be under powered to the point where bloodseekers are the only option for sustained melee combat.
To everyone asking why "whiners" and complainers still inhabit this game: stop being brainless sycophants. Learn that there can be a nuanced position of liking the game overall, but disliking how GGG has been handling these later leagues as well as their recent PR-focused moves. Not everything is as black and white as simplified internet lingo would like you to believe.

It's also part of the job of an active community to be critical about developer moves and motivations if we believe it's heading in the wrong direction. I think the poster who wrote at length about GGG stubbornly refusing to accept feedback, and pretending to graciously apply changes down the line that everyone saw coming and should have been in the original patch clearly cares about the game.

Overall, I'm excited for the league but echo many concerns already written about how this league mechanic is antithetical to a supposed resurgence of melee. I doubt they will, but GGG really needs to start taking preliminary player and community feedback more seriously prior to a league launch if they want to avoid yet another Synthesis debacle.

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