Upcoming Improvements to Blight
add slots more to delve rab pls!
Settlers master craft service Settlers My IGN TreeOfDead
https://www.pathofexile.com/forum/view-thread/2037371 Vouch Settlers veiled crafting all service all crafts mods Settlers SC master craft service Settlers SC craft mod! Veiled crafting Service Settlers craft PM: TreeOfDead |
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I honestly just want performance fixes, the Blighted maps run super poorly.
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cant wait to do some blighted maps at more than 4fps, thank you for looking into this :)
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So far I'm absolutely loving blight, thanks! Also loving the new master changes. It makes maps much more fun and not so bloated with content you would be 'forced' to do on the spot.
Would still love to see some small improvements though: -Make branching unable to start from within the second minimap dot, so that it doesn't basically make a new outlet. But it would actually branch. -Do not make branching go fully 360 degrees. It is too hard to keep track of everything and to plan the towers. Making it feel more like we have to rush too much from one side of the pump to another every second. -Make the exact pump location more clear, and more clear where branches hit it exactly. -Give lanes a minimum distance to reach the pump when they spawn. Some spawn so close to the pump there is no way or time to defend. -When we get a master mission at the map boss, make the name of the master appear in another color. Green would be most obvious. This way we do not have to read the entire text, but out eyes will immediately see the name of the master mission received. -Show blight bosses on the minimap. -Fix the perfermance of blight encounters. For some reason these encounters are way heavier on the gpu than anything else in game. -Make it more clear when we have a daily mission. I have no clue when I can do which master. Maybe add "daily available" behind the master mission text when there is one. -Add the option to start a specific master mission to the map device. Right now we are running from master to master. -The delve cart goes way too fast, and does not slow down for some reason. -Add 'upgrades to ...' on the blight oils description text, so we can see what makes what when we sell three. Another suggestion: Like others in the thread have pointed out, when you are quite far in the blight-fight, you often can't take the time to upgrade towers. Or reach those on the other side in time. So I would suggest we can choose a specific tower with cassia, and once we upgrade one tower to maximum, she makes all unchosen towers level 1 of this tower setting as a reward. This way we would only have to click upgrade on towers, when we are deep into the fight. By this time we would have made every tower we'd want to be something specific that type already anyway. Just for the cassia map encounters though, not for blight maps. Thanks for an awesome league! Last edited by sarannah101#2551 on Sep 13, 2019, 12:07:17 AM
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++ Server lag with the Necromancer Ascendancy passive Essence Glutton and Discipline skill gem.
thank you! |
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Feels like the blighted map changes will come far too late.
The proximity shield "fix" doesn't sound like a fix at all and it will still make lanes impossible for ranged builds while also inducing massive lag. Like seriously, have you seen how stacked monsters are in those shields? How do you ever expect people to blink / dash or whatever into them, kill the mobs and be fine? Overall this sounds like some small fixes with no actual changes which means that blighted maps will still be absolutely worthless to run (why can't they drop oils?!) and all the problematic points of blight encounters in maps aren't adressed at all. Uff. |
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Oh, and OILS please, just give us more OILS, it feels suuuuuper rare, yet so many variety of them, I think since this is an engaging mechanic, we should be able to enjoy them
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Volatide DEADDDD !!!
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hrmm, that's wierd, posted to the completely wrong thread.
Last edited by GoldDragon32#7655 on Sep 13, 2019, 12:45:23 AM
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" I love how every GGG balance discussion this happens. Literally a few pages ago some guy complaining that melee can't do the mechanics and they're 'forcing a meta shift' away from melee. Now here we have ranged is unplayable and impossible. Love it! A couple things I put in my feedback post and don't see mentioned here: Ranged mobs that attack the player seem to use the 'old' AI of all throwing projectiles at the exact same time. This was removed from the game for a reason. Length of Blight encounters in maps is a bit too inconsistent. I like a lot of what I see in the post though, looking forward to finally running the blighted maps I've been saving. |
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