Upcoming Improvements to Blight

Just spawn the blighted map monsters in waves. More possibility for the players to rest-up and build some towers, less pressure on performance.

You've chosen the TD gimmick for this league, and it's working, commit to it.

Oh, and red map blight encounters are a touch unrewarding so hey maybe you could do something about that aswell.
Last edited by nskLantash#4654 on Sep 12, 2019, 8:56:15 PM
sick
One Suggestion:

I saw one of the streamers comment on this in his suggestion video, and then the exact same thing happened to me - on Blight Maps, sometimes the Monster Portal will spawn right next to the Device, so close that there aren't even any towers you can put up to defend.

When that happens its automatic game over, and a perfectly good Blight map is trashed.

Monster Portals on Blight maps need to be moved back a minimum distance so that a tower to defend is always an option.

my 1st post
damn,
so you are not going to give us the perfect old shatter sound?
rip
FIX SG SERVER
all and all. I just want my old shatter sound back. if it has technical issue, just pls somehow solve that but keep the sound intact. the shattering is the best thing ever happened to me in games
Blighted map performance seriously needs to be improved.

Solely reducing density may not be enough.

Maybe also consider reducing the number of unique paths that appear when a new portal opens.

Also, there's an issue with portals opening too close to the pump, rendering it almost impossible to defend with towers/attacks as it goes on.
I'm enjoying this league so far, but I do have a couple of suggestions for the blighted mechanic. I suppose the encounters outside of blighted maps are not too crazy, but the ones in the blighted maps could use a couple tweaks.

Melee builds are heavily disadvantaged by the blighted mechanics as is, and this becomes a significant issue in the blighted maps. I would suggest, like others have, that there be an interlude every X number of spawns or to make waves so that more towers can be constructed that aren't right next to the blight center. These interludes should also be able to be skipped the same way a normal blight encounter can be. I have been playing a pure melee physical minion build and I have struggled leaving the center to set up additional towers. I feel that another possibility would be if the towers themselves were more powerful at slowing and stopping enemies so I could build up some slow/stopping towers and actually have time to go build more towers. As it is, some monsters seem to bypass tower mechanics.

The other thing made me lose a blighted map once already. Unique "boss" blighted monsters should have an indicator on the mini-map different from the other monsters. A bigger icon or different color would be sufficient. The issue here is, even if I can get away from the base to go kill an exceptionally dangerous blight unique monster, I don't even know they are there. If I can see them when they get near the center (so that's like half a screen away...) through all the ability spam and other monsters, I still have very little time to burst them down. I had some big bloated monster show up and I saw it at the edge of my screen. I also had all of the towers activated between it and the core and several of them were slowing it down. Even with my solid dps, it didn't die till it was halfway between the edge of my screen and the core. My core was at full hp and it died instantly while no other monster was near it at all. I can only assume the fat unique monster had some sort of large explosion on its death that guaranteed 1 shots the entire bar of the core's health with a substantial range on it. With the current system, I have no way of preventing this from happening again.
Last edited by DemigodParadox#0524 on Sep 12, 2019, 9:45:11 PM
"
Eepis wrote:


TL;DR Forced metashift


Lol this happens every league
"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
Last edited by girng#7675 on Sep 12, 2019, 9:50:02 PM
"
tackle70 wrote:
"
it had some significant technical issues


How exactly do you get technical issues with a sound effect? That sounds like some serious spaghetti code if true.


The oompa loompa that has to voice it in real time has laryngitis bruh.
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