Today's Hotfix for Heist
I agree with a lot of the other people expressing the concern of removing the guard kill alerts completely.
This league had me excited because it gives value to a whole lot of different builds than the builds which are optimized at "smash everything and loot", the latter have been catered to a lot over the past many leagues. Removing the guard alerts completely will make stealth - which was reworked for this specific league - completely irrelevant because with this change, instead of just avoiding the alarm level, you will miss out on loot/exp from killing the guards. I agree though that sometimes the alarm level from killing guards can get a bit frustrating, but instead of removing it completely I'd like it to be adjusted. Maybe the guards being instant-killed before aggro wouldn't increase the alarm level, in the sense of stealth kill; patrols should probably always increase the alarm level if triggered or killed; the heist layout generation could be altered to offer longer, less guarded alternate paths for builds that struggle with alarm level otherwise. Please make adjustments that would not kill the main mechanic that makes this league stand out! | |
" could have been an I_NO post lmfao | |
As per usual, the haters are first to the scene, and GGG is first to the scene to make changes for them.
Let this be a reminder, to the rest of us to make a point to come in here more often on league starts to counter the stupid people say. And also a reminder to whiners saying that GGG doesn't listen. Only, that they do, almost every single time. And I applaud them, that is their job, and they are fast to implement changes as well. But ofc, this will be completely ignored next time again as the haters will once more as always make their way in here to bash on the devs saying they do nothing and test nothing and fix nothing and.... well, the way they make it sound, they might as well be office plants that just do nothing. My yesterdays feedback on the mechanic, and I quote: "Not going to comment on the mechanics of the league just yet, if alarms are good, or not, or killing mobs should count like this, or like that, or whatever else...... many commenting in here haven't even reached maps (we would know, you get at least 3 challenges for reaching maps)… But they know aaaaall too well how well the league plays already. Gimme a break. .... Needs more time for its strengths and weaknesses to be more evident" Apparently it was too much for some people to spend more than a few days to learn the mechanics and actually use their tools available to play the game. Either that or they are completely ignorant to any mechanic that isnt just "me smash all day" and requires some planning and are in here every season to diminish clever league ideas to rinse repeat just run and kill. What else is new? But when I call people out and haters I am the bad one and get my posts moderated. All cool. |
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Greaty changes GGG! I was about to drop this league due to stupid bugs and league mechanics but now it will be way better without alarm increasing after killing mobs. BTW invest in better testers xD
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rare guard change and alert change were much needed thank you
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Please do something about Niles as well, every time you see he's part of the mission you know it's going to be a nightmare. He just stands miles away and doesn't do shit.
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I think none of these changes were required. Only ally item drop increase was needed, that's all. Just because everybody whined after doing 3-4 contracts with lv1 allies and no items on them or they all dying with 4k hp doesn't mean you had to nerf the monsters. This league's difficulty was perfectly adjusted, now it's gonna get easy and boring. Also, you should have done these changes and other hotfixes before league release, why make us do beta test for you? You really need to skip one league for 3.13 and do a flashback league, and prepare for the next one better in that 3 months.
𝐋𝐚𝐜𝐞𝐫𝐦𝐚𝐧 𝐁𝐮𝐢𝐥𝐝 𝐫𝐞𝐬𝐮𝐫𝐫𝐞𝐜𝐭𝐞𝐝: /view-thread/2875553 𝐈𝐫𝐨𝐧 𝐇𝐢𝐝𝐞𝐨𝐮𝐭❜𝐬 𝐅𝐚𝐫𝐞𝐰𝐞𝐥𝐥: https://ironhideout.net 🪽 𝐌𝐲 𝐇𝐢𝐝𝐞𝐨𝐮𝐭𝐬 𝐓𝐡𝐫𝐞𝐚𝐝: /view-thread/3483665 𝐌𝐲 𝐏𝐚𝐢𝐧𝐭𝐢𝐧𝐠𝐬 𝐓𝐡𝐫𝐞𝐚𝐝 (𝐔𝐩𝐝𝐚𝐭𝐞𝐝❢): /view-thread/3263906 | 𝐃𝐢𝐬𝐜𝐨𝐫𝐝: pegasusrider 𝐇𝐨𝐬𝐭 𝐨𝐟 𝐈𝐫𝐨𝐧 𝐇𝐢𝐝𝐞𝐨𝐮𝐭 𝐂𝐨𝐦𝐩𝐞𝐭𝐢𝐭𝐢𝐨𝐧𝐬 𝟓-𝟔-𝟕-𝟗-𝟏𝟐 𝐚𝐧𝐝 𝟏𝟑: /view-thread/3519150 Last edited by PegasusRideR on Sep 22, 2020, 5:49:29 AM
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The league ?
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So, 2 things:
1. Alarms were a bad design anyways. I mean, it's like running pass the mobs in Borderlands 3 without shooting the fuckers - it kinda counter-productive, aighn't? Kinda defeats the POINT OF ACTION GAME... 2. I personally will not kiss GGG's ass simply for changing the obvious AFTER the fact. Not anymore anyways. (P.S.: after loosing the League specific shield to a fucking crash, as well as exalt I'am still salty as all fuck. I'am NOT against the "Soft-Hardcore" design of the Heist. I get it. It's 100% fine. But for cunting fuck sake - the sheer amount of bugs and crashes really, REALLY, REALLY puting me close to rage quitting.) | |
Hi,
i think most off fixes that you make are great, but i really do not understand this: Killing Monsters Increasing Your Alert Level We killed this. It's not a thing anymore. This totally destroyed planning and "stealth" in Heist, i just can run throw Heist and do not be affraid that i increase alarm. Where are sneaky tactics covering behind wall before guard go out etc. Now it is not about stealing and sneaking around in Heist, now it is about running to heist kill everything that moves and loot every chest you can. I think if you lower increasing alert level when we kill guards it will be better. But overall new mechanics feel good to me and i enjoy it, so thank you for fun. |