Today's Hotfix for Heist

Is there any sort of ETA on this patch?
Any plans to acknowledge the gargantuan technical issues after the "optimization" patch oooor...?
Please dont nerf heist difficulty anymore.

Its only 4th day of the league, majority of the players have subotimal equipment. Ofcourse, content will feel difficult.
"
Swigg90 wrote:
So many braindead players that can't be bothered to commit to the league mechanic for more than a weekend.

If they did, they would discover how actually progressing your rogues and gearing them decently, makes the alert level from killing mobs and opening chests trivial.

Now those alert level modifiers are essentially pointless. Instead of players making meaningful choices in deciding which chests and doors to open, now just kill everything and open everything hurr durr. Strategy like opening doors ahead of you and then back tracking to open a chest that triggers lockdown, so that you have a quick and clear path to the artifact or w/e is pretty much useless now.

Harvest was awful in the way it made crafting insanely over powered, and essentially devalued the "looting" portion of the game. It feels like more and more players just want power and gear handed to them on a silver platter. No thinking, no struggle, no chase. Makes for a seriously boring experience and drives player burn out WAY up.


I never had problems with alerts as much as rare-mob stacking with nasty mods (even more in convoluted heists like laboratory).

Anyways.

Not really. Not much difference after the alert-nerf-hammer.

Usual approach was to kite the mobs to the curio room (to avoid alerts), loot chests along the way and bomb em after you get the quest item.

Guards get esentially ignored in both cases but you get rid of the degenerate mass pulling which makes no sense in a stealth game mechanic.

Also keep in mind since POE has a very limited field-of-view and all guards aggro when opening doors the zerg approach made sense under these circumstances.

So GGG reacted in a way after watching the weekend metrics.
Masterpiece of 3.16 lore
"A mysterious figure appears out of nowhere, trying to escape from something you can't see. She hands you a rusty-looking device called the Blood Crucible and urges you to implant it into your body."

Only usable with Ethanol Flasks
"
gandhar0 wrote:
"
Swigg90 wrote:
So many braindead players that can't be bothered to commit to the league mechanic for more than a weekend.

If they did, they would discover how actually progressing your rogues and gearing them decently, makes the alert level from killing mobs and opening chests trivial.

Now those alert level modifiers are essentially pointless. Instead of players making meaningful choices in deciding which chests and doors to open, now just kill everything and open everything hurr durr. Strategy like opening doors ahead of you and then back tracking to open a chest that triggers lockdown, so that you have a quick and clear path to the artifact or w/e is pretty much useless now.

Harvest was awful in the way it made crafting insanely over powered, and essentially devalued the "looting" portion of the game. It feels like more and more players just want power and gear handed to them on a silver platter. No thinking, no struggle, no chase. Makes for a seriously boring experience and drives player burn out WAY up.


I never had problems with alerts as much as rare-mob stacking with nasty mods (even more in convoluted heists like laboratory).

Anyways.
Not really. Not much difference after the alert-nerf-hammer.

Usual approach was to kite the mobs to the curio room (to avoid alerts), loot chests along the way and bomb em after you get the quest item.

Guards get esentially ignored in both cases but you get rid of the degenerate mass pulling which makes no sense in a stealth game mechanic.

Also keep in mind since POE has a very limited field-of-view and all guards aggro when opening doors the zerg approach made sense under these circumstances.

So GGG reacted in a way after watching the weekend metrics.


Also to build on that, it just didn't feel right to turn in circle around doors while your npc was opening it with a horde of monsters trying to hit you until the npc can open the door . I think it makes sense for the alert lvl to go up when monsters see u but not again when you kill them since it incentivize the kite in a circle strategy which really sucks
Last edited by ordinateur123 on Sep 22, 2020, 12:45:16 PM
Heist Spectres when :D ?
"
cacmeister wrote:
Please don’t trivialize the league by removing the alert rise on kill. Please make folks figure out how to play the game rather than giving them free reign to just open chests. I know the OCD in me hates leaving unopened chests behind but it’s the choices and the timing of every heist that makes the emotional roller coaster so attractive.

You made a beautiful league. Don’t let the plebeians ruin it.


This I agree with. It's about choices. If you "Need" to kill mobs to get to the chests, then so what guess your not getting every chest this time around. Luckily you can do another one, and maybe make some different choices.

Just don't expect everything every time and you will enjoy yourself.
"
Zwingnut wrote:
"
cacmeister wrote:
Please don’t trivialize the league by removing the alert rise on kill. Please make folks figure out how to play the game rather than giving them free reign to just open chests. I know the OCD in me hates leaving unopened chests behind but it’s the choices and the timing of every heist that makes the emotional roller coaster so attractive.

You made a beautiful league. Don’t let the plebeians ruin it.


This I agree with. It's about choices. If you "Need" to kill mobs to get to the chests, then so what guess your not getting every chest this time around. Luckily you can do another one, and maybe make some different choices.

Just don't expect everything every time and you will enjoy yourself.
What is this "need" to kill mobs. They literally are at every door. the only ones you can avoid are the patrols and they are so dam hard to see because your view is so limited in POE. I did a lvl 40 contract and i wasnt even half way to the main chest and the alarm went off.....from just killing the guards. It is just plan stupid the way it is currently setup.

Then i love the never ending guards after the alarm goes off. No matter how many you kill they just keep flooding in the doors...yea that makes sense.
Edit: [redacted]
Last edited by Nepenthess on Sep 22, 2020, 4:23:22 PM
game still crashes during heist. uhhhH! no annoying fk!

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