making so mobs in heist dont raise alert lvl

Im not sure if this is rumor or fact read it ingame but is this true? If this is true it literally ruins the league fighting should raise alert lvl. I like having to balance what to open and not, who to fight or try to sneak by etc.
Last bumped on Sep 23, 2020, 10:56:40 AM
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And I'd like to actually get something worthwhile from Heists, as a summoner, without threatening to trip the alarm for ONLY killing guards.



GGG could always add more treasure rooms and boxes that collectively go well over the alert level so you're forced to decide what you do or don't want to loot.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

MFers found strength in their Afflictions. They became reliant on them. I am not so foolish.
there should of been better way to fix it for some then this. This literally makes whole league kinda boring now.

You guys need to get off Reddit. I hope the rewards get nerfed to the ground to make up for literally a non challenging mechanic.

Last edited by Stormswa#0448 on Sep 22, 2020, 7:00:22 PM
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Stormswa wrote:
I hope the rewards get nerfed to the ground to make up for literally a non challenging mechanic.



Alert levels and stacked rare mobs were only some of the issues.

One that I don't think has been addressed yet are mobs in general being over-tuned.
I went from being so excited for the league to now considering just going back to hearthstone. There is literally no challenge if you can literally walk right through stuff. dont have to worry about killing fast at all, dont have to try to lvl up your guys to lower the alert lvls. Dont have to roll your maps to try to lower alert lvls.

Heist is no longer a good name for this, it should be more like loot hallways or something.
GGG if I get on reddit and on twitch and just bitch and complain that mirrors are not dropping will you just put like 5 in my account for me?
It was an interesting change to see. In the few Heists I've done so far:

The camera is too zoomed in to be able to deduce a correct way to handle a situation before alerting anyone, in order to minimize increases to alertness.

There rarely if ever is an alternate path with less guards along the route.

In one instance I managed to take a side path to avoid a patrol but the only way forward was along the patrolled path... and there was a door my NPC had to interact with along that route and I don't think there was any time to open the door without the patrol coming up from behind and being alerted/engaging you, making the whole patrol mechanic of enemies kinda pointless. Maybe a Quicksilver flask would give you the needed time.
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Last edited by Nicholas_Steel#0509 on Sep 22, 2020, 9:12:16 PM
Yup, this change removed all the decision-making and haste from the first part of heists. Now it's just walk through the corridor, kill all the mobs, open all the chests.
@Aelloon
pretty much exactly I did one heist and was bored as hell, didnt try to avoid any mobs why bother right? Didnt have to make decisions like before I had to decide what item to get, and I had to plan well if I grab this item I might fail because there could be people around corner. Now its just like zzzz grab this get that kill that ok booooooring.
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Stormswa wrote:
pretty much exactly I did one heist and was bored as hell, didnt try to avoid any mobs why bother right? Didnt have to make decisions like before I had to decide what item to get, and I had to plan well if I grab this item I might fail because there could be people around corner. Now its just like zzzz grab this get that kill that ok booooooring.


Stealth mechanics do not marry well, if at all, with a 3/4 view Diablo-clone ARPG, especially one with a history of enemies only needing line-of-effect to aggro you, not line-of-sight.

They especially do not marry well with games where minion builds tend to be overwhelmingly popular to the point of being half or more of the playerbase's builds (a common complaint is that Necromancers can't take the stealthy approach because their minions automatically attack anything in their aggro range).

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