making so mobs in heist dont raise alert lvl
" Literally how it was before except you ran around in circles waiting for ais to open stuff and/or have them kill mobs and fill the bar with nothing you could do about it. Nothing about the previous version was thought provoking, you can't sneak around with the limited vision, huge aggro range and no alternate paths. Was just ignore mobs and open boxes while the heist ais messed stuff up. The league probably needed/needs some form of actual stealth mechanics for this to work but the bar raise on kill was not it. It being gone is nothing but a positive since running around in circles with mobs after you benny hill style when stealth was supposed to be the name of the game is not a good mechanic. |
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" No it was not lol. Before when there was 3 huge chest i was often only able to open one. and then maybe one or two small. If i choose to kill all guard first on the way to vault. Maybe two big if i was able to sneak past a fw patrol with flash or hiding. Now i can open all bigs chest and still have room enough for a few smalls, and i dont even have worry avoiding patrols anymore. Which you COULD avoid before, move fast enough and you would get past em without, also you could leave some guards alive sneaking along wall or not entering all rooms also saved you alert before. |
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" Try these instead of throwing out asinine strawmen: >Heist hirelings aggroing the whole building instead of dealing with doors >Necro minions aggroing the whole building because minions do not have a "passive" option (and even if they did guards would aggro off of them) >Natural bottlenecking at the doors the hirelings have to deal with meaning you're either running about like a headless Rhoa looking for grain and letting your hireling get hit (resetting the bar) or depopulating rooms, negating any sort of stealthy approach. On paper, Heist looked like a good idea. But the fact of the matter is that stealth and Diablo clones do not mix well at all, for many reasons (fixed perspective, completely different pacing, completely different style of gameplay). We're seeing the consequence of marrying the two play out in real time and, frankly, I foresee a divorce. |
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" Probably because your build is designed to kill, not survive and not kill. |
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I think that the old system was flawed. However not raising the alert when killing guards has thrown off the balance of the league. It also completely removed the "stealth" aspect of the league. I suggest that they make it so that the alert level slowly rises while you are spotted by the guards and then you will have to kill the guards to stop the alert level from rising. In this way you have the choice of either sneaking past them without being spotted OR assassinating them quickly to minimize the raising of the alarm.
Then all the rouges and rouge items that were tied to alert level become relevant again and we have a middle ground between how it was before and how it is now. In my opinion this is the best solution that would require the least work for GGG to implement, while keeping both parties happy. |
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