What We're Working On
I understand the point of having no alert raise from slaying monsters, since it balances out the bugs and the basic concept of the ARPG game; but it takes away from the Fantasy of this league for me.
Imho it would be better to raise the alert level with each mob battle but it should be less than what was before. As for the discussion of "taking what is valuable to you and leave without taking the target loot", I understand in terms of "game mission" mechanic but in terms of a Heist fantasy, you can take what has small value to you and leave without taking the risk of getting caught. Thus, for me it doesn't hurt it so much (in fact it adds to the reality of a heist). |
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" Disagree. I hope they don't touch it. Works great and makes Lord of Steel gem work just fine. Each skill has a different quality to it. You wan't clear speed, use Shattering Steel. You do it right and it completely vanishes an entire group of mobs with 2 clicks (1 the skill, 1 the Call of Steel). Its only drawback on that skill is that it is not a boss killer, and yet again, done right with impales and bleeds, it is still a very good and viable skill. In the right circumstances, as in mobs running around a boss, it can almost one shot them in those cases too. I see no reason for them to change the CoSteel animation either. Its fast enough. And again, with Lord of Steel jewels you can increase the aoe and damage or cast speed depending on which way you want to go. I think you might be doing something wrong with your CoS if it ain't working as intended. (Some hints, Point Blank, Iron Grip, The Impaler passives, Vicious Projectiles and Brutality supports, and there are few more things you can do but I'll leave it there for a start, and watch it clear mobs like crazy) Last edited by HazaRdReborN#3855 on Sep 23, 2020, 7:39:27 AM
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The General Damage and or Damage effectiveness of blazing salvo needs to be buffed by at least 40-50% to make it comparable to for example other skills that do the same. Example: Running a Trapper i have momentarily no reason at all to try out Salvo vs. Explosive Traps becuz you achieve less AOE, Damage and have 1 less gem socket needing Trap Support making it just worse then Explo traps by achioeving the same Effect / Shotgunning Areas on the Floor ...
If you guys would adress that id be more then happy being able to play a new skill have some new visuals and try to find some weird ways of scaling it and trying it out right now its just not competing unfortunately ... Greetings Nog |
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Crackling lance... Thanks for ruin my starter build... its cost me more than 50c for reroll another build.
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It still keeps crashing! I would not even mind the crashes if it was not for the fact that you lose what you have been doing for the last few minutes if you crash, it's considered a failure as if you died, I get it that's probably to prevent log out macros, etc... and still have the heist going on, but to be honest, you can't make a league that is based on finishing task x or you lose all your progress when it crashes! I mean, I'm getting around 20 to 30% crashes, this is not beta testing, but more like alfa testing!
Do you want a solution? if it disconnects and you do not die, place a portal where it happened like on cast on death portal, and when you take that portal back as soon as you move, all the immunity is lost for both monsters and players and if you did log out macro, you are back in the same bad situation! maybe is not as bad because you don't have the same health, but I'm sure you could work that out too if you wanted and have the same amount of flask and life as a seconds before the disconnection! |
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" Dunno, playing Ignite Hexblast Chieftain rn without Archmage and it feels really good. Granted I'm not at red maps yet, but my gear is pretty shit aswell and not optimised at all (missing scorching ray ect.). Feels better than ED/Cont Trickster imo. In maps I mostly dont need to curse at all, just hexblast the blasphemy vulnerability and everything dies. For Bosses I curse Flammability, wait 1 sec for the full Doom proc and set up wither totems. Most of the time 1 cast is enough for them to die and I can just focus on dodging abilities. Last edited by Sadaukar#2191 on Sep 23, 2020, 7:57:33 AM
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" Fired the guy who skim read thread. Or don't make false promise . There is a lots of bug has reported a few months and not fixed, no ggg reply ,etc. Should i assume it is low priority bug or GGG dev does not knew the bug exist at all? This is the start of forum signature: I am not a GGG employee. About the username: Did you know Kowloon Gundam is made in Neo Hong Kong? quote from the first page: "Please post one thread per issue, and check the forum for similar posts first" This is the end of forum signature Last edited by neohongkong#0222 on Sep 23, 2020, 7:56:28 AM
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The removal of the alarm meter for guards turned the mechanic into a chest opening simulator which is boring but the whole concept implementation would've needed way more than 3 months to really pull off. This comes off harsher than intended now that I read it a second time but I mean it as criticism not as bashing.
I can see the potential for a completely different playstyle for slower methodical players but it would need more time investments in layouts with alternative routes which have less patrols but less chests, routes with more chests which in itself give no increase in alarm level, only patrols that raise the alarm level on sight with a visual cone of vision and give a reduction on kill but still a net positive. Also, a more zoomed out view to properly navigate around guards. Maybe this isn't possible due to your approach to randomize everything including map generation? This would promote slower players to avoid guards, take longer but leave with more loot, but still providing big reward rooms and the end room for the zooming players which could take a route that's less populated and sacrifice loot in the process but finish the heist quicker which means they can run more blueprints. I know it's always easier as an armchair designer from home without deadlines, but what I want to say is: The concept has potential in an ARPG by promoting pacifist playstyles to acquire loot (until the escape of course) and contrary to Reddits believe I think it is possible to have a mechanic that punishes killing but the way to avoid it must be, well... implemented. I think the 3 months cycle made it impossible for you guys and the league was doomed to "fail" from the very start, but I'm no game designer and don't know what challenges you guys faced that I can't take into consideration. Hopefully the next league will be less in scope and have more balance stuff like reworked ascendancies or skills and less bugs. And hopefully POE2 progresses well because I can't wait new socket system and changing gear while leveling or replacing a chest without worrying about the links. :) P.S. " This is a non-issue and quite frankly sad that people whine about 2-3 seconds of walking every - what? Hour? 20 minutes tops? I kind of like it. Makes the town seem bigger than it is and less than a tiny rectangle with all important NPCs conveniently clustered in the middle. There needs to be some kind of balance between form and function. |
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So, I'm sure this has been considered, but since the alert level is unaffected by guards but we still want to feel like some in n' out thieves (except maybe in grand heists)then how about tying the number and/or strength of the guards to how many chests players have opened. That way we still get the risk vs reward feel. Get greedy and face heavier odds.
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Bug report:
The mod on the contracts : Guards remove alert level on Death I was doing a contract with this mod and opening all chests, and alert meter was at 20% and closer to the end b4 final goal on one of the chests zone went into lockdown countdown even though alert meter was still showing 20%. It seems to me this mod doesn't function properly after removal of alert on guard kills or some other interaction. |
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