3.12.2 Patch Notes Preview
“Censorship reflects society’s lack of confidence in itself. It is a hallmark of an authoritarian regime.”
–Potter Stewart Last edited by automater#1878 on Sep 24, 2020, 6:41:16 AM
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Nice fixes, but please bring back the alert level in some form. For example, make guards to raise the alert level 0,3 sec after triggered, so sneak kills are somehow rewarded and lost projectiles/huge AoE don't accidentally screw your progress.
The best thing about this league was the immersion and now it's lost. Feel free to ckeck some skill suggestions:
https://www.pathofexile.com/forum/view-thread/2253742 |
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PLs fix heist member can raise alert level when killing certains monsters
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" Imagine thinking your own opinion is the only correct one. Last edited by khemintiri#3096 on Sep 24, 2020, 4:36:58 AM
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" Man if i could have synthesis again , my favorite league (not ironic) |
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" This whole 3 months is a beta. Get over it. |
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Great
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Still no desecrate particle effect fix i see, wait for next hotfix i guess. (for reference desecrate's new particle effect completely tanks gpu usage, making desecrate + spell cascade and selfcast detonate dead unplayable)
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Was annoyed when the alert level for killing mobs was removed, but then i did a level 70+ contract and realised why it got removed! even with all that nice loot there is still a chance to lose it all! happy you staggered the attacks that always oneshot me if they landed aha
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I am also in favor of seeing the alert level from monsters increased in some way. I do agree that the way it was before needed some adjusting.
My experience was that I was sometimes able to avoid patrols, but there were also a lot of alert increases I had no control over, mainly with a large number of guards spawning into a reward room. I think reducing alert level gains by half and increasing drops for rogue gear would have been enough of a change. If you had a build that wasn't optimised for heist (like summoner builds), you could utilise mainly alert reducing gear to be able to loot more chests. Other builds could then maybe use those slots to improve drops themselves or speed up obstacle clearing. Not every build needs to have the same level of success with every separate mechanic, the same way that currently some builds are better at running delves or lab. If heist ends up being a core game mechanic, it just means we have more options of progressing in endgame apart from maps. After the changes, heists have lost almost all sense of tension for me (and they also lost the main part that made them unique from maps and temples). I really liked the league as it was before (if you can look past the bugs, at the mechanic itself). It just needed some finetuning to make the alert level and damage not as punishing. Now you can go in, take your time to loot everything and even go back out before looting the final chest to almost completely negate any form of risk. That is not exciting to me. Even if they increase alert from chests so that we can no longer loot everything as easily, it will still not feel like an actual "heist", or even a robbery. Here's hoping GGG will continue tweaking so that we can end up with a fun and interesting mechanic (which I know is still possible). Last edited by Legchewer#5435 on Sep 24, 2020, 5:35:07 AM
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