The Delirium Everywhere Event Starts Soon

98% Delirium early in The Prison was enough for me. If u wann lose player this Event was a good choice.^^
I was going to play this event as it looks like it is going to be fun, but before I start I read many comments and I don't want to force myself to play in the unbalanced and unrewarding void event. It is like endless Heist 2.0 - Looking forward for some serious tuning (less delirious % in early act, +1 reward per 20% delirious (applicable in later act + maps)).

I understand why you wanted to set the fixed delirious % to avoid spamming new instances to get "better" result, but c'mon, be realistic that 80%+ in Act 1 is just way to much.
ING: Leesaurk
It's not fun,neither is it actually challenging.

Basically a lot of areas have uber delirium so the only way is to speed flask and skip. Having 95% delirium when you are barely lvl 10 and getting no actual rewards even after you manage to slowly kill something is just annoying.

Only certain play-styles are suited and certain builds are suited for this.

Yes, it was very challenging to keep spamming holy flame totem for brutus, and keeping him locked behind a door while his HP bar is slowly draining away. Indeed, difficult and challenging. nope, not annoying at all.

Delirium league itself was fun for me. I liked it, I remember that it had a lot of bugs,had a lot of crashes. But it was fun. This,this is not that.
This event is awful, dont want to tortue myself.

Playing a video game should be fun and im realizing ggg doenst want casual

players to have fun.






Your event is bad and you should feel bad.
why do they never test anything? if its about money i'm sure some people from the community here would do it for free
Last edited by Lyutsifer665 on Jan 1, 2022, 6:12:28 AM
This event was made specifically for those who still believed that GGG playtests anything. Now maybe people will stop being so delusional
All this negativity about the event being too brutal/hard/etc is actually pushing me to try it here in a few minutes. Not an ironic post.
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Yet another poorly thought out event. I'm really starting to lose faith in GGGs decision making abilities. Why wouldn't you have made delirium values for zones change every hour like you've done in earlier leagues/events?
Don't bother.
It's one thing to be hard.

This isn't hard per se.
It's just bad.

Difficulty spikes all over- and by difficulty I mostly mean obscenely tanky stuff that is boring and unrewarding to kill. Basically progress by grinding on adjacent areas and then slowly killing anything required. And then ignoring that area because there is no reward to justify fighting much more durable enemies there.

How about this? Or better yet, actually have a few people who know far better than me design and playtest something deserving of your game.

Every hour, each area, choose randomly:
Act1: 5-53%
Act2: 10-60%
Act3: 15-65%
Act4: 20-68%
Act5: 25-70%
Act6: 30-71%
Act7: 35-72%
Act8: 40-73%
Act9: 45-74%
Act10 50-75%

Maps- to be clear, every hour, each area, choose randomly:

Tier 1/6/11: 40-70%
2/7/12: 35-80%
3/8/13 30-90%
4/9/14 25-100%
5/10/15/16 20-110% (overcap, or if you can't, then ~1/9 100% rolls)
Special maps/areas set at a pre-determined amount or range.

1 reward + 1 per every 10%. It's a void league.

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