Why do the enemy NPCs have such an obvious advantage in ToTA?
This league was fun until I got a high enough rank to where it literally feels like the enemy NPCs put in cheat codes. The efficiency of the enemy flank and defense vs yours is insane. The named NPCs have so much health with an instant respawn that it's probably better to just ignore them. Eventually the NPC advantage becomes so bad that they just rush your totems with no care in the world because they become stun immune and just instantly respawn and rush you again.
I have no idea why a company would deliberately make something so unfair and unfun. This league mechanic needs some dire balance changes, or just let me derank myself back to 0 because the rewards don't seem to scale at all. Last bumped on Aug 30, 2023, 10:51:41 AM
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ye its unbalanced and very bugged
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The enemy champion is meant to be insanely strong to balance a strong player (you) being on your team.
Except, GGG has no real testing done to balance at higher level. So they scale both damage & defense per rank. Once you reach a certain rank those numbers are so absurd. Adding to the fact that there's a clearly obvious multiplier in logic in how enemy team plays vs your own team. Example, spear dudes, goliath of night. Spear dudes, will appear out of no where, 1 shot you, and jump back to insta destroy a totem. Goliath on enemy team, will just lock on, and find you, 1 tap you endlessly. But if you have Goliath and spear dudes, they stand around, uselessly attacking random stuff, and doing little to no damage. And finally, when a good reward shows up, the enemy team are jacked to the tits on steroids and there's often absolutely nothing you can to to win. Yet when you instantly rematch vs the same team, with zero changes, you smash them without much effort..... So your only option is to cheese it. Yet... GGG remove cheese tactics, as it goes against what they decided people should play, and how they should play. Last edited by IrishRoyal#4223 on Aug 29, 2023, 9:44:02 AM
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Try to get the following dudes, depending on which spawn and are affordable:
Flankers: - Fieldmaster (rush them) - Thunderbird - Sunset Sage Defense: - Caldera Ravanger (Rush them, not available until round 5 and they dont always spawn. Its a gamble but if you get them, you win) - Tidecaller - Hinekoras Horn Attackers: - Hinekoras Horn - Spearfisher - Tidecaller - Fieldmaster (if you can put them on Flanker duty) Escort: Whatever you have, doesnt matter. Escort duty isnt very good. The rest of the guys are pretty much trash and should only be hired to get some bodies on the board or to sell them to other master and buy their units. Also some trinkets are incredible powerful, like all defenders gain charges or 50% chance for instant respawn. 2-3 of Koams Caldera Ravanger, will hold the line against pretty much everything and you will have plenty time to cap totems. Fieldmasters are absoltely broken, because each segment of their walls counts as an enemy and will be attacked, block projectiles and allow youe team to cap. Dont try to engage enemies, just aggro them in the initial phase and let them chase around. This should buy enough time to cap some totems and snowball to victory. Watch the minimap, if one your mates is capping rush over there and assist. Last edited by Orbaal#0435 on Aug 29, 2023, 10:11:09 AM
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I literally cannot do anything in the league mechanic anymore. Even in the first match. The enemy NPCs are so advantaged they literally just ignore me and my units and just spam the totems and are immune to being stun, immediately respawn on death and continue to rush my totems. I can't go on offense at all and I can do nothing but watch my totems get pushed while I'm literally just aoeing all the NPCs down repeatedly.
This league was incredibly untested. It has so much potential but GGG literally ruined it with this garbage balancing. |
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GGG has done a horrible job at finding the line between delivering challenge and making TOTA so stupidly unfair that you'll just win and win and win until you get to a rank where its not surmountable anymore.
Because how it is right now, its not hard. TOTA is not hard or difficult. It is just unfair. You are at an extreme and obvious disadvantage. The enemies do not play by the same rules you do, and they will always be exponentially more powerful than anything you put on the board. I don't think its very fun to have to cheese to win. |
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In my oppinion best unites for positions:
Defense: Spear Dancer Tidecaller (item with +4 proj is big) Caldera Ravanger Attack: Stormguard Fieldmaster (only TOP and Bottom position, not in the middle!) Caldera Ravanger Hinekoras Horn Warcaller Flanker: Sunset Sage Thunderbird Jade Hulk Titanic Shell Invisible dogs (forgot the name) Escort: Everything else If you have early on very limited number of units, always place your units as flankers and put something on the attack position where the enemy team has flankers. |
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It’s already really easy to win consistently and there’s no xp risk. If they didn’t have advantages it would be completely trivial.
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Idk im not super high rating (~1250) but I still win every tourney without much struggle, sometimes you lose a round to random 1 shots across the map or to afk titanic shell ("escort"), but other than that I barely ever take longer than 2 minutes per round. First 3-4 rounds of every tourney you can just get 1-2 totem "picks" from your flankers and then just base race, even at 1k+ rating.
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