Betrayal just isn't fun
" I feel you. Even safehouse rewards are utter bullshit at most. (For time spent). So this all in sum strongly votes up for locking whole league content into labs. Also, can add: Long live Legacy and Delve leagues! The ones I will vote both hands to return. Fun must flow.. |
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what time spent? the safehouses take only a few minutes to run. even for slower builds.
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"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct." ...it was quotes. from the forum. lolz! |
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" I was speaking more about the time to unlock them while just naturally playing the game, but yeah warehouse in itself are easy to run. |
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i dunno, there's obviously a lot of rng involved, but the safehouse rewards can be quite good. or trash.
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"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct." ...it was quotes. from the forum. lolz! |
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I just started Betrayal few days ago and I think this will be the first league I quit without even complete the game. I'm passing the syndicate encounters like I pass Haku every time he says "Tala moana warrior" on the previous leagues, no sense keep playing the league.
The syndicate encouters feel boring mainly because you need to waste a lot of time cleanning an infinite respwan. Also quite confusing, mobs and syndicate members look like the same and the screen is full of smoke and effects. But encounters is not the only issue, the entire Betrayal system feels confusing, there's no information about the consequences of your decisions. On Incursion League the consequences of killing an architect or blow a door was clear and well explained. Same on Delve, the costs, rewards and progress feel intuitive and you learn it by just playing. On the other hand is Betrayal, every consequence of your action remain hidden until you raid safehouse (or search on internet) and I think that's intended, but i don't like it. |
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" Research Labs in higher tier maps where you need to save 4 or 5 of the research nodes, a lot times is a no win situation. When you load into the lab, immediately whirl/shield charge/whatever as fast as possible in order to reach the syndicate members, and the encounter FAILS for 2 or more nodes being destroyed before you can even reach a room where a node exists, let alone the boss room, that's game design failure, not lack of skill or DPS on the players part. |
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" Never happened to me, and I played many research encounters in high tier maps with all sorts of mods. I just waltz in, do not care about any dudes in there except the syndicate members (i just cyclone through them), and then I kill them. You have plenty of time to get there. My char is also not really crazy both in terms of DpS and movespeed. 3.5 build: https://www.pathofexile.com/forum/view-thread/2299519
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" Yeah, I noticed this today, and it's not only in high tier maps. It seems random, I had it happen even in a T2 map, a lab with 6 research nodes where I had to save at least 4. |
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What really pisses me off is that other map objectives can fail because of research lab not completed in time. My Zana daily had the beyond boss spawn in the lab and it despawned as well after they destroyed too many evidence stacks. The time limit in research lab is way too low and needs to be increased.
Stuff like this should've been discovered in play testing of the league and been fixed before releasing it, along with transports that are within 5 seconds of the escape portal and forts that are unreachable |
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" Poe is famous for this kind of unintended interaction between mechanics. Just laugh and shrug it off. You lost a Zana mission and a syndicate encounter? Plenty more where that came from. :) 3.5 build: https://www.pathofexile.com/forum/view-thread/2299519
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