Betrayal just isn't fun

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Miská schrieb:
I love the scarabs. I love the expansion. Betrayal? I have those locked away in a hole since day 2.
how are you getting scarabs without betrayal encounters ?

you can consider it a rhetorical question.
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grepman schrieb:
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Miská schrieb:
I love the scarabs. I love the expansion. Betrayal? I have those locked away in a hole since day 2.
how are you getting scarabs without betrayal encounters ?

you can consider it a rhetorical question.


Maybe he likes the idea of scarabs? It does sound a little contradicted..

Anyway i hate the syndicates as well, for the first time in this game I thought lets try something else, because I basically always did the the same.

I went full tank sometimes RF sometimes max block sometimes insane amount of ES. What did I pick this time I went for glasscannon and that was a stupid idea...

I'm not a hardcore player so I die once in a while but the amounts of one shots that I've got this league is the highest in years, I like challenge, but this feels more like a balancing problem than my own fault and trust me I've been angry at myself plenty of times because I know I did something wrong.
Werd. I'm barley playing this one. Hate stuff that slows you down...it's not complicated or anything with plenty of guides out there where to put these fools but it slows/interupts gameplay. I especially hate how drifters can damage you after you killed syndicate members and trying to figure what to do with them with syndicate screen open.

I am dabbling in std a lot just getting mine and atlas up to date ater this patch fucked it all up.
Git R Dun!
Agreed, league is awful.

1) I was pumped when I saw the pictures on syndicate members faces of things like onslaught on hit for boots and arcane surge on hit from gloves and started thinking of awesome builds to try with new cool stuff. Would have been awesome if they actually dropped something with that on it but they never did. Not even sure what the pictures are they for. If they have a picture that shows a pair of boots that says 'Explodes corpses into vines' why do they not drop an item with that on it?

2) I probably would have been able to figure out questions like #1 if I didn't get curbstomped by rank 1 syndicate members in yellow maps with no damage mods even after facerolling every red map corrupted with my build Even after the nerf it's basically a death sentence to attempt them in red maps.

3) You can't see what's happening when there is more than 1 and their stacked on top of each other, which is how they always start. I can't dodge big hits if I can't tell who's casting what.

4) I had to quit my first char on HC and reroll because I got Hillock to rank 3 and they got stuck on intervention and chased me through every map. Every leap slam almost killed me, every 3 shield charges they would teleport on top of my head. So f*cking stupid.

5) You can rarely do what you want to do. I want to rank up Aisling to get challenge completion? Too bad... she wants to bargain, drop unique items, drop veiled items or some other pointless crap. The system was not a terrible idea but someone RNG f*cked it to death.

6) The investigation board is a clusterf*ck. I get that you wanted to make it hard to figure out to keep people interested for 13 weeks but it's terrible.

7) You completely screwed over Elreon leveling rings. You can't just get a level 1 set of elreon jewelry, level 28 set and level 42 set all with -8 mana cost to skills. Did you really want to make releveling on HC more annoying? That's all it accomplished. On top of that I still don't have that craft yet and I'm done running research to get it.

Big miss on this league boys, big miss.
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Miathan51 schrieb:
- I rush into a research lab and kill the mobs super fast and still somehow it ends, as if all research got destroyed
- caravans spawn in super incovenient places and start moving into uncleared map area full of mobs
- intervention happens at the very start of map so you cleared nothing and have like 10 square meters of safe space to maneuver

And even when none of the above happens and everything goes well, it just... isn't fun. Not a single time did I walk away from an encounter and thought "that was enjoyable". It's imbalanced trash content where you can't see what's happening 90% of the time and can only hope to get out alive.

Oh, and fortification is just the stupidest design ever with the endlessly respawning trash in front of the gates.

Seriously, I'd rather play launch week Bestiary again than this crap. The game is great and I'm really enjoying delve content (I didn't play delve league), but Betrayal sucks.


- you don't understand the league mechanic. You need to rush towards the members and kill them and you will get the option to continue the research way.
- I don't understand how is that negative. If that happens is a plus because you don't have to backtrack. Everybody hates backtracking(see abyss league)
- again how is this a negative? It just sounds like your build cannot handle more than 3 mobs.

All that you mentioned are things you don't understand about the league mechanic or just your build being generally bad.
Won't lie league is ok as a whole but every encounter with the syndicate is complete cancer. Especially if you are trying to level in higher end maps and come across an intervention attempt. 9/10 times you will be dead and screwed out of all your exp. Lots of changes need to be made. As for fortification attempts they are absolutely overpowered with non stop spawning minions that make it completely impossible to even get near any syndicate members!
Definitely have to agree with the general sentiment of the thread. Here's my take:

Fortification: During story play, it's not so bad. Generally scales well and rewards at the time (considering healing totem drops as well) seem fair. Once you hit maps, however, that all falls apart. The sheer number and speed of spawns while breaking a gate are monstrous, compounded if the target has any friends that decide to portal in during the break phase, and unless you can push through the mass of bodies the target can hop out, hammer you within an inch of your life, then teleport back to the center of the fortification to fully heal while you're STILL trying to break through the trash mobs. Then, by the time you do, you realize the target has fled and you get next to nothing, often not even safehouse points, for your trouble unless the target had friends and you took them down.

Safehouse itself, however, feels like it's in a good place.

Transport: Poor start spawns utterly ruin this. I've literally had the gate spawn in-frame with the cargo, giving ~4 seconds to defeat the target. And as if poor spawns weren't bad enough, the target or any portal'd in buddies can break aggro at a whim and instantly teleport to the cargo and keep it moving. I've had instances where I attack the target, they pivot and start a leap slam, then teleport while mid-leap right back to moving the cargo. Rewards for the entirety of Transport feel light compared to the amount of work required. And to make matters worse, if you kill friends but the cargo escapes, the friends despawn making ALL work done a waste.

Safehouse feels poorly thought out. It seems little more than Intervention Safehouse with cargo shipments added in for looks, but feels mechanically identical.

Research: Like Fortification, this scales relatively well during story, but falls apart in maps. Entering a Research and having the target wipe an objective in three seconds when you need to keep all objectives intact is the exact opposite of fun. Otherwise, overall it feels too mechanically busy: What is with the Stormcells and beams everywhere? What's the point of the Bloodworm Jars and Plaguerat Crates and their spawns when broken? No counterplay for over-powered rare mob spawns devastating objectives? Rewards, however, feel about right, but ONLY when opening all chests and crates for the added experience and currency drops.

Safehouse I can't speak for, I think I've run maybe a single Research Safehouse.

Intervention: Where do I be-ONESHOT. During story, intervention was relatively rare, meaning targets rarely had rank and would usually be annihilated on spawn. In maps, they predominantly show up in the most inconvenient times where you have little to no chance to react to their incoming damage, they summon their friends within seconds to swarm you and, should you survive long enough to make a dent, they run away while their friends keep you busy. Considering the net loss due to one-shot damage, the rewards are worthless.

Safehouse can be summed up in two ways.
1: "Air 50% Lead Theory" - The projectile spam that begins every time the inordinately large assassin waves spawn in has little counterplay besides "hammer 1-5, back up, and minion/AoE". it's just not enjoyable.
2: "Ear Cancer" - The first time I was hit by one of the projectile waves, I died because I instinctively threw my headset off and had to clutch my ringing ears. Nice job one-shotting the PLAYER instead of the character that time.

Mastermind: I've made-ONESHOT it-ONESHOT to the mastermind once. Did-ONESHOT ONESHOT not make it past the darkflame-ONESHOT stage. I no-ONESHOT longer care to try again.

Veiled Mods: The concept is nice, both the effective loot customization and the recipe unlock system. But getting the drops in the first place severely takes away from the enjoyment. Going through 10-12 events just to get 1 drop feels worthless. Every encounter should drop at least one veiled item, with the recipe unlock rate being reduced to compensate.
Add me to the list of people who are going to lock this BS overpowered idiot league in a lab and never looking back.

2800 life, an entire ES node chain converted into armor using the energized armor unique jewel. 47% physical 54% fire 75% cold 53% lit and -6% chaos (lets talk about that in a min) and Alising walks out of her portal and i'm dead before i can even react?

Oh and lets talk about map fort, where a minion fire totem build that had two boss deaths, one at malachi and act 10 Kitava (one to world on fire) can't even dps down the trash mobs outside the fort, not that it matters because of endless damn respawns and that eyecancer cluster **** that guess who, gravicius and alsing walk out of to walk over me like i'm not even there, and i can't even tell what hit is killing me to make it even more damn irritating.

Oh and being mostly geared out in uniques to compliment my minions and fire damage, making it impossible to try and craft chaos resist for tora's off screen hits, the endless syndicate trash mobs, and it that's BS slams.... way to implement a system that isn't even usable to try and compensate for this overtuned crap.

You may now tell me to git gud or "layer defense." or whatever other excuse you want to use instead of admitting this league isn't fun in the slightest.

When i can walk over common map mobs in seconds, but a fort is a may as well not bother?

IN. WHAT. GOD. DAMN. UNIVERSE. IS. THIS. BALANCED?!?!?

Short answer, it's not. At least Delve knew the meaning of scaling and a challenge that was fun. Whoever thought this league was a good idea should never be allowed to balance a game ever again, much less call themselves a dev.

/ragequit
Zuletzt bearbeitet von Dragonkat42#2183 um 02.01.2019, 00:24:54
2800 HPs and uncapped ele resists in maps ??? what ?
You're running with a complete unoptimized character, stuff will kill you.
This league finally introduces things that punish players running such chars,there are likely tons of things to improve your char ..... yet, /ragequit ?

...
SSF is not and will never be a standard for balance, it is not for people entitled to getting more without trading.
syndicate gets nerfed into the ground and people are STILL complaining about them being too hard.

i wish i was surprised by this.
[Removed by Support]
"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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