I didn't bother reading to see if anyone has mentioned this yet, but aren't we getting a single unified Syndicate board across all builds in a league?
That alone will help with The Unveiling Problem because we'll all be running a LOT more safehouses and Masterminds.
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ARealLifeCaribbeanPirate wrote:
I didn't bother reading to see if anyone has mentioned this yet, but aren't we getting a single unified Syndicate board across all builds in a league?
That alone will help with The Unveiling Problem because we'll all be running a LOT more safehouses and Masterminds.
havent seen this change. this will make things way easier.
Trust your mind and strengthen your abilities!
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Posted byMrsDeath_#3960on Aug 27, 2019, 9:19:21 AM
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MrsDeath_ wrote:
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ARealLifeCaribbeanPirate wrote:
I didn't bother reading to see if anyone has mentioned this yet, but aren't we getting a single unified Syndicate board across all builds in a league?
That alone will help with The Unveiling Problem because we'll all be running a LOT more safehouses and Masterminds.
havent seen this change. this will make things way easier.
Well I haven't seen it re-confirmed as part of Blight, but Chris said 3 months ago that fully unified delve and betrayal mechanics were going in the 3.8 update.
So... hopefully that happens and they didn't forget?
UPDATE: Confirmed, found it in the ZiggyD video, link below.
https://youtu.be/gsqbpdZUgII?t=541
Last edited by ARealLifeCaribbeanPirate#2605 on Aug 27, 2019, 9:37:07 AM
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MrsDeath_ wrote:
But the betrayal options change with the rivalities of members. So the situation changes aswell as the options. You cant allow to choose every option when you dont have the situation required.
In the current system you only have two options. The first one is always interrogate on the left hand side. On the right hand side its kill, betray or bargain. This leads sometimes to the situation that your only option is to interrogate the member or choos a "bad" bargain/betray that you dont want because it would be a waste (like remove the member from the syndicate or interrogate the Member (its especially worse when he is only lv 0 or 1 and you want to keep the member because of the vailed mods you need) and if you interrogate him he is three turns not avaible because he is in jail). And if you decide to do nothing with the downed member you cant do any other syndicate mission in the map because the downed member will block them until you decide to do something with him.
Therefore to solve this problem i suggested to add the kill option as a permanent option besides interrogate. It just gives us more controll in what is going on in the syndicate.
And i dont think this would interfere with the rivalities-systems of the members, because most of the rivalities are interact with the betray/bargain-option anyways.
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Posted byTroppellmann#2441on Aug 27, 2019, 9:38:48 AM
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MrsDeath_ wrote:
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ciel289 wrote:
imo the system is fine, but the mods that only drop from 1 member (like - total manacost) are too restricted...
i couldnt get tier 2 of total manacost,hits cant be evaded
i baerly got cannot be frozen
it was nearly impossible to get elreo into my syndicate and when i finaly got him he nearly never showed
he wasnt a captain and had trusted/rivalrys,it didnt elp ....
lets not say restricted but requires target farming.
once you have elreon-leon-vagan-aisling trio you should be able to grab spesific drops in each encounter. its all about targeting the master's of recipes you want.
another words the ones playing smart and efficient wins the game
they should change the syndicate replacement system to a rotation instead of this rnd crap...
i´m not against target farming the crafts you need, but needing multiple full resets and every member exchange you can get just to hit elreon,was the worst expierence i had for a long long time in poe (it was totaly fine during its league.
i got elreon after i hit 32 challenges and i never traded for stuff that was required for them
i was probably very unlucky,but for me the crafting benche mods are something you should be able to farm in a reasonable way
those mods are the most consisten option for gearing
another option would be to change unveiled items so that you can see all 3 options without int the trade window,so you could basicly sell rare mods safely when you dont need them
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Posted byciel289#7228on Aug 27, 2019, 9:40:25 AM
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Troppellmann wrote:
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MrsDeath_ wrote:
But the betrayal options change with the rivalities of members. So the situation changes aswell as the options. You cant allow to choose every option when you dont have the situation required.
In the current system you only have two options. The first one is always interrogate on the left hand side. On the right hand side its kill, betray or bargain. This leads sometimes to the situation that your only option is to interrogate the member or choos a "bad" bargain/betray that you dont want because it would be a waste (like remove the member from the syndicate or interrogate the Member (its especially worse when he is only lv 0 or 1 and you want to keep the member because of the vailed mods you need) and if you interrogate him he is three turns not avaible because he is in jail). And if you decide to do nothing with the downed member you cant do any other syndicate mission in the map because the downed member will block them until you decide to do something with him.
Therefore to solve this problem i suggested to add the kill option as a permanent option besides interrogate. It just gives us more controll in what is going on in the syndicate.
And i dont think this would interfere with the rivalities-systems of the members, because most of the rivalities are interact with the betray/bargain-option anyways.
well actually you have 3 options to be exact.
you can let go of the members if both options are not in your interest.
Trust your mind and strengthen your abilities!
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Posted byMrsDeath_#3960on Aug 27, 2019, 9:44:07 AM
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MrsDeath_ wrote:
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Troppellmann wrote:
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MrsDeath_ wrote:
But the betrayal options change with the rivalities of members. So the situation changes aswell as the options. You cant allow to choose every option when you dont have the situation required.
In the current system you only have two options. The first one is always interrogate on the left hand side. On the right hand side its kill, betray or bargain. This leads sometimes to the situation that your only option is to interrogate the member or choos a "bad" bargain/betray that you dont want because it would be a waste (like remove the member from the syndicate or interrogate the Member (its especially worse when he is only lv 0 or 1 and you want to keep the member because of the vailed mods you need) and if you interrogate him he is three turns not avaible because he is in jail). And if you decide to do nothing with the downed member you cant do any other syndicate mission in the map because the downed member will block them until you decide to do something with him.
Therefore to solve this problem i suggested to add the kill option as a permanent option besides interrogate. It just gives us more controll in what is going on in the syndicate.
And i dont think this would interfere with the rivalities-systems of the members, because most of the rivalities are interact with the betray/bargain-option anyways.
well actually you have 3 options to be exact.
you can let go of the members if both options are not in your interest.
this option isnt useable in some encounters (if its the 3rd and last one i think),it still means you wont get exp and items from that member which is a bad designe choice when they proofed they can add a 3rd option
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Posted byciel289#7228on Aug 27, 2019, 9:50:13 AM
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ciel289 wrote:
another option would be to change unveiled items so that you can see all 3 options without int the trade window,so you could basicly sell rare mods safely when you dont need them
rest sounds unreasonable but this is straight out against the league mechanic. whole shtick of unveling items is the mystery behind finding veiled items. if you do what you said here that would take the joy out of unveiling items and turn it into a pure chore/trade to achieve kind of a mechanic.
Trust your mind and strengthen your abilities!
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Posted byMrsDeath_#3960on Aug 27, 2019, 9:51:46 AM
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ciel289 wrote:
this option isnt useable in some encounters (if its the 3rd and last one i think),it still means you wont get exp and items from that member which is a bad designe choice when they proofed they can add a 3rd option
well it is logical that you dont get any item or exp because you are letting go of the prisoners, would be against the narrative to get exp from a freed master. nothing happens and benefit from that is keeping the positions of your masters and continuing the rest of map's betrayal encounters.
Trust your mind and strengthen your abilities!
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Posted byMrsDeath_#3960on Aug 27, 2019, 9:55:50 AM
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MrsDeath_ wrote:
lets not say restricted but requires target farming.
once you have elreon-leon-vagan- aisling trio you should be able to grab spesific drops in each encounter. ...
So Aisling, is it confirmed and anyone actually got Vagan weapons with his signature mod on it?
I had Aisling in Transportation for quite a while, opened several chests and never seen "Hits can't be evaded" from her. I had to farm Vagan with help of Kalandra's craft to get it in the end. I got additional curse and all minus mana costs enchants before I even got half way through Vagan's mod.
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Posted byBaron01#3047on Aug 27, 2019, 9:59:11 AM
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