The new league Hive Fortress mechanic is awesome for ranged multi target and atrocious for mele
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I can't even do the mech as boneshatter xd even if im able to 1 tap every mob its impossible to cover enough area before npc just falls on the ground, spending a shit load of time then you get no loot by the end when it fails. WHAT A FUCKING JOKE.
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Can't say I have much empathy here.
We knew going into this league that it was a blasting mechanic. They told us they were going to hold true to the original core concepts of the mechanic. They showed us clips of blasting mobs. Play what build you enjoy, sure. But you chose this, with an abundance of pre-launch information at your disposal. “Freedom is what we do with what is done to us.” Last edited by Piousqd#0073 on Nov 3, 2025, 4:52:00 PM
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The problem is not in the blasting, but in the long range it has to be done at. No where in the trailers was shown that you will need to kill mobs of screen just so you can protect a fragile npc from ranged attacks. But being the whitest of knights must be nice.
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I agree it's horrible for melee. The game has always had that problem in general though: imagine how unpopular the game would be if they didn't design content for the 80% of players gravitating to the projectile screenclear meta. They have to keep that 80% happy to make their money and provide the other 20% with a playground, so them's the breaks.
Fortresses feel especially bad though, I have to admit. Playing Cleave and I can hit maybe 1/6 of the screen in a swipe, with Multistrike I can whip around and make that more like 1/3 or so. But that's not even close to enough to be meaningful in this content. It works alright in maps, where there's usually some kind of natural choke or two to funnel the waves at you in a predictable way, and there's usually somewhere you can stand to do 70-90% of the job without moving. But in an actual hive fortress, the center is just wide open. There is absolutely nowhere I can stand where my reach is sufficient. Besides that, having to defend a stationary NPC that won't defend itself has always been a depressingly bad game design option. If we are stuck defending her, where's our system to make that less painful? We get 2-3 consumable buffs, two of which are useful. The rest feel like an apology. (Heal Alith = sorry the content is bad.) She can take her entire HP from two ranged enemies in a wave while I'm frozen, what the hell does healing her do for me? Blight is a rare example of this kind of content done right, because it's just tower defense. You know where the enemies will come from, you have strategic options to mitigate their impact on the content and improve your own, etc. etc. So Hive stuff is just blight, but worse. Last edited by Razorbeam#1958 on Nov 3, 2025, 6:15:38 PM
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Same for me, I play a mid range build where I kill everything before they can even reach the middle, but random projectiles keep hiting her and she dies wave 20-24... this happens for every tier, I am currently clearing tier 15 maps and can't do white tier map citadels. I also have decent mobility and I am also tanking some of the projectiles...
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" Yep, that is exactly what I described in the post. Here is a solution, give us a graft with a bow that fires projectiles :D Example: GGGraft of Mele Empathy, fires 30 projectiles in all directions which deal 50k to 100k damage from mele range which fork, chain, and return. +.3m distance per level and .3sec cast time Last edited by Lonesong#5448 on Nov 3, 2025, 6:31:36 PM
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