Feedback Request: Tempest League

I worked closely on the Tempest League (with our designer Dan) and have been looking for feedback!

Are the Tempests impactful?
Are they scary?
Do the ones that affect items feel rewarding?
Are they better at higher or lower levels?
Do people share information about what Tempests are running right now?
Did you play Tempest because you thought it was more interesting than Warbands?
Did you play Warbands when you normally would have played Tempest?
Lead Developer. Follow us on: [url url="http://www.twitter.com/pathofexile"]Twitter[/url] | [url url="http://www.youtube.com/grindinggear"]YouTube[/url] | [url url="http://www.facebook.com/pathofexile"]Facebook[/url] | Contact [url url="http://www.pathofexile.com/support"]Support[/url] if you need help!
This thread has been automatically archived. Replies are disabled.
Tempests are impactful for the monsters, making them way more scarier than they should be. I made a suggestion before the leagues to incentivise players to play into hard tempests by adding quantity on the map like a mapmod. As of right now, i haven't seen any information-sharing and everybody avoids the tempests if possible...
I'm a forum warrior, i was born to post, raised to defend my league. Now my post has been removed, chained and exiled by mods who Ban. Ban is my brother; i do not fear it. I see it in the eyes of men and beasts that i troll. It will take me to play the actual game when i am ready and i am not ready.
Last edited by Pyrokar#6587 on Jul 12, 2015, 1:04:52 AM
Boss fight rooms and tempest are a no go.

There is already enough stuff going on at some bosses, there is no need to throw in regeneration at the Daresso fight for example (and have an effectively unkillable boss). If the pink regeneration tempest scales into late game just like this it can render it useless to do certain bosses with non crit builds because you would lack damage to clear a map.

Some tempests are rather useless and have little impact while others make an area very hard to impossible (the enlargement tempest is a good idea of how difficult a seemingly easy area can become).

Other than that from what I hear most people seem to have more problems with the later bosses such as A4 Piety and Malachai who both seem to be a bit overtuned compared to bosses before them.
Are the Tempests impactful?
-I find them boring or annoying, a lot of them are old content in a slightly new way. The constant sounds of the tempest aoes are annoying as well.

Are they scary?
-I'm sure they could be, but I havent found them to be scary yet.

Do the ones that affect items feel rewarding?
Are they better at higher or lower levels?
-I haven't farmed to level 75 to beat the A4 boss in normal yet so I don't know about late game.

Do people share information about what Tempests are running right now?
-My teamspeak friends do if asked, but that'd be rare.

Did you play Tempest because you thought it was more interesting than Warbands?
-No, I think Warbands sounds far more interesting, sadly its scrubcore only.

Did you play Warbands when you normally would have played Tempest?
-I feel like me and my group may end up in Warbands, or maybe I'll focus on the racing season and then just regular hardcore.


I'm definitely disappointed in Tempest. Its another case of Beyond, oh this is scary make a new instance, oh that tempest effect is bad for that area/boss, wait for it to be gone. With a good league, you would want to fight through the extra perameters/content, not skip/reset/wait it out.

I do love act 4 though, the polish from what I saw early in the beta makes it look amazing, but Tempest sucks.
Hi Chris,

Great work on the release and leagues. Still early days ATM, so hard to provide too much, but so far:

- Cataclysm... couldn't detect what this one did (WoW references aside).

- Morbid (undead one)... Vaal Skeleton pack spawning seemed a bit too much (run away), but I was a bit squishy at the time (heard a similar comment from others though).

- Haste one... was nice, short duration but about right. Felt rewarding. Actually, most of the buff ones so far felt about right.

- Currency one... felt a bit ripped off LOL (what was that item???), but I like it as a fun mechanic.

- Regen one... Guild member also commented how he and Piety (A3) were in a regen "stand-off", both occupying tempest zones in her room, neither able to DPS the other down.

Guildies have commented that it would be nice to see a list of what each one does, players don't want to "guess", and be 1shot, especially on hardcore. Actually further on that (new mechanics 1shot risk), it would be nice if we were exposed to all the tempests mechanics at an earlier level, but with minimal 1shot risk. I.E. we're 'introduced' to a mechanic, as something to watch for, but then at later levels they can become increasingly more dangerous.


Above is from limited exposure (only up to A4C) and I can see them creating interesting mapping decisions, so I look forward to that.

HTH.
Cheers
Kaysee
Chris Wilson: "Today was the proudest day of my life."
Some of Tempest is nice, and I want to avoid giving too much feedback before maps, but the gatekeeper factor is entirely too much. Cruel Harvest just had four successive Tempests, some of them with suffixes. No one in their right mind is going to run tempested Malachai with how overtuned that fight is. So this effectively ended my play session, since I have no intention of farming C Aqueducts past 61.

I played Tempest because I play the HC ladder leagues. The transmogrifying tempest seems to be nothing but a punishment, and I will avoid it if at all possible in the future. It turned a ghosted rare into a screenful of alteration shards because I didn't know that the buff also affected the monsters.

EDIT:

OK, I've run some of the first few tiers of maps, and I have some idea of how this is impacting endgame. Let me say that I do enjoy the core tempest concept of neutral zone effects that you can use to your advantage with positioning. Running a map with the extra shielding mod, or lightning damage buff, or random fire spells going off definitely changes the way I play. But there are some pretty big implementation problems.

For one, I'm not so sure that tempest suffixes should exist at all. What's the motivation to add that at the same time you're pushing really hard for people to run more heavily modded maps, while also increasing the power of some of those mods at the endgame? I ran a rare map today with twelve lines in its description, and that isn't counting the basic Tempest prefix because for whatever reason, that's not showing up when I press tab. (Surely this is a bug, since pressing tab shows the current tempest in leveling zones.) Though the overall changes to the map system are certainly in the right direction, I really think that this is too much of an upset all at once. And since the Tempests aren't being shown, basically making this the Unidentified Map League, how am I supposed to tell between the 2.0.0d change where some of the elemental ground suffixes add monster damage of that element, and some don't?

This ties into the problem with not just telling us what Tempests are where in endgame maps. I don't agree with the obscurantism here--to be honest, it just sounds like an excuse not to have to make a separate UI. I really don't care if it's a chat command where we type /tempest while the map is on the cursor, but we need this information. poe.tempest is a hack solution, and even if it worked perfectly, it's unfair to the guys who had to risk getting a brick tempest like Abyssal on a high map to get the information to everyone else.

The concept is solid, but like a lot of Bloodlines, it has a tendency to veer too far from optimal conditions.
Last edited by Uvne#0425 on Jul 14, 2015, 9:56:14 PM
Tempests are very scary. Sometimes it feels like I am in a haku mission, dodging effects. That is fun, it is hardcore and this makes it harder.


For me, I don't care much about tempest buffs for my character, and that is a problem. I don't care, because I need to be moving through content rather than trying to reposition into tempest buffs that are just going to go away very quickly anyways.


Tempests in boss rooms are a huge problem. Sometimes, you just can't do a boss. Like.. it will be impossible. You have to wait until the hour is over. That really sucks.


Tempests may spawn too often and blow up too quickly. I rarely care about trying to reposition enemies because it's just too hard to try to reposition the enemies before the tempest goes off. I'd rather reposition myself away from the enemies.


Pros:

Makes it a challenge.
Fun to dodge effects


Cons:

Ruins boss fights
Trying to get a tempest buff is not worth how short the buff is.
Trying to reposition enemies is rarely worth the time investment, or isn't feasible. (this one isn't a big complaint).



Are the Tempests impactful?

-sometimes yes, sometimes no

Are they scary?

-same as above

Do the ones that affect items feel rewarding?

-the only one i have seen turned my drops into shards and that was annoying

Are they better at higher or lower levels?

more intense at higher levels. seems appropriate.
-
Do people share information about what Tempests are running right now?

-no, i doubt they will except maybe at high level maps

Did you play Tempest because you thought it was more interesting than Warbands?

-no I just like hardcore
Last edited by asdf2000#3462 on Jul 12, 2015, 2:03:07 AM
"
Chris wrote:

Are the Tempests impactful?
Are they scary?
Do the ones that affect items feel rewarding?
Are they better at higher or lower levels?
Do people share information about what Tempests are running right now?
Did you play Tempest because you thought it was more interesting than Warbands?
Did you play Warbands when you normally would have played Tempest?


Tempests are impactful but often obnoxious when they pop every five seconds near you when you're fighting indoors.

They can be scary, mostly in narrow areas.

At lower levels they're entertaining, at higher levels they can be a bane.

Sometimes.

I would have much preferred Warbands but wanted to play HC.
Last edited by Meatball_Enthusiast#7048 on Jul 12, 2015, 2:25:47 AM
DOuble posted, ugh.

Oh yeah: Remove Tempest from boss areas. That stuff is impossible to go through.
Last edited by Meatball_Enthusiast#7048 on Jul 12, 2015, 2:25:36 AM
Playing a level 69 summoner in tempest, here's my feedback.

Q: Are the Tempests impactful?
A: No, i can't say that they are.

Q: Are they scary?
A: Sadly no, they feel boring and annoying most of the time.

Q: Do the ones that affect items feel rewarding?
A: Experienced this once or twice so far. Wish there were more clear indicators on the area it covered. Maybe delay it's duration as well so you can actually use it.

Q: Are they better at higher or lower levels?
A: They can be deadlier at higher levels, for sure. But better? Hard to say, depends on if better = harder, then yes.

Q: Do people share information about what Tempests are running right now?
A: Rarely, most people i play with just skip them.

Q: Did you play Tempest because you thought it was more interesting than Warbands?
A: No, i always play hardcore.

Q: Did you play Warbands when you normally would have played Tempest?
A: No.

Side note: Please don't allow Tempests to back-to-back spawn in the same zones. On progression bosses like Kaom, Daresso or Malachai I've had to wait up to 3 hours to even attempt them because of deadly Tempests.

Over all, the Tempests feel more annoying than deadly or fun.
My Supporter Pack list compensates for my small penis.

Report Forum Post

Report Account:

Report Type

Additional Info