Talisman feedback: Hope GGG has learned a lesson here

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diablofdb wrote:

mhmmm let's see I liked I enjoyed talismans because it was an original and new mechanic to the game. it introduce some sweet news monster mods and some exotics amulet with neat powers. And I really loved it. Plus we got an extra boss to fight and some new uniques items themed around it. I'm sorry you didn't seems to enjoy the league, but I can tell you I really had fun playing it :3


and I put around 200-250$ in the game since I started playing it, and I intend buying more stuff around, since I really love it and looking forward the next expansion.


I can respect the new mechanics part of it, however if you compare this league to any other previous league they all seemed to interact with maps "better". For example activating talismans inside of maps was kinda pointless, because it doesn't upgrade the ilevel of the overall amulets and those mobs can't drop maps.

The powers are pretty pointless IMO, aside from the OP at release bonespire they didn't scare me or really made me play and differently.


The boss fight actually is a joke. I did a level 81 2 days ago and the meta build (friend plays it not me) destroyed him fairly quickly. The damage he did when I had lots of armor and cursed him was likely less then a colonnade map boss. Just don't stand in the wolves thing when he does it, which its clearly easy to LOS or kite him and pretty much anyone probably could kill even level level 80 one.

His uniques weren't all that great IMO, nothing I really want to build around, about the only one people seemed to love was the facebreaker one, which was unavailable in HC.


However your earlier dismissal and behavior towards someone that didn't enjoy something you did is a bit too much. If you want to say you enjoyed and and explained why that is welcomed feedback, if you want to just be super dismissive and not even provide reasoning well not sure why you'd bother posting here. Glad you eventually posted some of why you thought the league was fun.
https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
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goetzjam wrote:
Glad you eventually posted some of why you thought the league was fun.


Actually, I'd claim it did only one thing wrong and I'd agree with you there, the overall presence of its main mechanic was a bit too much on the light side, if we take 10 to be 'plague' level and give beyond a 9 and warbands a 5, talisman would maybe get a 3.

If you could encounter tier 3 bosses the way you could invasion ones it would maybe feel better, because those bosses weren't bad at all. Maybe they could have spawned around a stone circle randomly sometimes to spice it up (but possessed with two T1s, that could be interesting). So, bosses were kinda nice, no worse than invasion ones in design, and rigwald had a good fight to offer* too if you don't run a particularly strong build.

I'd also call it one of the most rewarding leagues we ran, it was the only one next to warbands to offer non-unique exclusive items next to unique ones and warband mods were a dud for the most part. Even a so-so talisman on a good base can be sold for decent cash and well-rolled ones are expensive as fuck, god knows how much they'll sell for in standard after the league is done. Even if you were uninterested in fighting Rigwald you could sell even crap talismans to those that are, the league provided quite a lot of ways to earn cash so that's a definite plus.

What we got going here may just be a lighter version of D2 effect, we tend to remember past leagues as a bit better than they were. Talisman had very strong individual elements, if they meshed just a little better it could have easily been remembered as one of the top leagues we had.

* By the way, anyone else being reminded of A3 Piety when fighting Rigwald? We have a phase where we hide behind stuff, a window when we can attack him almost freely and a phase when we run.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
Last edited by raics#7540 on Feb 24, 2016, 1:52:48 PM
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raics wrote:
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goetzjam wrote:
Glad you eventually posted some of why you thought the league was fun.


Actually, I'd claim it did only one thing wrong and I'd agree with you there, the overall presence of its main mechanic was a bit too much on the light side, if we take 10 to be 'plague' level and give beyond a 9 and warbands a 5, talisman would maybe get a 3.

If you could encounter tier 3 bosses the way you could invasion ones it would maybe feel better, because those bosses weren't bad at all. Maybe they could have spawned around a stone circle randomly sometimes to spice it up (but possessed with two T1s, that could be interesting). So, bosses were kinda nice, no worse than invasion ones in design, and rigwald had a good fight to offer* too if you don't run a particularly strong build.

I'd also call it one of the most rewarding leagues we ran, it was the only one next to warbands to offer non-unique exclusive items next to unique ones and warband mods were a dud for the most part. Even a so-so talisman on a good base can be sold for decent cash and well-rolled ones are expensive as fuck, god knows how much they'll sell for in standard after the league is done. Even if you were uninterested in fighting Rigwald you could sell even crap talismans to those that are, the league provided quite a lot of ways to earn cash so that's a definite plus.

What we got going here may just be a lighter version of D2 effect, we tend to remember past leagues as a bit better than they were. Talisman had very strong individual elements, if they meshed just a little better it could have easily been remembered as one of the top leagues we had.

* By the way, anyone else being reminded of A3 Piety when fighting Rigwald? We have a phase where we hide behind stuff, a window when we can attack him almost freely and a phase when we run.



I mean if you look at the league compared to previous ones and the way it interacted with maps it just didn't behave anything like a regular league does, to me it was just there without much effort or emphasis on particpating. I guess challenges helps with that for some people, for me it really doesn't I don't ever play a game just to follow whatever "challenges" a set out, I play it to enjoy the way I want to explore and do so.

Looks like you played the SC league and despite the idea being the same I think the fact that the facebreaker amulet was exclusive to SC means you guys got the better end of the stick.

Perhaps my hate for the league resides in the fact my guildmates didn't play as much or feel encouraged to do so, which put one of the characters I invested time into at a standstill and with ascendancy announced and some information flying around I'm more focused on not getting burt out before a very large change that should be interesting and fun.

I don't think its nostalgia clouding my judgement of calling talisman bad, compared to tempest its a direct downgrade both in terms of encouraging mapping and interacting with others and as a league design because to me it shows itself as a mini expansion the way its designed and implemented, grind, grind, grind, bossfight. Layered with more RNG of course. Thats basically a different atziri in a nutshell, with maybe allowing more people to participate in the process. Perhaps talisman interact with maps slightly more then atziri, I still don't think that quantifies it as a league instead of what its clearly better aligned to have been.

https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
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goetzjam wrote:
Looks like you played the SC league and despite the idea being the same I think the fact that the facebreaker amulet was exclusive to SC means you guys got the better end of the stick.


Yeah, SC usually does, though now that you mention Tempest, I liked that league much better than Warbands, too bad the implementation of both with Zana's device is so sketchy. Tempest was a good example of a league that didn't really have much content but still turned out pretty entertaining, though it kinda sucked before merciless, you had to give it a good chance to work its magic.

Anyway, you could have gotten Rigwald's curse easily if you really wanted one, around 1m into the league it would have cost you ~5c, no reason to even level past normal.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►
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raics wrote:
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goetzjam wrote:
Looks like you played the SC league and despite the idea being the same I think the fact that the facebreaker amulet was exclusive to SC means you guys got the better end of the stick.


Yeah, SC usually does, though now that you mention Tempest, I liked that league much better than Warbands, too bad the implementation of both with Zana's device is so sketchy. Tempest was a good example of a league that didn't really have much content but still turned out pretty entertaining, though it kinda sucked before merciless, you had to give it a good chance to work its magic.

Anyway, you could have gotten Rigwald's curse easily if you really wanted one, around 1m into the league it would have cost you ~5c, no reason to even level past normal.


Personally I think a good league idea's focus should be interaction with maps and such rather then just providing a PITA when leveling.


Glad they don't have SC\HC exclusive uniques in the new league because quite frankly if we are playing the same shit the reward should be the same.

The thing is if I wanted 1 I would A) have to play that league and B) eventually move it over to standard, I wouldn't have the option at all to build around the unique in the temp league, where I enjoy playing.

https://youtu.be/T9kygXtkh10?t=285

FeelsBadMan

Remove MF from POE, make juiced map the new MF.
"
raics wrote:
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Zaanus wrote:
You do understand that the MTX have no actual value at all. It's just a way to give us supporters something to throw points at. GGG doesn't lose anything when they "give" away MTX unless they can make some kind uncertain connection between the opportunity cost of lost support and reward MTX - I'm guessing that the opposite would be true. Getting more player incentive to play would result in more support packs. Why do you think they track league retention? Because retention = supporter packs = more acts for us.

After all, why do you think they give reward MTX to begin with - because it helps retention which leads to pack sales. But the thing is, their scheme doesn't really do much for retention because players quickly realize (if they're not experienced enough to know at a glance) that they'll never make it.

I'm saying that a better conceived challenge-reward system that doesn't rely on fulling gating the "hardest/rngesus" achieves would be better for retention.


Seems that business isn't your strong suite, why wouldn't digital downloads of music and software be free? It's just data, right?


I'm not sure you read/comprehended my post.

There's a reason that digital product companies can't just donate their product to charity, and they have to donate sales of products. Their products have no intrinsic/tangible value and therefore must be first monetized.

Business is definitely not your strong suit, or you'd realize that GGG has already made the determination that giving away free MTX actually leads to better retention and therefore additional support (there is obviously a point at which diminishing returns kicks in). We're just discussing the *degree* of that concept.
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Zaanus wrote:
I'm not sure you read/comprehended my post.

It was an opening hyperbole, a fairly neat trick.
Wish the armchair developers would go back to developing armchairs.

◄[www.moddb.com/mods/balancedux]►
◄[www.moddb.com/mods/one-vision1]►

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