Incursion timer too short
" duh, lightning trap shadow will work. with all the trap buffs, i suspect they only tested this with trappers lol. try running a clunkly melee with little aoe dmg... |
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+1
We need doubled time, at least. Actually only some type of builds can explore well the temple. |
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+1
No need to buff the timer so much, but please buff the amount of time the mobs add to the timer at least. |
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" I stopped trying this shit after 3 times in a row i wanted to open a passage, prioretising it over killng architects, but the stone didn't drop near the door i needed, and all 3 attempts i was out of time while running from drop location to the door. That is nothing but bad ballance. |
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The timer needs to add more for whites, rares, and uniques for sure.
As it currently stands it's just a purely RNG gated mechanic. Even if you're very fast in clearing, the chances of getting a stone seems very low, and the chances of being able to reach a door you are trying to unlock is even lower, since by the time you get a stone, you've most likely cleared a bunch of whites already and there are few if any remaining on the pathway back to the door you want to unlock. Not sure how this was mechanic was approved without more testing. |
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for the love of god increase the timer,its like 10 seconds before it closes, i can't do anything in that time frame,not everyone is a mathil or a ziz
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I'm totally fine with timers, it encourages players to not waste time and focus on the objective. However, I agree that these are way too short for the average non-FotM builds. The timer either needs to be made more lax on starting time, or mobs need to have more time value on kill.
PoE players: Our game has a wide diversity of builds.
Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build! And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley |
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I'm using skills that should be excellent for these (Lightning Trap + Spire Trap) with a lot of damage nodes and a god-tier weapon that shouldn't exist (GGG's biggest mistake ever). I have no trouble killing Architects, but clearing the room, finding keys, and opening doors is a massive pain in the ass. I haven't failed to unlock all the relevant rooms in a Temple yet, but it's been really close at times. I've also had to rely on explosives twice.
If I'm having this much trouble, people with worse skills for clearing or worse gear are just boned. That's poor design. These awful timers are always poor design, though. Unfortunatly, it's one of the poor design decisions GGG's designers are in love with. GGG, do what you did with your timers in Zana missions. Make it so that anyone putting in an honest effort is able to gain enough time to complete the incursion comfortably. Zana's missions have timers that basically exist so we can't go take a dump in the middle of maps. That's fine. Timers that simply prevent a significant portion of the playerbase from participating are not fine. |
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" I agree, the timer isn't the issue, it's the 0 sum game of killing things for timer, and the lowering of base timer? Has anyone figured out what causes the base timer to go down? Mines down to 12 seconds from 20 when I first ran it, thought it might be lowerd each run, but still at 12 after finishing a temple. Thought it might be your level vs incursion level, but seems below 10 it doesn't spawn any more, and doing on 8 below was still 12 seconds. |
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