Is syndicate grossly overtuned?

I love that leveling is a bit dangerous right now. Makes me feel like old PoE. I die every now and then but it's not too bad. And since I'm veganssfbtw I don't have good gear so I wouldn't say they're overtuned. The additional mobs are a pain in the ass though, especially if they give dangerous auras to the bosses.
GGG banning all political discussion shortly after getting acquired by China is a weird coincidence.
Now that I have a semi-functional build (Damn you +2 mana on hit jewel...) Syndicate encounters are very manageable and I'm actually looking forward to them since they give so much experience and items.
Some SSF player
All you need are ways to escape being frozen and stunned. You die when you cant move and get focused. Flask enchants.

Every boss has some kind of cc. I also suspect the green fog outside forts also has a cc.
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鬼殺し wrote:
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kolyaboo wrote:
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NemoJr wrote:
I almost died in THE COAST FFS. Which would be a new personal record -- I don't think I even died to Uber Hillock lol.


Yep. That was when I knew the new content was hostile to early play. Did they think we would come out of the gate with 5 links, 30% movement speed boots, etc?

Hoping that as my character progresses this will sort itself out as it did with Incursion.


Almost? ALMOST?

Oh please. Invasion was killing people in the Coast at a rate you wouldn't begin to imagine. As was Anarchy, with overtuned Exiles everywhere. Betrayal is lala land compared to those. Once you figure out, through trial and error, how to handle the various encounters, it's not hard at all early on. Throw in subsequent characters benefiting from veiled mods and twink gear and this FAR from the hardest league in the game's history.

'Almost'. Have a cup of concrete and harden up.

And take a little time to appreciate the flipside of this: Syndicate encounters sure make the core game feel like a stroll in the park in comparison. I love it when a league makes me feel like I have to up my game, and when the rewards, both tangible and thematic, are appropriately doled out.

I imagine a lot of these complaints that it's all too hard are being taken a little lighter by the devs when Charan 'Shit Sword Rich Kid Doesn't Play Maps Ever Hell U Probably Never Even Play At All LOL' Jaydemyr is saying otherwise.

Aren't you just a wee bit embarrassed?

edit and PS: just discovered the caravan ignores the gates in the pits in Act 4. OH THAT WAS FUN. (Not even being facetious. It was challenging as hell and felt good when I managed to stop it at the last second.)


Although you're not wrong, anarchy and rogue exiles only had a few that were REALLY dangerous. I do remember getting oneshot big time by them.

With syndicates I had to pick up CI because of Tora. I had a hybrid build and my 2½-3k hp would disappear in under a second. And i actually have a bit of chaos resist.
They're bad while leveling. I don't think they are tough when you gear out.

The mastermind fight is fun as hell!!!

I started out with a witch sporting Freezing pulse and managed to clear most Betrayal encounters easly.

I switched to my end game spell Winter Orb (great spell BTW, doubt it will be shaper viable but insane fun clear) and got to level 88 over the weekend killing my first Mastermind last night.

Some encounters were a bit rippy but none impossible. I persoanlly like the dificulty level. However I am only on the border of red maps so with insane map mods I can see how some can be frustratingly hard.

Some of the specific Syndicate memebers are very strong: Hi Tora and Elreon.
"Never argue with an idiot. They will take you down to their level and beat you trough experience."
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鬼殺し wrote:


Almost? ALMOST?

Oh please. Invasion was killing people in the Coast at a rate you wouldn't begin to imagine. As was Anarchy, with overtuned Exiles everywhere. Betrayal is lala land compared to those. Once you figure out, through trial and error, how to handle the various encounters, it's not hard at all early on. Throw in subsequent characters benefiting from veiled mods and twink gear and this FAR from the hardest league in the game's history.

'Almost'. Have a cup of concrete and harden up.

And take a little time to appreciate the flipside of this: Syndicate encounters sure make the core game feel like a stroll in the park in comparison. I love it when a league makes me feel like I have to up my game, and when the rewards, both tangible and thematic, are appropriately doled out.

I imagine a lot of these complaints that it's all too hard are being taken a little lighter by the devs when Charan 'Shit Sword Rich Kid Doesn't Play Maps Ever Hell U Probably Never Even Play At All LOL' Jaydemyr is saying otherwise.

Aren't you just a wee bit embarrassed?

edit and PS: just discovered the caravan ignores the gates in the pits in Act 4. OH THAT WAS FUN. (Not even being facetious. It was challenging as hell and felt good when I managed to stop it at the last second.)


I can't remember where my first death in betrayal was, but pretty sure it was just passed the coast in the submerged passage or flooded depths by the blades you don't see till they've probably already done their damage since they come from beneath the ground - easy to miss when the screen is covered in effects.

As for the rewards, short of getting very lucky they aren't nice enough to make it worth while. And I get that they were probably designed as a time sink - but there is a difference between fun and grueling.

But a lot of it does have to do with how varied power levels are for a character start. Templar with frostbolt? The pierce doesn't make up for the lack of area covered and the mana consumption requires constant flasking (assuming you can maintain charges). Spectral Throw Scion, same issue, and there are many more "growing pains" that can be found just by random leveling.

Some deaths were chasing the train that I didn't mean to trigger and being attacked by both the map spawns and the adds and not be high enough for quartz flasks to spawn.

I did end up completing a safe house and getting a good chunk of the rotation challenge done before I just let Jun stand by the lab entrance time and time again. Even with the numerous breaks I take when leveling a character, skipping betrayal made it far smoother. Now, if I was actually racing on the ladder, that would be par for the course, but since I can never stomach getting through the acts in a day I try and experience the league content while progressing through the acts. I gave it a sincere effort and it just made more sense to put it off given that it felt like they were tuned for twinked characters, not someone with the random junk they picked up along the way.

But I do feel bad for the HC folk and new players more than anything. You woulda thought they'd be toned down to make it more accessible to the newer people.
Yep, totally over league play.
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鬼殺し wrote:
Tora is mean, for sure. But it's easier than ever to craft chaos-resistance rares. Not saying that fixes her but it's a consideration. I consider amethyst rings a priority for part 2 these days.


I haven't had one drop and I finished the first 3 sets of trials and the entire arc. Granted any white/magic ones were probably filtered out and while I could have shopped the vendors every level up it's a bit too much given that I would have also had to burn an alch and get a potentially junk ring - not a big issue later in league, deal breaking in the beginning.
Yep, totally over league play.
Tuning is very obviously bad.
When you can facetank end of act bosses without a problem, but die instantly to random league content, there is obviously a tuning problem.

That's not to say that their difficult in and of itself is necessarily too high, but the discrepancy with all the other content is absurd.
i just had one of them appear inside a breach...insta death

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