Is syndicate grossly overtuned?

I don't even bother with the Syndicates. It's insta-gibbage if I engage them, and I enjoy my exp bar moving forward and not backwards.
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ContractDragon wrote:
Maybe a bit, but that is totally consistent with what this game is about.

I like it the way it is. It should be hard, really hard. Where is it written that all game content should be below a certain threshold of difficulty?

I hope they don't change it. I've really come to love that about this game, that a lot of stuff can be hard and that you don't get coddled and handheld through everything and can easily screw up and wreck yourself if you're not playing smart.

There are so many other easy games that you can "tour" in a few days and then never play again...


Chris explicitly stated he saw poe as a netflix and chill kind of game for most of it's playtime with intermitant spurts of extreme challenge. Syndicate takes this to the extreme with every map being a death trap if there are literally any damage or challenging map mods on it. At high red tier maps they become harder than bosses and even the respawning adds hit like a truck.

It would be fine if each encounter rewarded somewhat based on it's difficulty.
IGN: Arlianth
Check out my LA build: 1782214
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ZeuZLoD wrote:
I don't even bother with the Syndicates. It's insta-gibbage if I engage them, and I enjoy my exp bar moving forward and not backwards.


I'm happy to be a coward and when I'm close to leveling or on a tough map, I just avoid the labs and oputposts or let their damned supply train go its merry way unchallenged. But "don't bother with the Syndicates" is easier said than done when the intervention team runs me down faster than I can outrun them. As others have said, I'm fine with content being tough, even tough beyond my skills to handle it (a low bar indeed), but I do kinda wish there was some sliver of a chance, like say a timer on intervention encounters, that could let me escape with my life if not my dignity.

I can only imaging the fun/unfun the hardcore players are having with all this!

<edited to add: not 10 minutes after posting this, my first run on the coves map and POW!!! intervention team. I'm dead.>
Knowledge is power.
Power corrupts.
Stay stupid.
Last edited by Foogalicious#2739 on Dec 15, 2018, 11:02:59 PM
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Foogalicious wrote:
"
ZeuZLoD wrote:
I don't even bother with the Syndicates. It's insta-gibbage if I engage them, and I enjoy my exp bar moving forward and not backwards.


I'm happy to be a coward and when I'm close to leveling or on a tough map, I just avoid the labs and oputposts or let their damned supply train go its merry way unchallenged. But "don't bother with the Syndicates" is easier said than done when the intervention team runs me down faster than I can outrun them. As others have said, I'm fine with content being tough, even tough beyond my skills to handle it (a low bar indeed), but I do kinda wish there was some sliver of a chance, like say a timer on intervention encounters, that could let me escape with my life if not my dignity.

I can only imaging the fun/unfun the hardcore players are having with all this!

<edited to add: not 10 minutes after posting this, my first run on the coves map and POW!!! intervention team. I'm dead.>


Dont you have quicksilver flasks and a movement skill?

I don't have a problem getting away from them if I want.
"
ContractDragon wrote:
Maybe a bit, but that is totally consistent with what this game is about.

I like it the way it is. It should be hard, really hard. Where is it written that all game content should be below a certain threshold of difficulty?

I hope they don't change it. I've really come to love that about this game, that a lot of stuff can be hard and that you don't get coddled and handheld through everything and can easily screw up and wreck yourself if you're not playing smart.

There are so many other easy games that you can "tour" in a few days and then never play again...


"
ImmortalCX wrote:

Dont you have quicksilver flasks and a movement skill?

I don't have a problem getting away from them if I want.


I am so tired of players who haven’t completed campaign before (like, not even once ever), commenting on difficulty we’re experiencing in maps.

Syndicate members in campaign are a cakewalk.
Last edited by Hayrich#0469 on Dec 16, 2018, 12:26:38 AM
They need to fix Fortification encounters.

The room to move is very little considering how deadly it is, and the times there's a little house with only 1 enemy and 1 door it's always facing to a wall, making it even harder.

They have killed Phys builds and Fortification encounters destroy any Melee trying to progress through the Syndicate. Going inside is just impossible.

Also adds should stop spawning and de-spawn after the encounter ends, it's really annoying to have the members on the ground and notice you're reciving damage, or even die, because stupid mobs are still around, and they don't even give exp.

I think everything is fine aside from this, if you people don't want syndicate members to be so OP, don't rank them up, but then recieve less rewards on their safehouses. Also there's an option to destroy syndicate members items so they don't have extra buffs.

Just please tweak Fortification encounters so they are doable in red maps, it's not like Fortification safehouses are any better than the others, but they are harder BY A LOT.
At level 93 I've kind of accept I'm not going to be able to meaningfully engage with the league while still maintaining some semblance of level progression even after removing it that fell and janus from the board and meta gaming the shit out of the remaining dangerous exiles like tora. I have not gone as far as completely turning off the league but it's tempting.

The syndicates do not drop enough loot per encounter to justify the risk per encounter they pose to exp and progression. I would have been level 95 had I just turned off the league and be not any poorer for it.

This league is miserable and sadistic. I can not believe GGG wants players to die this much or that they would choose to release this league during the point of massive player influx from diablo 3.
IGN: Arlianth
Check out my LA build: 1782214
Last edited by Nephalim#2731 on Dec 16, 2018, 1:25:13 AM
I kind of agree on this. Im only at t7 maps after making a 2nd char bc my trap starter needed a tinkerskin 5l min to survive encounters.

Now...with a jugg and 120 to 160k tooltip i still get gibbed if there is ANY monster life roll on the map. They just warp in and outank the tankiest class.

I guess ill have to respec out of dmg for more life and find a brass dome just to make it to red maps


I LOVE the content but the encounters that auto start are like trying to win a fight with a tweaked out crackhead for a dollar bill on the floor.

You mind up throatstabbed for it


3.27 Loot Buff never came
0.4 Druid is DOA
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Hayrich wrote:
I am so tired of players who haven’t completed campaign before (like, not even once ever), commenting on difficulty we’re experiencing in maps.

Essence was easy too until you hit a double spirit-possessed soul eater rare with four essences.

Things like that just happen much more easily in betrayal :)
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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ImmortalCX wrote:
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Foogalicious wrote:
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ZeuZLoD wrote:
I don't even bother with the Syndicates. It's insta-gibbage if I engage them, and I enjoy my exp bar moving forward and not backwards.


I'm happy to be a coward and when I'm close to leveling or on a tough map, I just avoid the labs and oputposts or let their damned supply train go its merry way unchallenged. But "don't bother with the Syndicates" is easier said than done when the intervention team runs me down faster than I can outrun them. As others have said, I'm fine with content being tough, even tough beyond my skills to handle it (a low bar indeed), but I do kinda wish there was some sliver of a chance, like say a timer on intervention encounters, that could let me escape with my life if not my dignity.

I can only imaging the fun/unfun the hardcore players are having with all this!

<edited to add: not 10 minutes after posting this, my first run on the coves map and POW!!! intervention team. I'm dead.>


Dont you have quicksilver flasks and a movement skill?

I don't have a problem getting away from them if I want.



Yes flask and yes movement. I gots 'em. But THEY have Janus the anus. Run all I want, if he's on the intervention squad he appears right on top of me every damned time!

...I appreciate the fact that some players want an intense challenge, and that they don't want to be shackled by the demands of the shit-reflexes-dabbler crowd. But Shirley, there's gotta be a way to give both what they want, right? The more I think of putting a time limit on the encounters, the more I like it. (hell, research already has one, just throw one on the rest of 'em!) Instead of a straight-up nerf, this would give better players the added challenge of having to kill syndicate members before the timer runs out, while cowards like me get a chance of escaping alive. Not sure what else would work. I'll be damned if I'm going to alt-F4 whenever an intervention starts up (not from any pride or anything, it's just that I never think of it in time, what with being a shit-reflexes dabbler).
Knowledge is power.
Power corrupts.
Stay stupid.

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