Is syndicate grossly overtuned?

I also got my ass handed to me on my league starter.

2nd character now and its going alot better.

In many ways, i really love the syndicate tuning. If i spot a fort/lab/escort, i find myself clearing around it, while trying to advoid engaging it. I look around for shrines and think briefly on watch direction i should engage from


It takes aloooot of the mindlessness out of the game, and makes it an experience that really makes me engage in the game.

The only thing i dislike, are the bugs with forts spawning in unreachable areas, escorts only being 10 meters in distance before its failed. Or the tuning in the research labs. Feels pretty tight on higher lvls.
I also think the puzzle part is left too unexplained.

All in all, i'm very happy with Betrayal. If there's 1 thing to change, it would be difference in mob dmg/Heath on syndicate vs normal map mobs.
I would argue, most white/yellow mobs getting a punch up in dmg/health, would make them feel more relevant, while making the gap between league content and ordinary mapping seem less huge.

TLDR: Syndicate not over tuned. Normal stuff (white/blue/yellow mobs in maps) is probably undertuned considering powercreep.
Last edited by Tides5#0318 on Dec 17, 2018, 4:07:21 AM
This league is such a taunt
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bruts wrote:
Need more Oneshots in this Game. Don't nerf the Syndicate! ^^


^^^^^^^^^^^^^^
Before you hit t11+ red maps Syndicate is okish. But with hard mods on red maps is just too dangerous. For me especially in laboratories. Where it is so tight and hard to maneuvre. And if 3 nasty syndicate members spawn there - good luck. 11k ES >> 0 ES in one shot from nowere lol :D Uber Aziri is not that dangerous. That damage just un-kiteable.
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Hayrich wrote:
A lot of you mention don’t go into forts, lure them out.

You do that, about 3/4 into their health they teleport back to the totems in the fort to heal. Rinse and repeat, they can literally do that forever.

You literally have to destroy those healing totems in the fort to beat them.


You are, in principle, correct. However, all that is needed is to lure them out of the close quarters of the fort. You never want to kite entirely away from the fort, make sure to stay in range of the turrets and they won't tele away. The easiest solution I have found is to keep them in range of a single healing totem. You won't have to deal with the clutter of the close quarters of inside the fort and killing through a single healing totem should be ezpz.
IGN: Shnoop
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Anonymous1749704 wrote:
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Nightstone13 wrote:
I bitched a bit on my league starter ( Elementalist ). Got my ass kicked hard. Thought about it... Adjusted.

Made a different char. All good now. Over 9k ehp helps alot as well as move speed.

Forts... Dont go in. Lure them out and kill them.
Transports... Always fight from the front and not the rear.
Ambush... Run and fight. Its a pure running battle. You stop you die.

Crowd control... Must have. I use Freezing Pulse to lock down all the crap adds.

Poe gives you the ability to make the build that works for the content. Lots of higher HP/mana items this league. Low HP/mana your gonna die alot.

NS


Welp, I'm happy to see that at least one person has learned to adjust to the challenge instead of endlessly complaining about it :)


They "adjusted" by rolling a MoM arc totem hierophant, for the record. Being shoehorned into a single build isn't much better than complaining that you can't play some other style.

I'm lucky that I happened to want to play arc totems this league in advance, so the league is actually perfectly serviceable to me (also I play softcore), but some people would like for melee to be at least sort of playable, and it isn't. You *have* to play a build that can both kite and put objects between syndicate members and yourself.
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Shnoop wrote:
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Hayrich wrote:
A lot of you mention don’t go into forts, lure them out.

You do that, about 3/4 into their health they teleport back to the totems in the fort to heal. Rinse and repeat, they can literally do that forever.

You literally have to destroy those healing totems in the fort to beat them.


You are, in principle, correct. However, all that is needed is to lure them out of the close quarters of the fort. You never want to kite entirely away from the fort, make sure to stay in range of the turrets and they won't tele away. The easiest solution I have found is to keep them in range of a single healing totem. You won't have to deal with the clutter of the close quarters of inside the fort and killing through a single healing totem should be ezpz.


Someone's either lying, lucky, or has enough damage(While still having defenses) to burst them down before they teleport.

I have never seen a Syndicate target NOT teleport back inside at around 50% or lower HP. So I'm glad your build is able to clear this league.
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MerlinCross wrote:
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Shnoop wrote:
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Hayrich wrote:
A lot of you mention don’t go into forts, lure them out.

You do that, about 3/4 into their health they teleport back to the totems in the fort to heal. Rinse and repeat, they can literally do that forever.

You literally have to destroy those healing totems in the fort to beat them.


You are, in principle, correct. However, all that is needed is to lure them out of the close quarters of the fort. You never want to kite entirely away from the fort, make sure to stay in range of the turrets and they won't tele away. The easiest solution I have found is to keep them in range of a single healing totem. You won't have to deal with the clutter of the close quarters of inside the fort and killing through a single healing totem should be ezpz.


Someone's either lying, lucky, or has enough damage(While still having defenses) to burst them down before they teleport.

I have never seen a Syndicate target NOT teleport back inside at around 50% or lower HP. So I'm glad your build is able to clear this league.


I did forget to mention one thing: the gate must be destroyed for this to be true. You are correct, they will continue to tele back IF the gate is still closed. Focus down that gate and then kite them out around the edge of the perimeter.
IGN: Shnoop
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Shnoop wrote:
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MerlinCross wrote:
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Shnoop wrote:


You are, in principle, correct. However, all that is needed is to lure them out of the close quarters of the fort. You never want to kite entirely away from the fort, make sure to stay in range of the turrets and they won't tele away. The easiest solution I have found is to keep them in range of a single healing totem. You won't have to deal with the clutter of the close quarters of inside the fort and killing through a single healing totem should be ezpz.


Someone's either lying, lucky, or has enough damage(While still having defenses) to burst them down before they teleport.

I have never seen a Syndicate target NOT teleport back inside at around 50% or lower HP. So I'm glad your build is able to clear this league.


I did forget to mention one thing: the gate must be destroyed for this to be true. You are correct, they will continue to tele back IF the gate is still closed. Focus down that gate and then kite them out around the edge of the perimeter.


The gate must be destroyed to really drag them out ANYWAY so I'm not sure what the difference here is.
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MerlinCross wrote:


The gate must be destroyed to really drag them out ANYWAY so I'm not sure what the difference here is.


They will actually teleport out of the Fortification while the gate is up, in fact, that's what causes them to teleport in the first place! Try this method out, I think you will find it effective. I can help in game if you'd like?
IGN: Shnoop

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