Done for this league, the syndicate members damage output is just no fun (in HC)
" >Implying the SC meta was ever any different than the HC meta. If you aren't playing meta, you will not get past yellow maps. The only people who play non-meta are scrublords like me who gave up on endgame a long time ago. Just because you CAN play off-meta, doesn't mean it's going to accomplish anything. inb4 "but muh white driftwood wand 2-link kb uber elder deathless" This is a buff™
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they just need to get rid of maps, and act 10 in hc everything will be fine
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" Very good post. I agree with your bit of a shame and i also don't use a logout macro. Trying to learn what the syndicate members do right now while leveling in HC, and a challenging and interesting leveling experience is actually what i wished for. But i have to agree that it's often times VERY hard to see anything, if you invade a fort and there's green pools (they are just points where stuff is spawning, right? But clutter up the whole area) and lazers etc. everywhere. The skill effects of the old masters are actually fantastic (Haku Slam), if you can see them. Haven't gotten invaded yet, since i had to switch back to paying attention while leveling after a few rips, which is cool! xD Was really considering switching to SC to see more content, but i think there's a large probability that i would just quit playing, since the ways between interesting boss-fight are a bit long and fighting normal monsters in SC won't probably feel intersting after a few hours. TLDR: - Logout macros in HC are just stupid if the game does not provide a mechanic for it. - Betrayal is fun, if you can see what's happening. |
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I agree. I'm level 81 right now and I've been keeping my syndicate progress on laboratories for the past 20ish levels. The reasons I made the decision:
- Insane chaos damage when then itemisation is not designed for chaos resistance. The new chaos resistance crafts are a bandaid and cripple the system if you're forced to get them instead of other crafts. - It That Fled has no counterplay. You can't avoid getting hit by her slam, it does tons of damage and she can spam it. - Interventions spawning tons of tanky, hard-hitting assassin monsters alongside the bosses is no fun. Getting jumped by 3 or 4 bosses at once is bad enough, they really don't need to also spawn in 15 assassins with auras. - Fortresses become impossible after a certain point, even for my coc bladefall character. The monster spam is endless, their HP scales much faster than spell damage does and then there's the all-encompassing chaos damage on top of it. My first character this league died in act 6 Riverways to a random monster's spell, not even a boss. 1600 life + 1400ish ES gone in one hit. - Most bosses are physical damage, which means they'll scale like crazy in maps with even a single damage mod. I won't go so far as to imply they've been tested, but surely this is something that they could have forseen. Janus and the wolf transforming guy come very close to one-shotting my characters even with no mods. - The fights are not very fun because they're pure clusterfuck while you whittle away at 1-5 health bars that feel like they never go down, all while trying not to get hit at all because every attack does 3/4 or more of your maximum HP. - Nothing apart from laboratories are opt-in. You might know you need to gear up, but you can't do it because you'll get jumped regardless. This is especially annoying in Hardcore All contributing reasons to why I've been leaving my syndicate encounters on laboratories, thus ignoring the league mechanic completely. |
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" Yep, same here. I got to the point where each zone spawns the next "step" in Betrayal (the underground lab room), and have simply been running past Jun in each zone/level/map. I guess that's how more and more people will be "playing" the Betrayal content moving forward, unless the Syndicate members are tuned down. |
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" Wait that actually works? Thx for the tip, i might give it another go then! |
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" 5000000000000% This. |
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