Betrayal just isn't fun
" when you base your mitigation on fortify and a flask, the mitigation only exits when they're active. ie: you have to be shield charging someone every x seconds. ie: you're a summoner actively trying to melee. again, this isn't rocket surgery. the point is either your phys mitigation statement is a lie OR you're playing often in melee range, increasing the amount of hits you take. [Removed by Support] "Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct." ...it was quotes. from the forum. lolz! Last edited by robmafia#7456 on Jan 2, 2019, 8:58:28 PM
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Syndicate being so much harder than the rest of the game is not the damn problem. You can avoid it extremely easily if you simply don't do the research mission until you are geared up. The real problem is with the low rewards it gives and the brilliant idea of including boss level adds with auras cluttering the screen.
Remove the adds. Reduce the effects. Fix the engine problems which cause freezes. Make the safe house parts more dangerous but also more rewarding. Its fixed. |
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" *facepalm* [Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct." ...it was quotes. from the forum. lolz! |
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I just want to say that my new character is still in acts and although the encounters are easier after the nerf and after doing more to get as much life on the tree and picking up more evasion nodes before I go into mapping, it's concerning that I'm only in acts and it doesn't feel safe to rank up any of the syndicates past 1 star. I'm still not fully convinced that the ranking system isn't a punishment for not understanding Syndicate and just clicking on things rather than a risk reward system to carefully weigh.
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...but what do i know? i'm just someone who doesn't get one-shotted and has been committing genocide against the syndicate.
i guess i better lie about that. and lie about my defense. and exaggerate. 'i was one shot with 12k hp and 90% phys mitigation! i had 3 fortifys! no one's ever been one shot before this league! ragequit!' [Removed by Support]
"Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct." ...it was quotes. from the forum. lolz! |
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Face palms aren't an answer to the questions posed to you Watwat
just saying... I mean if you are such a god at poe surely a question posed by a casual shouldn't be hard to answer right? Oh and as an aside, thanks to blowing all my orbs into regrets, and a lucky safehouse find to get 10 more i did turn my build into path of life nodes. I'm now sitting at 4.2K (am i leet enough yet to meet with your approval oh hardcore gods?) and with a the bonus of an added lucky chest piece upgrade 51% physical. That's after my abandon of the false choice the jewel and ES nodes gave. And most of my minion nodes. I added in moonsorrow wand with power siphon, curse on hit, temporal chain, and enduring cry in a pinch after dumping zombies with dread banner for a further attempt to nullify mob accuracy. Skeletons got retooled to have fortify maim and decay to just use as a distraction with decoy totem added in too. load up t1 map, oh look a fort... Alsing and It inside. Some trial and error getting too close, and one dumb mistake getting cornered, eventually though i manage to beat a path into the fort dropping every brand firestorm and totem i can, with skelles proving rather unexpectedly durable. (go go fort?) Realize though it's a lost cause, i can't get near the totems for the endless cluster, spend two more deaths trying to get close enough (do those fort mobs fire chaos or cold? the life was still going down in a matter of moments) Finally get the bosses far enough out they don't retreat, burn them down from just at the edge of visual range cycling through every attack i have. Commenting to myself on the fact they seem to have more life than kitava and this is just a t1 map? Anyway I get them burnt to a crisp. and my reward? Crap yellows and not a single veiled item. Whoop-de-ding-flipping-do. And it only cost me half a level and 15 minutes of slow down time to do it. Doable? Yes Fun? **** No. It was a waste of time and proved my above point perfectly. The map was a laugh, but the syndicate are still OP bull that in terms of time spent and risk/reward aren't worth putting up with. The mechanic is good on paper and broken in practice. And no amount of sarcasm and hyperbole is gonna change that troll boy. |
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" and yet, i have zero problems. and yet, i think it was the most enjoyable league mechanic in years. your attitude is a disaster. [Removed by Support] "Your forum signature was removed as it was considered to be inappropriate and a breach of our Code of Conduct." ...it was quotes. from the forum. lolz! Last edited by robmafia#7456 on Jan 3, 2019, 12:12:03 AM
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Betrayal is the steady progression of breach (Intel vs. Splinters), combined with difficult encounters (as was found in bestiary or invasion).
It is not really as rewarding in terms of loot explosions (breach, incursion, delve), but there are some fine things to work for in the safehouses, and it's all deterministic. No one can stop you from getting pure breachstones or gilded scarabs. Also, speaking for myself, I find some "reward" in overcoming the difficulty. Not a bad league. Not the best, but certainly not bad. 3.5 build: https://www.pathofexile.com/forum/view-thread/2299519
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My thoughts on Betrayal:
I like the general concept behind the league. I found it to be very interesting and fun... up to the point the Syndicate's (apparently) quadratic scaling inevitably made their missions impossible to achieve. Unlike a lot of other feedback I've seen, I've never been one-hit killed by the Syndicate. Yet at the same time, the encounters are rediculously tanky. Again, not a problem except for the fact that some of the scenarios put you under a strict time limit. As a result of all this, my attempts inevitably have me reaching the point where the scenario which spawns is the train. Since I cannot kill the Syndicate members during the short amount of time, the encounter fails, which means I'll get the train encounter on the next map - repeat ad-infinitum. I'll make several serious attempts to stop the train (and fail every single time due to being out of time, especially if the train triggers from all the way around the other side of a huge obstacle) but ultimately give-up, realize I'll never stop that train, and opt to avoid/ignore the train wherever possible. That of course doesn't seem to stop the Syndicate scaling, nor does it stop the areas filling up with Syndicate adds, so putting the train aside the mission to simply progress through the story and get stronger becomes an unrewarding slog through identical archers every map, at which point I tend to think I'd probably progress faster in Standard leage, so that's where I go. I've never seen some of the scenarios. It tends to be "fortress, train, fortress, train, fortress, train" forever, unless I hit a wall with train and just see train forevermore. --- TL;DR it's good content, but I definitely see the scaling issues. When the areas/campaign itself is offering no resistance, yet you hit a wall with the Syndicate, that suggests to me that having these encounters happen during the campaign is too much of a distraction from the campaign, especially if it's where most of the challenge lies. You have to render the campaign a moot stroll in order to keep pace with the Syndicate. Sure, not everyone's having those problems depending on their build. However right now those having problems can sort of escape the situation completely by retreating back to Standard league. Once Betrayal League ends, unless there are some huge changes and/or the ability to decide whether we want to enable the Syndicate, I can't see any decision to add this content into the Standard League being a popular one. One solution could involve each player having to complete a mini-quest before Jun starts tracking the Syndicate: until you complete that quest, Jun and the Syndicate can't spawn. Another would involve Jun teleporting you to a seperate area/map whenever you encounter and speak to her - this would at least make sense lorewise as it would give a better sense that you and Jun are tracking the Syndicate, rather than the Syndicate following you. But it would be a shame to lose this content completely. |
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I´m in the red maps and run them without bigger effort. Was killed yesterday in Atoll T1 by a tripple intervention.
Won´t complain, should have blocked them by research encounter, but I don´t think this is how balancing should work. Mastermind spawned at Lvl81 altough I only did safehouses at low lvl that I can handle well. Mildly irritating. Wouldn´t say the League isn´t fun - at least the new core game including new masters and Delve/Incursion access is. The Intervention encounters should have had a trigger starting point, just as basically everything other in the game (Breach, Abyss, Bestiary at least telegraphed on the map) has. GGG is driving players into delves for predictability like King Haggard the unicorns into the ocean. |
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