Betrayal Syndicate farming balance if it goes to base game.
The current syndicate farming meta of running harbor bridge over and over to get fast hideout battles to farm purestones/whitesocket/etc....is boring and cheese. Its worse than sulphite farming ever was in delve league before they fixed.
A possible solution, is capping the level of master based on the ilvl of the hideout being challenged. Putting a simple requirement of ilvl 68 area on lvl 3 syndicate rewards would solve a lot of this. It would mean that people would have to play the endgame content to get the endgame rewards. It wouldnt restrict to min-max players, as white maps would be good enough. It wouldnt restrict the ability to manipulate the syndicate easy, as after aquiring higher level syndicate encounters, you could still cheese harbor bridge to move around your masters as your ilvl requirements would already be met. Syndicate craft/rewards are just too powerful to allow a cheese setup to farm them in 5 to 10x faster by running harbor bridge over actually playing the game. Last bumped on Feb 19, 2019, 10:16:53 PM
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Limit masters showing up to 2 before maps and then make it 3 in white, 4 in yellow and 5 in red maps. Lower intelligence gain pre-maps and scale it up into higher maps.
This seems like it would be waaay better and i don't understand why it is how it is now. Makes no sense to me |
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" Your way sounds great for maps, But it would still be faster to run 2 master harbor cheese, than 5 master red maps. Just because you can run harbor cycles in 30-40seconds with no cost per run. Up to 2 per minute. where red maps have a cost to run/roll and then you need to clear it or waste potential drops. I do think your suggestion is far superior, just tag on the master level restiction from pre map encounters. |
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How about once you kill Kitava in act 10, you can no longer get syndicate members to spawn in act content? Boom, now you gotta play maps like everyone else.
And in order to encourage players to run higher maps, you get 1-2 members on white, 2-3 on yellow, and 3-4 on red with bigger chances of less appearing on lower levels. PoE players: Our game has a wide diversity of builds. Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build! And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley Last edited by Pizzarugi#6258 on Feb 18, 2019, 2:33:35 PM
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" If intelligence gain is also adjusted it should work just fine i think. If you were to get maybe 10 int max pre-maps and 50 in red maps that should make it a no brainer :) Plus you don't get as many and as good option with only 2 masters, while you can do a lot more if you have 5 at once. Also doing it in maps means you are getting other drops too, like maps, high lvl uniques and bases and of course exp. And it's not as boring and you don't feel forced to do lower content to get the most out of it :) |
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" I think there should still be an option to do it pre-maps if you choose to, for those scared of high level encounters or just to able to get a low lvl safehouse to practice boss fight or if you maybe only need 1-2 more exp to unlock safehouse and it would make sense to rush it in a low lvl zone instead of maps. It just shouldn't be equally beneficial Last edited by Nubatack#3979 on Feb 18, 2019, 2:41:03 PM
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Nubatack I think is on the right track. Just an issue of balancing to rewards gained for higher tiered content.
As for the "Kill Kativa in act 10" restriction, Whats to stop from just having a character not kill Kativa. Dedicated syndicate farmer. Its only a lvl 60 zone and that 4th ascendancy really is not needed. |
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There are two simple fixes for Syndiate:
* Don't let Syndicate spawn in campaign like other past-league content * Give Syndicate a 10% spawn rate like other past-league content Even if GGG leaves the rewards and structure the same as they are now, these two changes will discourage farming to a great extent. Don't believe me? Here's some back-of-the-napkin math: * Atoll maps are the fastest that can be cleared at about 15 seconds portal-to-portal * Atoll maps cost about 0.5c * It takes about 40 Syndicate encounters to re-build the division, level members up, and factoring in encounters from the wrong division * Syndicate has 10% chance of appearing Given the above, you'll need to run 400 maps to do a safehouse, or 200c. With 15 seconds portal-to-portal, that's going to take about 100 minutes or 1 hour, 40 minutes. In order to match an expected 150c/hr of regular mapping, you'll need the safehouse to be worth at least 450c due to the time invested and the startup cost. According to my notes during the league, padding the best rewards I got from Intervention was about 140c and from Research about 280c. Nowhere near the required 450c. Last edited by FathomWheel#0884 on Feb 18, 2019, 3:14:15 PM
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With a 10% spawn rate, I really hope they increase the rewards; 400 maps for a single safehouse makes it impossible for all but the top 0.0000000000000000001% of players to actually beat the Mastermind.
I would expect this to look more like Incursions, where there's a 10% spawn rate, (plus a daily mission) but multiple encounters within the map. I would also expect each of those encounters to be a different branch of the syndicate, mostly to screw with the people just farming research intel. |
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According to Ziggy's video, Syndicate will be another type of Master encounter that starts showing up in Act 9 (so no Harbour Bridge). As such, it'll also be diluted by all the other types of encounters spawning instead of it. Even so, maybe it'll be worthwhile (from a profit perspective) to run some other Act area just looking for Syndicate encounters as the reduced supply will likely also increase the value of the rewards. We'll see.
Or maybe they'll just make Research and Intervention only spawn in Maps so you can only farm the worse safehouses in the Acts. |
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