Will blight be toned down?

As someone that has played many different builds in blight I am quite suprised that the blight encounter seemed to be considered as too easy. While I agree that some (of my) builds managed to trivialize them, other builds really struggle with them as they are now. I think most of the impression is clouded by the fact how stong summoners are right now and not how easy blight encounter are.
Also every time I watched a HC steamer they seem to skip blight encounters in harder maps for being to risky.
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hedge37 wrote:
As someone that has played many different builds in blight I am quite suprised that the blight encounter seemed to be considered as too easy. While I agree that some (of my) builds managed to trivialize them, other builds really struggle with them as they are now. I think most of the impression is clouded by the fact how stong summoners are right now and not how easy blight encounter are.
Also every time I watched a HC steamer they seem to skip blight encounters in harder maps for being to risky.


Yeah was not worth running them in Hardcore.
GGG thank you for all the great things you are doing. You have combined every element of all other great Rpg's and joined them together as one Diamond, that will shine Forever.

This is coming straight from the heart <3
You should not be able to solo blight t16 or high-red blighted maps without building towers.

I'm not talking about one token buff tower in the centre and maybe an ice cage tower guarding the denser lanes.

You should be able to, and need to, build a variety of offensive and defensive towers to control traffic.

That said, the tower upgrade click bug needs to die, like, yesterday. I think the main reason non-summoners hate blights is because you click a tower and it either gets stuck mid-upgrade, or it doesn't register at all and instead you walk over to the tower right in the middle of a fireball-slinging Mardi Gras parade.

Also, wheelies need to stay on their lanes. i'm tired of having to go hunting stray lightning wheelies that have veered off the lane and gone up to a screen away from the damn portal because they can't colour inside the lines.
[19:36]#Mirror_stacking_clown: try smoke ganja every day for 10 years and do memory game
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hedge37 wrote:

Also every time I watched a HC steamer they seem to skip blight encounters in harder maps for being to risky.


you needed to play them in a very specific way in HC, at its core blight is the easiest and safest mechanic for a while but the potential for instant death if the portal you are near suddenly spawns firebats makes you need to play every encounter like this is going to happen.

Its more a case of avoiding extremely random than avoiding difficulty, the base game is very mapped out and much safer to run in HC.
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crunkatog wrote:
You should not be able to solo blight t16 or high-red blighted maps without building towers.

I fully agree, but this is unfortunately not the case at least for me right now. The towers are really not that impactfull. With my summoner or PP build I usually skip tower alltogether. And still the encounter is doable. But with a build that struggles, they still dont make any difference. Towers cant even hold a single lane on their own. I had never had a tower tip the scales for me. It was either: Can I do the encounter without towers, or I fail.
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Suslikwishmaker wrote:
Getting a blight in your map for a ton of builds is just going to feel bad because it could of been any one of the other mechanics that they could actually engage in fully.


All the other %chance mechanics limit builds as well except Niko (though he still indirectly creates bottle necks for builds in delve).

Each mechanic strongly leans toward the following:

Incursions: Clear speed and Movement Speed
Syndicate: Single Target DPS
Breach: Clear speed
Blight: AOE DPS
Einhar: Single Target DPS and/or Defense

The builds that tend to get left behind revolve around defense. Perhaps the one exception being Einhar/Bestiary.
Thanks for all the fish!
Last edited by Nubatron#4333 on Dec 1, 2019, 10:11:14 AM
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Syndicate: Single Target DPS
You needed to be a defensive tank build for Syndicate because the adds were usually more of a problem than the syndicate members themselves.

Though technically that ended up not being true, you just did a fast movement speed build because playing Syndicate meant farming Harbour Bridge.
My first character this league was a necro, so yeah, blights were easy peasy.

But my second character was a bladestorm/block glad. If blight encounters spawned 4 lanes in different directions it was a complete toss-up if I could beat it. If it was 5+ lanes I might as well have just walked away from the dang thing.

Not everybuild can do blight encounters. If you don't have some decent screen clear then good game. Even in sand stance, my aoe wasn't huge, and the stand storms only moved a few yards ahead of me.

I really feel GGG making them "harder" because people found them "too easy" seems like they really don't have much of an idea, considering almost 43% of players went necro, then another good chunk (18%) was assassin/sab.

So yeah, of course the concept of them being too easy might exist, when 61% of the characters doing them were with builds that was great against them.

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I fully agree, but this is unfortunately not the case at least for me right now. The towers are really not that impactfull. With my summoner or PP build I usually skip tower alltogether. And still the encounter is doable. But with a build that struggles, they still dont make any difference. Towers cant even hold a single lane on their own. I had never had a tower tip the scales for me. It was either: Can I do the encounter without towers, or I fail
.

A T4 arc tower with T1 enhancement tower could do it. Was my gladiators bread and butter to shut-down one lane (or multiple portals stacked together). Exceptions being if bears spawned, or for some reason the mobs randomly decided to run full tilt sprint which randomly happened (seriously, why does that happen?). T4 Flamethrower was also good, but only for 1-2 portals, not ones completely stacked.
Last edited by rhoadesd20#1511 on Dec 2, 2019, 6:45:35 PM
Blight was always meant to need towers to clear. I hope they give an even larger hp scaling to Blight monsters than normal, but then also make towers do more damage. Towers also need to be heavily balanced.
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Suslikwishmaker wrote:
Getting a blight in your map for a ton of builds is just going to feel bad because it could of been any one of the other mechanics that they could actually engage in fully.


I got a great suggestion.

Get over it and move on.

Those who like the mechanic (there are other people playing this game, not just you) can play it. The ones who don't, simply don't have to.

Last edited by Ratedetar#0768 on Dec 2, 2019, 9:13:01 PM

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