Backtracking in Delirium

I love Delirium, but having to backtrack to pick up loot is getting old.

Yes, I know, somebody from GGG said that we are supposed to pick up loot as we go, and the fog timers/movement are designed with that in mind. They also attached stoppage time to most of the other mechanics that you can encounter in the maps.

But it's still no good. For example, even though the fog stops moving while I do a Blight encounter, I still can't afford to stay there and pick up the loot from the Blight chests. Especially when they are far apart.

The current design rewards you for killing as many mobs in the fog as possible, i.e. clearing as fast as possible. If you stop to pick up loot - you lose splinters. Doesn't matter how GGG intended it to work, this is how it actually works.

And after you are done killing everything you can in the fog, you have to backtrack and pick up the loot. This way you don't lose neither spliters nor loot. But you lose time.

This design needs to be improved. I understand that Delve/Incursion style automatic loot pickup for the whole map may not be technically possible. At least not without designing a completely new system for it (which would be awesome). But there has to be a way to solve this problem. Backtracking sucks.
Last edited by Kelvynn#6607 on Apr 13, 2020, 11:27:21 PM
Last bumped on Apr 19, 2020, 12:27:08 PM
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Kelvynn wrote:


If you stop to pick up loot - you lose splinters. Doesn't matter how GGG intended it to work, this is how it actually works.


+1
"It is a cruel joke that man was born with more intent than Life."
"Yes, I know, somebody from GGG said that we are supposed to pick up loot as we go, and the fog timers/movement are designed with that in mind"

this setup already messes up with the potential this league could have somewhat badly
its shit this way, quality of life? not found
I agree with the sentiment. Having to backtrack takes away the fun. The league is otherwise enjoyable. I saw incursion drops the loot at the end, I don't see why this league can't do the same. And I also read that GGG thinks gathering all the loot at the end is not how an arpg is supposed to be played, yadayada. But what about listening to the players? I don't know anyone who likes backtracking. I'm already ignoring some encounters because of this. It's that's frustrating.
*Single Bump*

Doh can't believe people are not bothered by this :\
"It is a cruel joke that man was born with more intent than Life."
I am very bothered by this. There are way too many scenarios like this: you touch the mirror, start clearing, do blight encounter and now you have a choice - either open crates and lose chance to get to the boss on delirium, or go to the boss, but lose blight chests, unless you backtrack for them. Either way player loses, he is being punished for completing that blight. It's not a good gaming experience and seems not thought-through at all.
Last edited by TheBlackMage23#5898 on Apr 19, 2020, 1:30:50 AM
Putting other bad aspects of backtracking aside, could the allmighty GGG at least implement some map icons for things like perandus chests which are quite invisible on desert-type terrain or that white diviner's box a player could decide to leave unopen and roll/open it later? Pretty prease :D
"Path of Exile's engine is currently modern, lean and fast." - Chris Wilson, September 19th, 2019
+1
“Human decency is not derived from religion. It precedes it.”
― Christopher Hitchens
My QoL List: https://www.pathofexile.com/forum/view-thread/3279646
The backtracking and getting 1shot by things I can't see is why I had to stop running any deliriums after reaching red maps. Not everyone runs builds designed to nuke the screen with one button, and I feel like this league was designed exclusively for those sorts of players.
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

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