Reddit whining destroyed whole league mechanic in 5 days

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yamface wrote:
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Song_Ryeske wrote:
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yamface wrote:
The magic is explained in poe. It's part of the gem lore, and how only very select few people can use them.

All of that falls under the suspension of disbelief, you just go along with the official explanation.

Guards notifying everyone on death is not part of that. They're not special gem users like you, they don't have futuristic tech. It's only left up to people to guess what's going on, in other words, it's bullshit.


Explain how blue/yellow/orange items have benefits to grant to their wearer. I was under the impression those were not due to gems.


You need to be a little more specific. Practically every defense mod doesn't need to be explained by magic. Practically every attack mod doesn't need to be explained by magic. The only thing left is spells, which are tied to... gems.


It kinda does need to be explained by magic. Orbs are a thing and they magically reshape items to have different modifiers. You could safely assume when a rare drops from an enemy, it was probably already augmented by an alchemy at the very least. The only exception to this are uniques which, if lore from replica uniques are anything to go by, probably required magic in the creation process.

There's nothing that says the guards can't have special guard trinkets (like you with thief trinkets) that are magically augmented to send out a signal if the carrier dies.
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!

MFers found strength in their Afflictions. They became reliant on them. I am not so foolish.
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yamface wrote:

You need to be a little more specific. Practically every defense mod doesn't need to be explained by magic. Practically every attack mod doesn't need to be explained by magic. The only thing left is spells, which are tied to... gems.


How does armour (or a shield, or an amulet) heal your wounds, even if only slightly?

How does any piece of equipment that's not a flask help restore your mana?

How does any piece of equipment make you healthier or improve your mana total?

How does armour defray damage by tapping your mana pool?

How does any sort of armour bolster your minions' health totals?

How does any sort of armour negate the effects of poison (even if unreliably)? (Bleeding I can understand if it has silk backing, poison not so much)

How does any sort of equipment improve the likelihood you'll find decent loot beyond the obvious "It helps you kill faster"?

How can weapons use cold or lightning damage? (Poison is explainable via caustic substances, and fire can be explained via Greek fire, albeit this is a stretch)

How does any form of equipment directly grant an aura-dependent buff?

How can a belt buff flasks?

EDIT: Pizzarugi essentially made my point in far less words.
Last edited by Song_Ryeske#2378 on Sep 23, 2020, 2:07:25 PM
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Pizzarugi wrote:

Yeah you can tank and do nothing else in Heist just so you can loot, but it came at the cost of not engaging in the following:
- Abysses
- Breaches
- Legions
- Delirium
- Incursions
- Deep Delves
- Blights

That's a lot of drawbacks just so you can not be penalized in a brand new league that GGG even wrote in their FAQ that they tried to make sure mob alert gain wouldn't cause too much impact. Seriously, go back and read their first Heist FAQ.

Players shouldn't be forced to make one build just to engage in one league mechanic. This applies to all leagues, including not being forced to run a blitz-speed screen killer for Delirium or a Shaper-killer for Metamorph.


TLDR; ARPGs should be about killing monsters and looting their stuff. If it's not, it's not an ARPG.

I'm playing standard but all the critique about new league caught my eye. I think here's the issue: if GGG wants to broaden ARPG concept to other categories, these issues are bound to ensue. ARPGs are about killing monsters and looting stuff. If that is boring to people, then they basically should try out other genre games.

The more GGG tries to do other stuff than improving ARPG concept on its own terms, the more they will damage their own game. I've never enjoyed artificial timers. There should be less timers, not more, in the game. Likewise, to me, this league sounds like having a concept issue. Delve was good, because it's about killing monsters and looting stuff. In fact, I think delve is the only league where they implemented a 'timer' successfully via darkness mechanic.

As there will be more non-arpg-like mechanics introduced to core game, the more you will actually need different builds just to play the game. Otherwise you WILL be shut out from major parts. IE player will need a summoner, speedrunner, tank, stealthy guy, whatnot, to be successful with the game content. You already do, and the more there will be conflicting game concepts put in, the more you will need different builds to be able to play the game.
Last edited by vmt80#6169 on Sep 23, 2020, 2:11:13 PM
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vmt80 wrote:
TLDR; ARPGs should be about killing monsters and looting their stuff. If it's not, it's not an ARPG.

I'm playing standard but all the critique about new league caught my eye. I think here's the issue: if GGG wants to broaden ARPG concept to other categories, these issues are bound to ensue. ARPGs are about killing monsters and looting stuff. If that is boring to people, then they basically should try out other genre games.

The more GGG tries to do other stuff than improving ARPG concept on its own terms, the more they will damage their own game. I've never enjoyed artificial timers. There should be less timers, not more, in the game. Likewise, to me, this league sounds like having a concept issue. Delve was good, because it's about killing monsters and looting stuff. In fact, I think delve is the only league where they implemented a 'timer' successfully via darkness mechanic.

As there will be more non-arpg-like mechanics introduced to core game, the more you will actually need different builds just to play the game. Otherwise you WILL be shut out from major parts. IE player will need a summoner, speedrunner, tank, stealthy guy, whatnot, to be successful with the game content. You already do, and the more there will be conflicting game concepts put in, the more you will need different builds to be able to play the game.


I've never been a fan of timers, and I've consistently argued in favor of protecting players who are either running slow builds or are too poor to afford the damage necessary to take advantage of the league. I believe you should only need one build to tackle everything, but that requires more balancing than GGG cares to invest in.
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!

MFers found strength in their Afflictions. They became reliant on them. I am not so foolish.
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Song_Ryeske wrote:
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yamface wrote:

You need to be a little more specific. Practically every defense mod doesn't need to be explained by magic. Practically every attack mod doesn't need to be explained by magic. The only thing left is spells, which are tied to... gems.


How does armour (or a shield, or an amulet) heal your wounds, even if only slightly?

How does any piece of equipment that's not a flask help restore your mana?

How does any piece of equipment make you healthier or improve your mana total?

How does armour defray damage by tapping your mana pool?

How does any sort of armour bolster your minions' health totals?

How does any sort of armour negate the effects of poison (even if unreliably)? (Bleeding I can understand if it has silk backing, poison not so much)

How does any sort of equipment improve the likelihood you'll find decent loot beyond the obvious "It helps you kill faster"?

How can weapons use cold or lightning damage? (Poison is explainable via caustic substances, and fire can be explained via Greek fire, albeit this is a stretch)

How does any form of equipment directly grant an aura-dependent buff?

How can a belt buff flasks?



I'm not going to bother answering every one of these. Half of these questions don't even require a lore explanation. Eg I can't really help you much if you don't see why a belt, the piece of equipment that holds the flasks, can improve flasks. And the other half is literally explained by thaumatury.

Anyway back to our regularly scheduled program, you haven't explained how a guard can alert on death. Because last I checked, we know how the human body works and there's nothing about it that sends warning signals on death. And these guards are just grunts and therefore can't use gems. And they have no access to any of the thaumatergical equipment to bolster themselves.

It's almost as if every other game in existence that tried these stealth op missions didn't have guards alerting everything on death because... wait for it... it literally doesn't make logical sense.
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yamface wrote:

It's almost as if every other game in existence that tried these stealth op missions didn't have guards alerting everything on death because... wait for it... it literally doesn't make logical sense.


PAYDAY 2 requires you to answer a pager once you kill a guard while the mission is stealthy. If you don't, or you kill 5+ guards, the alarm is raised.

There are some instances in MGS where killing a guard will result in a game over or an alert. They will also alert if they see a dead corpse or someone dies right next to them, across all games. (The series also punishes you for killing people, incidentally. To get the best rank you need to be virtually pacifist.)

Assassin's Creed guards will alert if they see a corpse or see any sign of someone dying unnaturally.

Horizon Zero Dawn has mobs go into caution status if one of their brethren are killed close by and they witness it/see the corpse.
Last edited by Song_Ryeske#2378 on Sep 23, 2020, 2:38:30 PM
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yamface wrote:
And the other half is literally explained by thaumatury.


Thaumaturgy is magic.

In PoE, that manifests in manipulating corruption and Nightmare to create miracles. Piety became what she is for practicing it and getting Dominus's attention. A lot of technology in this game's universe relies on it in one form or another.

There's no reason why you can't use thaumaturgy to create alert trinkets that trigger on death.
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!

MFers found strength in their Afflictions. They became reliant on them. I am not so foolish.
Last edited by Pizzarugi#6258 on Sep 23, 2020, 2:34:34 PM
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Song_Ryeske wrote:
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yamface wrote:

It's almost as if every other game in existence that tried these stealth op missions didn't have guards alerting everything on death because... wait for it... it literally doesn't make logical sense.


PAYDAY 2 requires you to answer a pager once you kill a guard while the mission is stealthy. If you don't, or you kill 5+ guards, the alarm is raised.

There are some instances in MGS where killing a guard will result in a game over or an alert. They will also alert if they see a dead corpse or someone dies right next to them, across all games.

Assassin's Creed guards will alert if they see a corpse or see any sign of someone dying unnaturally.

Horizon Zero Dawn has mobs go into caution status if one of their brethren are killed close by and they witness it/see the corpse.


And none of these involve the actual dead guy doing the alerting...

There's a couple heist maps where the enemies are actual robots, in which case makes sense, but for human guards? If another guard sees a dead body on the ground then ok that makes sense, even better if corpse removal mechanics interact with it. But that wasn't how it worked. It was just a matter of raising alert if you killed something. Doesn't matter if you assassinated the whole room instantly, somehow someway everything in that building knows you killed those guards.

This ties back to the very first post I made where kiting the entire map's enemies does nothing to the alert bar.
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yamface wrote:
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Song_Ryeske wrote:

PAYDAY 2 requires you to answer a pager once you kill a guard while the mission is stealthy. If you don't, or you kill 5+ guards, the alarm is raised.

There are some instances in MGS where killing a guard will result in a game over or an alert. They will also alert if they see a dead corpse or someone dies right next to them, across all games. [...]


And none of these involve the actual dead guy doing the alerting...


The first one is directly relevant because it shows how someone dying off in a corner somewhere could raise an alarm, especially if the Heist guards are using a trinket that's enchanted to alert the head of security in a manner not dissimilar to a pager in PAYDAY 2 going unanswered.

The second one is also directly relevant, because in the instances where killing a guard leads to a game over, their allies know immediately that (1) someone died and (2) the jackass pretending to be one of them is the one who killed them, and so said allies immediately storm the room and gun you down/apprehend you. Again, the guard himself did not need to raise the alarm; his death itself raised it due to contact with allies outside the immediate vicinity being broken and thus triggering an elevated responce - again not dissimilar to a pager in PAYDAY 2 going unanswered and very similar to our hypothetical "dead-man's-alarm trinket".
Last edited by Song_Ryeske#2378 on Sep 23, 2020, 2:51:32 PM
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Song_Ryeske wrote:
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yamface wrote:
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Song_Ryeske wrote:

PAYDAY 2 requires you to answer a pager once you kill a guard while the mission is stealthy. If you don't, or you kill 5+ guards, the alarm is raised.

There are some instances in MGS where killing a guard will result in a game over or an alert. They will also alert if they see a dead corpse or someone dies right next to them, across all games. [...]


And none of these involve the actual dead guy doing the alerting...


The first one is directly relevant because it shows how someone dying off in a corner somewhere could raise an alarm, especially if the Heist guards are using a trinket that's enchanted to alert the head of security in a manner not dissimilar to a pager in PAYDAY 2 going unanswered.

The second one is also directly relevant, because in the instances where killing a guard leads to a game over, their allies know immediately that (1) someone died and (2) the jackass pretending to be one of them is the one who killed them, and so said allies immediately storm the room and gun you down/apprehend you. Again, the guard himself did not need to raise the alarm; his death itself raised it due to contact with allies outside the immediate vicinity being broken and thus triggering an elevated responce - again not dissimilar to a pager in PAYDAY 2 going unanswered and very similar to our hypothetical "dead-man's-alarm trinket".


Those games explains reasons why everything happens, or it's self evident. Nothing about poe's guard alarm system is explained or self evident.

We cam guess as much as we want, but the fact that we have to resort into guessing at all is THE reason why the logic behind this mechanic is questioned in the first place. In a semi fantasy game like poe, the game has to be the one doing the explaining, not the players.

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