Reddit whining destroyed whole league mechanic in 5 days
This derailed quick...
"There's no thing like random one-shots in this game. You only die because you take 353,456,237 hits in 0.2 seconds."
"The best items in the game should not be crafted, they should be TRADED." - Cent, GGG |
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Yeah, but it's yet again a consequence of the lack of implementation from GGG part. The idea was fine, but the implementation sucked.
Killing guards and raising the alarm would be fine if you could avoid detection from them. Which was not the case in here. Maybe if they had 2+ months to work into the mechanic they could have made so the layouts had multiple paths (giving you a way to avoid patrols) or giving your companions actual useful skills in a heist instead of just opening doors. They could've made so each companion had a moderate cooldown skill(which would be activated similar to how flares/dynamites works) that would be able to confuse guards, or stun them or control them, or disrupt them in any way. This way the player could choose between just killing everything and getting a little less rewards or actually engaging the "stealth" part of the mechanic and getting slightly more rewards, they could've even made so that you received more marks if you finished the mission without blowing the alarm. But in 3 months they simple don't have the time to design such complex mechanics that are completely alien from the rest of the core game. Much less integrate them into the core in an elegant manner. So yeah, removing the alert from killing things was indeed the easiest way to "fix" it. And personally, considering the alternative, i prefer the way it is now. |
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Just someone who agrees they failed to make avoiding guards particularly doable but who also thinks the league is really disappointing now. Low risk high reward is boring. GGG seems to be moving away from challenging content with danger. The bugs were not ok, but the danger at the doors and the choices of which chests are worth opening and trying to play to open more is a game I liked and am really disappointed is gone and dead.
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" If only we had this... Isla throws a weird contraption to shock and stun guards. Karst go and taunts the guards to follow him, and disappear through a door hole. Tullina charms the guards, then release a poison bomb. Neneth snipes from afar and so on... "There's no thing like random one-shots in this game. You only die because you take 353,456,237 hits in 0.2 seconds."
"The best items in the game should not be crafted, they should be TRADED." - Cent, GGG |
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As a minion necromancer, I usually ended up with 60-70% of the alert bar killing things just getting to the destination usually. There wasn't a lot I could do to prevent that. I think the best thing they could do assuming the killing of guards remains as it is, would be increase the alert caused by the chests. Make it so you still need to make choices about what you loot.
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The problem wasn't that killing guards raised the alert (although that IS a stupid concept that doesn't make sense, dead people don't raise alarms). The problem is that you have no choice. You can't avoid the guards, and GGG has a fetish for pouring damage onto us so you can't ignore them unless you're going full 0-DPS Jugg. There is no choice here, no complexity, guards are just a tax on your meter that has to be paid.
The whole fucking thing was poorly thought out to begin with. This is a buff™
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The alert bar was always a bad concept. It makes it player v game rather than keeping it player v guards. There was no logic behind the alert bar filling and staying filled after killing the guards that spotted you. There should've been something like a guard dedicated to alerting others that you have to kill to keep the alert level down, but if you don't in time, the alert level stays. I don't know much about the deception skill yet, but maybe those with it could give a false alarm/threat neutralized message to other guards.
The alert bar also didn't make sense for the small chests. Even if there's some sensor on them, the behavior of the guards doesn't change from opening them. Alert behavior thresholds could make it more organic, but a way to lower the bar should also exist, and chests shouldn't trigger it at all. If anything, patrolling squads can notice empty chests and that can raise the alert level at least until that squad is killed. Again, a guard dedicated to alerting others could be among a patrol unit. But I guess this is getting into large scale rework territory. I agree it isn't really so risky anymore, but I already didn't like it anyway, aside from the colorful characters. It's one way to the target, there's no way for npcs to fail at their specialty (you can't even choose them if their level isn't high enough), rewards are random, small chests are random, it's meh. |
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Rather than blaming the players why not use that "big" brain of yours and think clear? who made the mechanic in the first place? why in a game where it has 0 stealth and stealth is almost never rewarded for?
Fatal flaws for a league concept that's fine in other styles but not on poe. "Parade your victories, hide your defeats. Mortals are so insecure."
Once you break the cycle of fear no angels or demons can whisper you their sweet nothing words. poe0.2/10. Nuff said. |
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"It was basically a reward limiter. The league was basically a choice in reward kind of like metamorph. It actually worked kind of fine, it could have been tweaked. The problem is that it was presented as a stealth mechanic and not a reward management mechanic. Even with all of the unavoidable guards and alerts from killing being smaller than from chests it was seen as a punishment for "playing an ARPG" and I've even seen somebody (not on this forum) complain that they could only stealth by running from enemies and that the mechanic wasn't well designed. It didn't become apparent for a lot of people what the purpose of guard killing raising alert actually served until it was removed. So while the removal of alerts from killing makes the league far less interesting, I do think it also removes a lot of confusion as to how the league is supposed to be played, which was never meant to be a proper MGS clone. |
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" The concept they made was clearly not well thought for their game design there's no full stealth in the game aside from phasing run? and it's barely something. If they actually thought it better and having their game design on their own minds it would have been something like this: - Start at full alert, full guards and stuff already on place. - Killing guards reduce alert. - Win and loot. Simple. "Parade your victories, hide your defeats. Mortals are so insecure."
Once you break the cycle of fear no angels or demons can whisper you their sweet nothing words. poe0.2/10. Nuff said. |
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