Heist going Core - by passionate Heist Hater
So, just couple things by a guy who actively avoided Heist content as still is very passionate about hating that content.
How it would be acceptable for me for it going core 1. make contracts scarce and blueprints be only dropped in contracts - this solves my problem - abundance of the content and additional loot crap handling in my stashes - contracts and marks only drop from the chest thingies - also, this will make searching for blueprint with 17 currency rewards for fracturing much harder 2. remove NPC leveling, NPC gear and adjust the "jobs" cost, alert levels and speed accordingly - as pure Temp League player, no freaking way I am gonna bother with leveling NPCs as "prerequisite" of doing contracts etc. - or make it that you will have max level within 5 contracts of lvl 83 3. keep rewards as is or buff them - common fallacy of temp league going to core is complete gutting of the rewards while making them scarce (10% says hello), making it less than rewarding in comparison - currently it is a loot piňata, it should stay like that I guess the goal is to keep it available for "heist lovers", keep it simple for occasional heisters and make it non-intrusive for heist haters. Yes, if I run out of regals and I don't wanna be engaged in currency trading, i could run couple heists after accumulating couple contracts. If I am supposed to pick them up, they need to be valuable enough for trading them to others (might make sense to simplify to keep 1 job per tile set - would be easier for bulk trading but that's probably not that important). I represent only myself, my own thought and believes. I am individual, not a representative of the community. I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me. 3.13 was the golden age. Last bumped on Dec 19, 2020, 4:55:17 PM
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Going coreward, I'd like Heist quest maps to just be quests in the hideout zone; there's no need for map items to take up valuable bag space.
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" Probably one of the dumbest 'solutions' or 'fixes' to anything I have ever read. First, you have complete autonomy over the items you pick up. If its not something that you will use, and you don't feel that its worth your time to sell (i.e. low value, no/low demand), then don't pick it up. This is your problem, not an issue with the game. As for 17 currency BPs...I'm wondering exactly what you really think this change would achieve. People would still be able to acquire sufficient blueprints and with all else equal / no other changes, this wouldn't make any fucking difference. The obvious solution here is to make it impossible to fracture/split blueprints. I saw another user mention they can drop corrupted - which wouldn't be unreasonable if they removed mods like reflect or no regen from the mod pool for blueprints. " Strong disagree on gearing. The itemisation for rogues is quite good at the moment, because you can switch gear depending on what it is you are farming. If you are farming rogue markers for blueprints you might use the 25% reward from main target, otherwise you might be using currency, div cards, etc. As for levelling rogues, I think you will find that it only takes a handful of contracts to get your rogue to level 4. Perhaps they could reduce the XP requirement for level 5. " Buff heist rewards? Really? |
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" +1 The reality is that this is supposed to be an alternative end game. They should nerf regal drop rate (which will in turn balance the trinket affix) but it really doesn't need a lot of changes. I'm not saying I will make a dedicated Heist runner as a focus of 3.13, but if you're like me and not a fan of the current atlas, it's out there and it's tempting. In the same way that some people just delve and delve only except for acquiring sulphite, I can see people doing this with Heist. And like Delve, I expect GGG to actually nerf the low end to the point that it won't be worth focusing on unless you really try-hard it with an optimal trinket and the best blueprints. (I don't agree with this as a design choice, but I expect it based on their history of changes to Delve). And that's all fine. You don't want to level up the rogues again? Don't do Heist content. Pretty fuckin easy. |
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I don't think it is good for the game to just opt out for content completely. The content should have some value.
Sure, i can hide all the contracts and blueprints from my filter and play the normal game as usually, but then it is just another loot clutter on the ground that has no meaning and causing server performance problems. If the loot access will be scarce and people who want to focus on just playing Heist, it would be better overall if the contracts would actually have value for people to pick them up and offer for trade so people can actually buy them and not farm maps for contracts. To the Fracturing Blueprints, dropping hem corrupted might be a good idea. I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me. 3.13 was the golden age. |
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I feel like Heist failed for the same reasons Synthesis failed:
1) It's a completely different thing compared to the rest of the game. Especially Heist, they really cranked this aspect up to the point that mods on contracts and NPC gear are just white noise, I do not give a single fuck what any of this does because I do not have more room in my skull to fit this encyclopedia of modifiers when they are so radically different from the rest of the game. 2) Too much investment, and I mean that both in resources and time. I did one blueprint. One. The amount of coins required was absolutely disgusting. Secondly, the time that it takes to do one even just a regular contract late game is just...Exhausting. If you aren't running one of those busted builds that GGG seems to think is the baseline now, then it can take an eternity to get out of a Heist. And speaking of which... 3) It's more all-or-nothing pseudo-hardcore bullshit. I don't play HC. I like to play off-meta, despite how much GGG punishes me for doing so. I get that some people get some masochistic pleasure from investing a shitload of time and effort into something and then seeing it wiped away in a flash, but...I hate to break it to you, but most people don't. This should not go core. Not in it's current state, not in any state. But because TencentGGG poured a ton of cash into it, it will, because that's what matters in the end, isn't it? This is a buff™
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I don't think Heist needs much changes, just a lot of bug fix. For example the contracts are a huge improvement in leveling, I used a lot to get to level 100.
What they need is balance of rewards and trinkets. "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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" This is indicative of the broader problem of what they let the min/maxed people do with their new content. The trinket that turns regals to exalts combined with a weirdly high regal drop rate combined with fracturable blueprints makes it such that there is nearly no amount of coins HIGH ENOUGH that GGG could charge that would make blueprints a losing proposition for those who have perfectly optimized. It reminds of Legion where a normie player could only pull 10% of what an optimized Tornado Shot character with Headhunter could get out of a 5 way legion emblem fight. This meant that if you were a normie it wasn't just 'wrong' to run the content for yourself, it was wrong by a factor of 10. Right? It would be one thing if the optimized player got 40% more than the normie, and little Timmy Q Normal says 'I don't care, I just want to play the content'. But optimized players are getting 1000% more rewards, so that leaves us with the coin situation. You and I may balk at the cost while people with the trinkets can't buy coins fast enough. The gap is too big. |
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" You hit the nail exactly right. The scissors are insanely wide open between going blind and making huge minmaxing effort. The gap is completely insane to the point you have super devalued market by a few power farmers. I don't think the effort put into the min maxing should have effect to such degree. The content should be interesting mechanically and have good enough reward per time spent, but not that "ok, if I run this 15 times I get a mirror in profits on average out of it." vs "Ok, i will run this 15 times and I will be netloss in comparison of directly selling it" There should be some room to focus on the content for somebody to have fun, while keeping it interesting for occasional "change of pace" and denying somebody completely crushing economy by pushing super inflated "garbage" to the market. My proposals probably won't achieve that, it will just make Heist interesting enough for me to run occasionally. I represent only myself, my own thought and believes. I am individual, not a representative of the community.
I am not speaking on behalf of someone else and I don't get offended by things that have nothing to do with me. 3.13 was the golden age. |
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" Last time I brought this up they told me, that all the casuals who have reached the endgame in PoE have a Headhunter. Last edited by vmt80#6169 on Dec 18, 2020, 2:48:35 PM
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