endless delirium...

"
Exxxiled665 wrote:
you didnt play test this did you? heh...this is just...bad

yes for sure nobody tested this
i quit in ACT 2 , this is so bad

RUN OF EXILE
I personally enjoy the challenge of the delirium everywhere, I just don't understand why the rewards are basically non-existing.
Not sure what to say, but i think the thing we got was not the intention. Too bad.
I have to admit that trying to run through act 1 is the so far least entertainment I've had in poe. Punishing.

What level did you lot run the prison trial? 20? Stuff takes no damage. I reloaded zone in hope for a path without deli mobs. I tried strategic deaths to lead mobs away.

The mobs can't even be turned into zombies.
The mobs aoutrun my character with flame dash and quicksilver.

I'm just angry after playing and I'm sorry to vent on this site but: why? Previous events were designed to be playable.
I should book in to see a shrink - I started this in hc ssf and haven't died, but I can't progress through Act 1, as it is just too difficult and tedious.

Kudos for players who actually finish the campaign - they deserve a big reward lol

I'm going back to Grim Dawn - imo, it gets right what poe gets wrong, on so many levels
i managed to kill hillock at level 10, but obviously made many instance resets to make a beeline to warden's quarters
in a sense, i simply used the rng to "craft" an optimal map topology to avoid being overwhelmed by mobs

as for my feedback, GGG simply doesn't understand how their own tech works around delirium
an easy fix should be:
in part 1 of the game delirium shouldn't be over 60%
in part 2 delirium should be at maximum of 85%
and 100% for endgame or even put over 100% for red maps

there would be ZERO excuses if it were made like this
Last edited by Dragoon_Diver#5241 on Jan 1, 2022, 7:12:38 AM
Just adding my view - event over tuned for the rewards. Lack of effort to make it fun.

So disappointed with Scourge as a whole, at least Endless Delve was fun but Heist, Delirium and the main league... tedious.

Last time I'm buying supporter packs based on league hype.
"
br0nek wrote:
Not sure what to say, but i think the thing we got was not the intention. Too bad.


Yeah.. I can't imagine this is what they planned...

I haven't struggled that much with Dominus, since I started playing with him still the second last boss.
"There he goes. One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die. " ~ Hunter S Thompson ~
Last edited by Marinxar#3048 on Jan 1, 2022, 7:37:10 AM
"
Dragoon_Diver wrote:

as for my feedback, GGG simply doesn't understand how their own tech works around delirium
an easy fix should be:
in part 1 of the game delirium shouldn't be over 60%
in part 2 delirium should be at maximum of 85%
and 100% for endgame or even put over 100% for red maps

there would be ZERO excuses if it were made like this


Their event description implied that it was made like that. They said they had detuned Delirium levels in campaign areas where you had to kill monsters/bosses in order to progress. I'm not sure if Brutus at Delirium 85% constitutes 'detuning' in GGG's view. Especially considering that the vast bulk of characters don't even have their main skill at that point and are using Splitting Steel, Caustic Arrow or Stormblast Mine.

None of the zones prior to Library should have been over 50% imo. That at least would have given players a chance to get established. Or, if they wanted the odd surprise really tough area, make it a non-essential area like Fetid Pool or Market. Buffing Docks would also have been fun because there are no monsters you have to kill there, you just need to find the Sulphite. So making that a 98% zone where players are scrambling frantically to find the Sulphite chest with a horde of Delirium nasties on their tail would have been fun and challenging without being a progression-killer.

In this event, they had the opportunity to custom-tweak each and every zone to be at just the right level. There are two ways people progress through the campaign: the casual way which involves doing full clears of most areas and being slower/higher level, and the racer way which skips certain areas and is done at much lower levels. Tailoring the Delirium level of each zone would have been a fantastic way to make it more challenging for the racers who are under-leveled, while still being manageable for the casuals.
Last edited by porous2#2034 on Jan 1, 2022, 9:33:52 AM

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