An Overview of Upcoming Changes

Doing such big changes all at once is how you end up with "situations". For the future I strongly recommend making, like 20% of those changes at once and roll out another bite, if everyone's happy with the previous one. Other than that, pog!
I don't believe you are capable of fixing anything. I now wonder if you even want to.
aware, aware, aware
planning, planning, planning
oh it's allready 3.21!
"
We are also doing an audit of all league monster skills and endgame map boss skills to check that their damage against minions is appropriate.


Things I still hate forced on me:

8 hour char build chore:

Story should end where it originally did, act 3. Put the rest under the map system. The story shouldn't have all the map assets. The maps should feel like stepping into a new world, not more of the same remixed.

It's needlessly padded out with such a complete and developed endgame.

No one is here to play the story.

See also: 97 copies of lab. Trials shouldn't exist at all. Put the ascendancies on the tree. It was a mistake shoehorning build types into the classes. Let us be whatever we want.

Fix the pants thing. That's just shaming the poor.

The power disparity between trade, crafting, and farming:

The power of 1c in each context needs to be brought in line. Let me generate random unique types from the crafting bench or something. Or make some early farmable boss drop a couple.

Or let me make my own with a ton of Rog. SSF should be fun, not missing all the trade function equivalents.

Having to play EXACTLY as YOU want me to play to even See red maps:

I hate having to choose from a tiny sliver of builds that kinda sorta work.

Seeing you basically say you think damage is fine vs players really hurts.

I'm literally so sad about where this game is. It fits perfectly into 2022 and that's not a compliment.
Too much censorship that you never even see. Totally removed posts and silenced accounts across all communities. https://www.youtube.com/@Innomen
Last edited by Innomen#6153 on Aug 31, 2022, 5:04:18 AM
Sounds ok - still completely skipping lake, RIP central for not much.
Well, thanks for that, thank's for at least listening and letting us know that you are listening.

I am very upset without all the harvest crafts that we had, very rough times, and also, maybe you could add display of count of life force from stash to hortification station as well.

Thanks.
good step in the right direction!

Metacrafts for Exalts instead of Divines where good too and make things more useful for "casual" players.

Buffing Tainted currency very good they are at this point mostly useless tryed yesterday 45tainted fusing for nothing realy the chance is like 80% to remove and 20% to gain a link.

Archnemesis "god monster" are not good but keep an eye on it to much people feel forced to call some MF culler to get good loot.

Kalandra needs to feel worth the time and the risk you get into.
With all the negativity around, I have to say this league is very enjoyable to me. Sure, it was a rough start but now it really plays fun.
Heyas! Scourge/beyond is greatly overtuned in damage output in Kalandra Lake and also in maps. I'm comparing with mapping in actual scourge league. It's as if the mobs get
1)scourge boosts, effects and abilities
2)old beyond-specific boosts and effects also?
3)arch-nemesis boosts
4a)wierd extra rather large boosts based on tier of map
4b)wierd insanely humongous boosts based on level of Kalandra tablet and on top of that a great boost based on the number on the tile

All mobs in the game are double-dipping into archnemesis mods and get their old abilities added on top.

About lightning pylons: they spawned on top of my character from across a corridor and two rooms away in Vaal Temple map. This is about the same range a debuff permanent marker will hit you.

A repeat of 4b)wierd insanely humongous boosts based on level of Kalandra tablet and on top of that a great boost based on the number on the tile

I ran a few of my tablets and I've come to some sort of conclusion after watching a few streamers struggle with the same content: to be able to run it, you must invest heavily into 1)max resistances above 75 2)spell suppression 3)physical damage reduction with determination.
This poses a problem for Minions because as an elementalist with +1 to all minions in three slots and every minion life and minion damage reduction node on the tree the minions can get instantly eaten by the wrong mods. I don't agree that the problematic mods are the ones mentioned. It's even on tiles with rogue exiles.
I sacrificed a ring slot, weapon slots and also armour slot to buff the minions. I added cluster jewel to help the minions.
This means the 'buffed-by-gearing' minioneer gets approximately zero survivability. Even as a 'mentalist with so much extra all res on tree, I have to run purity of elements because of the struggle to top up resistances even to the old baseline 75 all. That in turn means a very limited choice of additional auras. A dead minioneer's minions deals no damage at all.
I will reroll and try scion eventually.

I'm experimenting with fleshcrafter armour now, to allow minion damage to pierce resistances but survivability is greatly reduced.

The advice I get is to not use minions and if I do, it's absolution or a particular soulwrest unique staff.

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