Alright, Resolve is not as bad...Update 2

"Thanks" GGG for pushing community to play range DPS characters. For example, i can't figure how i should run this league mechanic on Flicker - it's unreal, cuz i lose my resolve at first 3-4 monsters. My friend RF have same problem.

Hope next time they will make smth for everyone, not just for miners, casters and other bowguys.
first 30 maps:
3 sanctums
3 failed after 9-10 maps with nothing more than 2-3 chaos value
poorly thought out mechanics that makes me RAGE QUIT
Heist 1 shot doors was bad, but this RESOLVE mechanic is worst!

&*/$

RESOLVE YOUR GAME
...
Masterpiece of 3.16 lore
"A mysterious figure appears out of nowhere, trying to escape from something you can't see. She hands you a rusty-looking device called the Blood Crucible and urges you to implant it into your body."

Only usable with Ethanol Flasks
Last edited by gandhar0#5532 on Dec 21, 2022, 12:33:32 PM
"
Ratava wrote:
So Sanctum is supposed to be a rogue-like mechanic. But all rogue-likes reward you when you die or fail on a run



Hahahahahahahhaaha
hahahahahaha
hahahahaahahahaha

<Stops for breath.>
Hahahhaaha

No. No they do not. Rogue sent you back to the start screen, empty handed and even randomized the item names again so you couldn't know a 'red potion' was still a healing potion, because now they're 'brown potions'

Slay the spire sends you back empty handed, generally with a more dilluted card pool and artifact pool (though that ends after you have played for a few hours and the pool of tools fills out for that character). Void Bastards didn't give you a reward for Dying (though you DID have the ability to spend for between run gains, they equally applied to your current run, which you DO have in this too via Relics).

Some (read the friendier / easier) rogue likes offer a 'sorry you lost, here's some help for next time' that make victory inevitable rather than discourage players.

Note, I do think there's some core issues with this, the hit boxes of the attacks vs the graphic used for that attack are misleading (big cleaves that don't hit areas their animation would indicate), some of the attack animations make for some confusing position (like the ghosts who lean WAAAAAY far back to do the ice shot actually move through a character behind them and screw with their hit box so you might run forward through them), and high degree of control is really bad in an Isometic view on PC, might actually feel better with a controller, and that might be the point (Couldn't say there, as I just us PC). I'd agree that this leans harder for high DPS builds, since you can manually avoid all the attacks MUCH more easily than in normal Path fights, where a degree of damage seems inevitable for mere mortals, leaving you to just worrying about dodging the 'big' attacks.

I really think people are really grabbing onto the 'roguelike' element to Sanctium harder than it actually exists. There's a little of that flavor, but no more or less than most other PoE mechanics (building your own map could be 'rogue like', it's different each time!) But you're not building your kit in the Sanctium.

I feel it's actually closer to like, Dark Souls 1, where a BIG part of it is learning the telegraphs, learning the hit boxes. And I don't know what you are doing, maybe it's a difference in Ruthless, but it's a rare event where there's more than one enemy on the screen for me. Slow down, don't dive into the room. If I can dodge these attacks with no move speed and no dashes in Ruthless, standard should have NO issue opening their eyes and LOOKING at what the mob is doing. There's nothing happening on screen other than you and the mob, don't retret, get close, mobs use MUCH harder to avoid attacks at range than they do at melee, fleeing is going to get you tagged and doom you to a slow death this league, IMO.
Last edited by Northern_Ronin#6465 on Dec 12, 2022, 2:13:12 PM
"
salomonka wrote:
"Thanks" GGG for pushing community to play range DPS characters. For example, i can't figure how i should run this league mechanic on Flicker - it's unreal, cuz i lose my resolve at first 3-4 monsters. My friend RF have same problem.

Hope next time they will make smth for everyone, not just for miners, casters and other bowguys.




Even for Miners this league mechanic completely blows.
The only character build which really works in Sanctum is Evasion/Dodge.

And many Miners are spec'd with heavy Life Regen. Meaning you take lots of hits, but heal through it.

Great for normal game play. Terrible for Sanctum's Resolve mechanic.
evasion/dodge don't work, the best builds will be high dps thats all there is to it the faster you clear everything the less dubious telegraphs require dodging.

Its... about what I expected tbh, I gave them the benefit of the doubt and tried to point out pitchforks were a little early based on what we were told but the truth is it is as sloppy as was feared.

Some of the afflictions are massively too high as well. Really the whole thing smacks of not being imaginative when setting values then also not testing.

I want to like the concept but it just doesn't feel balanced or fun.

High dps totem builds feel ok there.

Melee in Sanctum feels like GGG has never played melee before.
The first league since 2013 in which i completely ignore league mechanic.

Ridiculous how this resolve shit could make into release, devs don't know there's melee skills in their game? They don't know there're movement skills with cooldowns? They don't know poe isn't the game about manual dodging ANY damage?

What do they know?
roguelikes are games that are brutal, bloody difficult and rely on skill to beat - something more than just gear and stats

but they are also fair

what GGG did is made a game mode and outright barred quite a significant part of the build spectrum from it. like seriously? people have the decency to defend this? for real?

i see quite a few 'enjoyers' around here - i wonder what builds are you guys playing. i can spare a guess
"
trixxar wrote:

Melee in Sanctum feels like GGG has never played melee before.


This is the essence of it. I don't know what's worse:

a) They tested plenty of melee builds in Sanctum and found them "fine"
b) They tested plenty of melee builds in Sanctum, found out the truth - but ignored it
c) They didn't test plenty of melee builds in Sanctum.

If "a": How?
If "b": Why?
If "c": I don't want to know.
Bring me some coffee and I'll bring you a smile.

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