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

I make a new build (or two) per new league. This time out I decided to go back to a spell totem build using some bizarre little known skills (just for fun knowing it will lack end-game meta). Who knew that totems would rock the Sanctum??? I can drop 2-3 totems and just run away. Super easy. But boring as hell. My toon is high life regen (cause spell totem exangurate eats up your life with each cast) so I am a tank beast -- but this resolve mechanic??? WTF?

Armor and resists mean nothing? Better to stock a complete set of Evasion gear and Quicksilver flasks. When the weakest mob hits you for 10% resolve with just a minor shot -- well you aint living long.

I have only been to mid-way of second floor before I die to the latest LAB style run/avoid mechanic (no fight...avoid giant fire boulders keeps getting me). As my toon is brutally slow at this level, I find the Sanctum painful without any reward. I was soooo happy when I actually finished the first floor ---- before I realized that I got NOTHING for the win.

Me thinks I wont bother with Sanctum for a few weeks in hope GGG acknowledges that it is the least fun expansion to date.

ps -- all you melee types -- go make a miner or trapper (even a skelemancer) anything but a tanky melee. This league will chase you from POE forever if you try to make one work.
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Krashkraken wrote:
This league will chase you from POE forever if you try to make one work.


If that's truly GGG's wish, so be it.
Bring me some coffee and I'll bring you a smile.
....
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, 12:36:17 PM
This sort of complaint about failing is exactly the original heist got nerfed. It was great that sometimes if you killed too many guards you failed. Its not a bad thing to have challenge or fail once in a while. Why do people on this forum only want to 'win', who are you even competing against? Its a game for fun and loot, failure is fun too as a change.
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Phrazz wrote:
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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.


I just ... honestly dont know.

No intended sarcasm, criticism, whining, complaining, just honest pure curiosity, I would love to hear the thinking behind this.
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marlinpike wrote:
This sort of complaint about failing is exactly the original heist got nerfed. It was great that sometimes if you killed too many guards you failed. Its not a bad thing to have challenge or fail once in a while. Why do people on this forum only want to 'win', who are you even competing against? Its a game for fun and loot, failure is fun too as a change.


For summoners, Heist was almost always a fail. Minions don't know how to keep their hands to themselves, so kiting enemies as you scramble towards doors resulted in an unwinnable situation. The solution wasn't "fuck summoners", what GGG did to address it was the correct one.

And the same is going to happen with Sanctum most likely. Everyone that isn't a summoner, trapper, or totem build is getting wrecked as far as resolve is concerned. The solution isn't "fuck melee, ranged, and casters".
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley
Last edited by Pizzarugi#6258 on Dec 13, 2022, 2:17:39 AM
I just find it funny that they gave us Vaal Melee gems and one new Melee skill (fissure) but then make those builds absolutely impossible to play in the fancy new zone.

I loved a couple of my Flicker-strike toons...and was sooo close to making a new one with the Vaal option. I cant imagine the frustration of anyone who did. I remember I used Flicker for a heavy Delve league -- people thought I was nuts. But I learned how to deal with it (much shorter Flicker moments) so as not to end up deep into the darkness doing no damage. But it was possible.

the Sanctum would be impossible if you hit Flicker to kill a baddie. You would use up your resolve in two rooms tops.

So my question is -- why the fuck would you pump new melee gems and then create a mini-game that is impossible for those skills???? Utter nonsense.
Resolve is a bad mechanic for so many reasons. I'm shocked by how many people I've seen defending it. I'm on the fence about playing much more this league and if I do I probably still wont play more sanctum. It's dogwater.
Poorly implemented game mode being defended by a few white knights. See ya next league.
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Munchnd wrote:

Yea, I'm a huge rogue like lover. I've played all versions from card games, shooters, platforms, you name it and this isn't rogue-like. Idk what this is but it's complete trash. The entire reason I decided to play this league was for the "rogue-like" league mechanic but it's just awful. In my experience, on rogue-likes, you can have absolutely awesome busted runs where your build is amazing and others, not so great. But this mechanic feels the same every single time I go into it. It never feels different. I get a DPS buff sometimes but mostly nerfs and their is nothing game changing at all. Like, this was a giant missed opportunity. Imagine you can actually pick sets of gear and different skills to use that receive random, alternative effects. ANYTHING like this would have been cool but that's not what it is.

Another thing about rogue-like is the damn near infinite number of paths you can take to victory. In this league mechanic, my fate is decided before I even enter it based on my current build. I've never played RF before and I've played PoE for years. This league, I decided ,"Hey, I think I'll try RF as a league started this time." NOPE. Now I can re-roll (which I really don't care to, not for this garbage) or I can just run in there and eat crap for no reward. I can choose my 1 chaos orb now or my 1 divine at the end of a run I'll never complete because I happened to pick the wrong build. This is the exact opposite of "damn near infinite number of paths you can take to victory".

1. Make only special moves of unique monsters damage resolve. Give them some cooldown and clearer visuals / fair mechanics (adjust teleport shenanigans and whatnot).
2. Chill with Afflictions. Make less rooms have them and make them less severe.
3. Give buffs more often and make them more meaningful.
4. Increase droprate of Relics (both global one and one that buffs Sacntum) massively.
5. Improve Vendor. Increase Vendor's chance to spawn.
6. Rebalance Coins economy.
7. Make Floor 1 and Floor 2 more rewarding or make Sanctum itself smaller.
8. Let us run Sanctum from hideout and being able to save more rooms.

What do you think?

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lupasvasile wrote:

It would be if all skills in the game had the same advantage.....they do not right now. The whole Sanctum idea is to kill without getting hit. Now tell me how to not get hit while playing a melee build. Having some skills under perform compared to others is fine, but having entire skills unusable in Sanctum is very poor game design. I usually defend GGG, but this time they showed their incompetence.

I know right? You can completely trivialise mechanic by having massive damage. For any other League you also need defences. I am afraid GGG might solve this issue in wrong way...

To be fair Alkaizer shown that you can do Sanctum as melee. You can dodge most things, just need sufficient level of skill and some patience. Problem is not everyone is Alkaizer, who is no matter what you think of him - one of the best players. League mechanic shouldn't be only for top SSFHC people. ._.

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lukaskodlos wrote:
I dont have problem with resolve at all. It's kinda fun mechanic cause you adapt to it and get better overall. My only problem lies in the fact that for sanctum areas and normal maps you have to have two builds basically. Nobody's gonna farm Sanctum with Juggernaut even tho its their main build. There is no resolve damage mitigation between having 0% and 90% armor or ele resists. That is what I hate. Sanctum league is made for dodge / speed builds that attack from distance. I was hoping that they would actually make this league more melee but it's forced for spell / archer / totem / trap builds, everything else but melee. It's kinda disappointing not because Sanctum mechanic which imo is great but the fact you have new melee vaal gems that you basically will ignore if you want to participate in Sanctum runs.
I would spread the damage more between health pool and resolve because now you get pretty much 0 damage to HP even though you have no resists and armor and the damage to resolve is ridiculous. I finished 2 floors already by the level 16 (I farmed 6 lvl Sanctums) and I must say it's fun. But not rewarding at all. The currency you drop in Sanctum is not usable imo in low levels at all. Because having slightly more resolve or buffs won't change anything at all.

You literally explain problem you have with resolve though.

This problem has no good solution. But I think it's good that it gets easy with damage. PoE isn't Dark Souls or something.
Last edited by SunL4D2#6224 on Dec 14, 2022, 7:20:22 AM

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