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

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Clownkrieger wrote:
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SunL4D2 wrote:
It's kinda sad that at this point we expect that League will take weeks to become good. And we don't even see an issue here.

What you mean is it will become proper ARPG mechanic.


Well definitions of "good" and "proper ARPG mechanics" might differ.

I know by now that most poe players hate to be challenged in any way though, so im not surprised anymore by your take *shrug*


That's rich when directed against someone with 40/40 challenges.

Here's my explanation. Lab was disliked by many because the trap gauntlets were not ARPG gameplay. ARPG gameplay means what I call kill-monsters-get-loot gameplay.
Over 430 threads discussing labyrinth problems with over 1040 posters in support (thread # 1702621) Thank you all! GGG will implement a different method for ascension in PoE2. Retired!
More interested as to how much (life) damage those environmental things do. My guess is that Resolve will not be much of a problem for SC/instagib builds.

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SunL4D2 wrote:
We pray,
To The Goddess, Arakaali & Ralakesh.
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SunL4D2 wrote:
Basically you need to dodge everything, even if your character completely overpowers content you still need to dodge everything.
You can build against it. And if you also get your prayers right (see above) it wont do much - you can approximately ignore most traps then. For Dedication this doesnt work so well though.

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SunL4D2 wrote:
Rogue-like never have anything like that.
Actually they do. Like corruption in ADOM or food in many of them.

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DiabloImmoral wrote:
GGG says league mechanics can be 2x as rewarding as mapping and that's ok but they don't really know how to calculate that correctly. Lakes in Kalandra were ~0.5-0.75x as rewarding as mapping and that was after all the buffs. If Sanctum is the same *and* it's obnoxious --> lowest retention league of all time.
My guess is that only the special relics (which work outside) and maybe the boss XP boost will make it worthwhile to run. The lousy rewards shown in the video (unless I missed some?) werent exactly promising either.
No wonder it's lost, it's in the middle of the jungle!
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Turtledove wrote:
That's rich when directed against someone with 40/40 challenges.

Here's my explanation. Lab was disliked by many because the trap gauntlets were not ARPG gameplay. ARPG gameplay means what I call kill-monsters-get-loot gameplay.


Someone got triggered by the mentioning of lab again lol. Dont forget to add this thread to that list of yours! :)

Also what has a trade player sporting 40 challenges to say these days? He probably didnt do half of them himself but bought them lmao (i dont care about these stuff at all btw, i dont go off my ways to collect pixels, golden penisses to sport in my hideout, or think i would be so special that i need to make AMA threads then)
"Glattes Eis, ein Paradeis, für den, der gut zu tanzen weiß" - F. Nietzsche
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crunkatog wrote:
I like lab, but this isn't lab.

Resolve is just another timer, honestly. It's not intended to recover, it's there to reward speedrunners in a "challenge is its own reward" sort of way.



Right off the bat your completely incorrect. It IS meant to recover. It has it's own recovery stat, and every other facet of Sanctum such as the major / minor boons and the merchant have mechanics to recover Resolve. It's not a 'timer' at all, it's simply a gauge of how bad you are moving out of mechanics.

Hate on the mechanic all you want, but at least get the facts right.
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Clownkrieger wrote:
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SunL4D2 wrote:
It's kinda sad that at this point we expect that League will take weeks to become good. And we don't even see an issue here.

What you mean is it will become proper ARPG mechanic.


Well definitions of "good" and "proper ARPG mechanics" might differ.

I know by now that most poe players hate to be challenged in any way though, so im not surprised anymore by your take *shrug*

ARPG =/= Dark Souls. ARPGs are about exploding monsters, loot and builds.

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Zrevnur wrote:
More interested as to how much (life) damage those environmental things do. My guess is that Resolve will not be much of a problem for SC/instagib builds.

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SunL4D2 wrote:
We pray,
To The Goddess, Arakaali & Ralakesh.
"
SunL4D2 wrote:
Basically you need to dodge everything, even if your character completely overpowers content you still need to dodge everything.
You can build against it. And if you also get your prayers right (see above) it wont do much - you can approximately ignore most traps then. For Dedication this doesnt work so well though.

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SunL4D2 wrote:
Rogue-like never have anything like that.
Actually they do. Like corruption in ADOM or food in many of them.

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DiabloImmoral wrote:
GGG says league mechanics can be 2x as rewarding as mapping and that's ok but they don't really know how to calculate that correctly. Lakes in Kalandra were ~0.5-0.75x as rewarding as mapping and that was after all the buffs. If Sanctum is the same *and* it's obnoxious --> lowest retention league of all time.
My guess is that only the special relics (which work outside) and maybe the boss XP boost will make it worthwhile to run. The lousy rewards shown in the video (unless I missed some?) werent exactly promising either.

They are not like Resolve though.

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Jadian wrote:
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SunL4D2 wrote:
Problem is death is meaningful part of gameplay in Rogue-likes, you are meant to die over and over again. Having to balance it for HC Leagues serves as huge detriment here.


It's not just about balancing it for HC leagues, it's about balancing it for how recovery works in PoE in general.

Health is a vital resource in rogue-likes, and it is something that holds you back when it is getting low. Even if you have a mechanic that makes you stronger with less health remaining, you still have to play around the fact that having less health means you can make fewer mistakes.

Health in PoE allows too many avenues of recovery for it to fulfill that role. Weaken/remove those avenues of recovery, and you're preventing a lot of builds from even participating in the Sanctum.

Resolve was pitched as functioning like health does in rogue-likes, so you can have your rogue-like "deaths with meaning" without having to rebuild/restructure PoE itself.

Rogue likes also have life restoration mechanics.

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Pashid wrote:
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SunL4D2 wrote:

No, resolve is just unnecessary layer of annoyance. Rogue-like never have anything like that. They are always about RNG, buffs, learning boss mechanics and surviving. Problem is death is meaningful part of gameplay in Rogue-likes, you are meant to die over and over again. Having to balance it for HC Leagues serves as huge detriment here.



It's actually a great thing because people won't be able to simply cheese the entire mode with their boring hyper regen zdps builds like RF and so on early on.
Means a proper balanced build and knowledge about the mode is required to succeed in the long run.

This also means that these builds are unnecessarily punished.

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Clownkrieger wrote:
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Turtledove wrote:
That's rich when directed against someone with 40/40 challenges.

Here's my explanation. Lab was disliked by many because the trap gauntlets were not ARPG gameplay. ARPG gameplay means what I call kill-monsters-get-loot gameplay.


Someone got triggered by the mentioning of lab again lol. Dont forget to add this thread to that list of yours! :)

Also what has a trade player sporting 40 challenges to say these days? He probably didnt do half of them himself but bought them lmao (i dont care about these stuff at all btw, i dont go off my ways to collect pixels, golden penisses to sport in my hideout, or think i would be so special that i need to make AMA threads then)

Seems like someone got triggered.

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DiabloImmoral wrote:
The rewards have to be absolutely ridiculously insane or the mechanic has to be easily cheeseable or everyone will quit the league immediately.

There have been no special rewards from the sanctum revealed so far, and the special relics are confirmed not going core so there's no point in farming it unless the return is 1.5x that of mapping or better.

GGG says league mechanics can be 2x as rewarding as mapping and that's ok but they don't really know how to calculate that correctly. Lakes in Kalandra were ~0.5-0.75x as rewarding as mapping and that was after all the buffs. If Sanctum is the same *and* it's obnoxious --> lowest retention league of all time.

Yeah, I am worried about rewards as well. GGG has track record of making Leagues unrewarding and making us wait for weeks until they buff rewards.
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SunL4D2 wrote:
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Jadian wrote:
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SunL4D2 wrote:
Problem is death is meaningful part of gameplay in Rogue-likes, you are meant to die over and over again. Having to balance it for HC Leagues serves as huge detriment here.


It's not just about balancing it for HC leagues, it's about balancing it for how recovery works in PoE in general.

Health is a vital resource in rogue-likes, and it is something that holds you back when it is getting low. Even if you have a mechanic that makes you stronger with less health remaining, you still have to play around the fact that having less health means you can make fewer mistakes.

Health in PoE allows too many avenues of recovery for it to fulfill that role. Weaken/remove those avenues of recovery, and you're preventing a lot of builds from even participating in the Sanctum.

Resolve was pitched as functioning like health does in rogue-likes, so you can have your rogue-like "deaths with meaning" without having to rebuild/restructure PoE itself.

Rogue likes also have life restoration mechanics.

Sanctum also has Resolve restoration mechanics.
this is much worse than lab tho.. this "resolve" is a massive bait for people thinking that bullshit isnt gonna happen on any of their runs and gonna lose their runs to stupid rng situations..

I would call this "the lab experiment" than anything else..
"Parade your victories, hide your defeats. Mortals are so insecure."

Once you break the cycle of fear no angels or demons can whisper you their sweet nothing words.

poe2 = ruthless 2.0 = bad.
cant be lab since you can get some reward, every once in a while and quit your current sanctum if you think it gets too dangerous. They said that there are nodes that are pure survival buffs(yes they reduce loot). And I am not against criticizing but with as little info as we have can we wait to test it ?
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SunL4D2 wrote:

They are not like Resolve though.
They are parallel (to health/life) "lose if it goes to zero" mechanics. In that the same as Resolve. The exact mechanics of them are different of course but the principle of there being more than one "lifebar" is there in all the mentioned cases.

And another example: There is also "Larn" roguelike with a timer for the whole thing which could be modified by some scrolls.
No wonder it's lost, it's in the middle of the jungle!
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Xystre wrote:
this is much worse than lab tho.. this "resolve" is a massive bait for people thinking that bullshit isnt gonna happen on any of their runs and gonna lose their runs to stupid rng situations..

I would call this "the lab experiment" than anything else..


Could also be just a issue with their build, greed, lack of understanding of the league mechanic (pretty much like every league) or just straight up a skill issue (also the case more than often)
Flames and madness. I'm so glad I didn't miss the fun.

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