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

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Clownkrieger wrote:
"
SunL4D2 wrote:
I hope one will be able to basically ignore it later on.


I am 100% convinced a lot of people will cry like you do in the first week (as usual), ggg will cave in again (as usual), and in the end sanctum will be a braindead walk in the park (as usual)...


Good. Right now; it's utter garbage. Why would you WANT to play this? It claims to be replicating roguelikes, while utterly missing the point of roguelikes?

I hope they can get the balance right and match difficulty to power, and to reward, but presuming they can't, it's much more fun to actually get power than to get weaker and weaker.

Roguelikes give you choices between types of build to overcome branching challenges. Sanctum utterly limits choice of build to "have lots of mobility, and drastically reward ranged play with targets other than you". Before you even make a choice inside sanctum, if you picked like half the builds in the game (even the meta ones), you drastically weakened yourself. God forbid you like playing builds that stand still by design.

This design is utterly awful. Not because it's too difficult, or even because it's unrewarding, but because it even more severely restricts build diversity than it already is in a game that struggles a LOT with relative power between builds.
Last edited by Pathological#1188 on Dec 11, 2022, 6:18:21 AM
Worst thing about all this is that they needed 4 months to make it.
People who never played Rogue.exe shouldn't be preaching what "rogue-like" means.
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innervation wrote:
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SunL4D2 wrote:
This is one of these moments where I hate to be proven right.


You weren't though, that's why you overwrote your OP and changed the thread title.

That's some strange logic. I just emphasise Resolve in the title, which is main concern.

And comparision with lab is still correct.

"
Pathological wrote:
"
Clownkrieger wrote:
"
SunL4D2 wrote:
I hope one will be able to basically ignore it later on.


I am 100% convinced a lot of people will cry like you do in the first week (as usual), ggg will cave in again (as usual), and in the end sanctum will be a braindead walk in the park (as usual)...


Good. Right now; it's utter garbage. Why would you WANT to play this? It claims to be replicating roguelikes, while utterly missing the point of roguelikes?

I hope they can get the balance right and match difficulty to power, and to reward, but presuming they can't, it's much more fun to actually get power than to get weaker and weaker.

Roguelikes give you choices between types of build to overcome branching challenges. Sanctum utterly limits choice of build to "have lots of mobility, and drastically reward ranged play with targets other than you". Before you even make a choice inside sanctum, if you picked like half the builds in the game (even the meta ones), you drastically weakened yourself. God forbid you like playing builds that stand still by design.

This design is utterly awful. Not because it's too difficult, or even because it's unrewarding, but because it even more severely restricts build diversity than it already is in a game that struggles a LOT with relative power between builds.

Amen, brother. It's just so tedious and unrewarding.

I expect getting random BUFFS that make things more exciting, but buffs in Sanctum are very scarce and seem weak, meanwhile you get debuffs in pretty much every room...


Last edited by SunL4D2#6224 on Dec 11, 2022, 7:24:24 AM

You weren't though, that's why you overwrote your OP and changed the thread title.
[/quote]
That's some strange logic. I just emphasise Resolve in the title, which is main concern.

And comparision with lab is still correct.

"
Pathological wrote:
"
Clownkrieger wrote:
"
SunL4D2 wrote:
I hope one will be able to basically ignore it later on.


I am 100% convinced a lot of people will cry like you do in the first week (as usual), ggg will cave in again (as usual), and in the end sanctum will be a braindead walk in the park (as usual)...


Good. Right now; it's utter garbage. Why would you WANT to play this? It claims to be replicating roguelikes, while utterly missing the point of roguelikes?

I hope they can get the balance right and match difficulty to power, and to reward, but presuming they can't, it's much more fun to actually get power than to get weaker and weaker.

Roguelikes give you choices between types of build to overcome branching challenges. Sanctum utterly limits choice of build to "have lots of mobility, and drastically reward ranged play with targets other than you". Before you even make a choice inside sanctum, if you picked like half the builds in the game (even the meta ones), you drastically weakened yourself. God forbid you like playing builds that stand still by design.

This design is utterly awful. Not because it's too difficult, or even because it's unrewarding, but because it even more severely restricts build diversity than it already is in a game that struggles a LOT with relative power between builds.

Amen, brother. It's just so tedious and unrewarding.

I expect getting random BUFFS that make things more exciting, but buffs in Sanctum are very scarce and seem weak, meanwhile you get debuffs in pretty much every room...


[/quote]

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".
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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.


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.
The initial feedback hasn't been good on this league. It's poor implementation of an idea, which on it's face, probably could work in PoE.

In addition there was an abnormal amount of non-league related bugs and mechanic issues that were pretty significant. I don't know what happened behind the scenes this league, but wow. If you ask me this bare bones effort on sustaining PoE1 leagues in order to have a breakneck pace on PoE 4.0, is really, really, starting to show, especially the past few leagues.

I think they need to slow down just a bit, or rebalance so they can retain a solid base post D4 launch (which is now officially before Exilecon). I do understand they had very good concurrency numbers at launch, which is positive, as people want to see what is new. The problem is, and lets see how the numbers go retention wise, is that having tons of people try your game, only to have the basic feedback of "this kinda sucks", and they leave, is probably worse in the end.

Basically they just have more & more people telling them on average that the game isn't in a good spot.
"Better to remain silent and be thought a fool than to speak out and remove all doubt."
- Abraham Lincoln
Last edited by DarthSki44#6905 on Dec 11, 2022, 12:03:11 PM
hoho.
-Official Forum Dweller-
-I started the hoho movement-
-Exploit Early - Exploit Often-
-Moderators are absurd and OP-
-Heist Enjoyer-
Me, and every other Exile who Just Said No



Which is ironic since that's also how you beat the Sanctum.

If I like a game, it'll either be amazing later or awful forever. There's no in-between.

I am Path of Exile's biggest whale. Period.
Last edited by Foreverhappychan#4626 on Dec 11, 2022, 1:51:00 PM
This is the second bad league in a row. They should have called it Path of Exile: Dodge Sanctum.

I'm playing Ruthless instead.

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