resolve needs to go

resolve is why this is the worst throwaway league mechanic ever introduced
Last edited by Thraktor#6204 on Dec 11, 2022, 2:51:35 AM
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Polantaris wrote:
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Xzorn wrote:
In my experience fighting, I mostly have issue with bosses that have near unavoidable small amounts of damage. There's a pattern but you find out the hard way. No real telegraph for some.

Relics make a pretty massive difference. If you're one of the people who thought melee would work because they kinda hinted at it, them I'm sorry. This is very much range, running, minions, totems.

EDIT: Oh and this is probably one of the worst league to level while doing.


To add on to this, the amount of tracking we have going on here is a tad ridiculous. Not even half way through leveling and I have giant skull towers that rotate pretty fast even when firing, and also bow bosses that track until the final half second before their shot. Combine the two and you have almost no opportunity to attack if you self-cast, it's ridiculous.

Yes, you can take them out without receiving much damage, but ultimately every single hit is damage for the entire run. It's awful. You only have so much resolve; there are very few ways to restore it and even ways to prevent you from restoring it. Every single damage point to your resolve is a big deal in my opinion.

Earlier, I chose a "Benevolent Fountain" that actually completely hurt me. It was the worst feeling ever, what an absolute waste of my time. It was supposed to be a bonus, but the "minor" negative that came with was unknown. The positive effect gave me +50% resolve when entering the boss room. The negative effect gave me no restoration of resolve until after the boss room. So I was punished entirely. I received no positive bonus, and in fact made my situation even worse.




Far as mini bosses I've had most trouble with the blue caster that blankets the area in orbs. The rotation of the orb projectiles well as his aren't static, they rotate with him until the last moment.

My favorite so far is the necromancer from that graveyard map no one likes.
He fills the room with pillars that raise and drop giving you no time to stop moving, then constantly casts at you. It's a total mess and he's not even a floor boss.
"Never trust floating women." -Officer Kirac
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Xzorn wrote:
In my experience fighting, I mostly have issue with bosses that have near unavoidable small amounts of damage. There's a pattern but you find out the hard way. No real telegraph for some.

Relics make a pretty massive difference. If you're one of the people who thought melee would work because they kinda hinted at it, them I'm sorry. This is very much range, running, minions, totems.

EDIT: Oh and this is probably one of the worst league to level while doing.


Hey that's me! I thought melee would work because...well...they more than hinted at it. Given what Chris said on the Q&A, I was not prepared for this level of mechanical imbalance in the league mechanic.

The resolve system is a fantastic idea. They just need to rework almost everything about it.

I'd start with letting white monsters regain 3-5 resolve and uniques 5-10 on kill. The rooms where you're tasked to 'find the exit' are silly.

The terrain/arenas are awful for facilitating 'skilled' play. Belly of the Beast Piety is a fair fight. It's a cramped room and challenges you to do mechanics and be precise with your dodging. But it's manageable b/c Piety stays towards the middle of the room. Why Sanctum guards beeline to a corner and spam you with ranged abilities that cover every degree of your approach vector is beyond me. It's like they forgot how to design a fight. Or they hate melee. Or they once again are on too tight of a time crunch to test things properly.

The persistent progression is lacking. It may be less original, but imo they should have ripped of Delve and had Divinia sell you things like Niko does that just straight up help your meta progression. Less resolve damage taken, more coins from chests/monsters.

This whole thing is on the cusp of being amazing they just...well, we all see what they went with.

What a shame.
Last edited by innervation#4093 on Dec 11, 2022, 4:43:10 AM
Sanctum is a cool concept; I just think the way they designed the enemies is the problem.

This game is designed to require layering multiple different types of defense in order to be able to keep yourself alive. This league wants us to completely avoid getting hit at all, essentially to try to take zero damage.....the complete opposite of game that's designed to prevent us from being unhittable. It's not how the skills, trees, game mechanics, etc are designed to function.

This league is essentially a "skill-check" playstyle......a player skill check lol. There's no reason it can't have simpler enemy mechanics to adapt the playstyle for the concept.

I think a way this concept could work is if instead of each room having a handful of mobs, each room would have only 1 boss to fight (add in other stuff to dodge and what-not). To adapt the boss to the concept, recycle every existing boss ability that has a big, slow, devastating hit with a nice noticeable telegraph.

A different kind of "bossing" league in a way.

For a game of skill to be fun, it needs to be my fault if I get hit. It can't be from an untelegraphed, too-fast to react to, ambushed, teleported in stealth from across the room hit. A game like that doesn't feel fair, or even winnable.

To help Sanctum feel a bit better in the short term, maybe they could add a base (slow) resolve regeneration, or refill the resolve between rooms?

It just doesn't feel great to play like this.
Last edited by Kaletta#6729 on Dec 11, 2022, 5:33:05 AM
i play melee and trust me, every time i try my best to dodge everything from small hits to big ones. I always prioritize dodge and deal with every little room pretty easy without losing any resolve, but then i encounter a boss or that big red mob with the linked acolyte and i loose like 300 resolve in one room.
Thing is really disgusting for every melee even with a good range.
Maybe mellee hit should resplenish a little resolve on hit so it's fair for melee for once ?
Resolve does not make sense balance wise.

I am playing a slower, 2 handed, tanky melee build.

It sucks hard for melee. It sucks hard for slow characters. It sucks hard for players who do not have massive offense.

As a melee character I get hit before enemies are on screen. Nothing I can do about it cause I can't see enemies attacking and arrows fly so fast.

Right now you the best way to win is to play minions or ranged damage. Use a mostly glass cannon type build. And kill as much stuff as you can off screen before it kills you. Maybe ice wall to block enemy missiles if possible (havent tried ice wall yet). Then dodge 1 or 2 boss hits when you can't kill offscreen and instantly kill with glass cannon after a dodge or 2.

If I wanted to get the account bound loot from this mechanic, I would have to temporarily respect into a glass cannon ranged/minion build. Then farm the content until I find an account bound item that is I consider good enough, then respec back to a melee build.

Either get rid of resolve and raise enemies damage to make big damage the challenging part, or make all items tradable rather than account bound.

If you don't do either of those 2 changes, then at least 90% of melee builds will never see the account bound loot. They will stop playing the league mechanic once they realize they can't get the loot that is account bound.

When I get instantly hit with arrows or blasts from enemies off screen, I wonder if this league was play tested at all. Where is the strategy in taking damage that I can't stop at all? Maybe I can stop arrows with ice wall, but if that is the case, then that means you expect everyone to constantly cast ice wall around every corner. Constantly casting ice wall is not fun and I play the video game for fun.

This league is a failure for melee so far.
have you tried to play sanctum with cyclone... did you even think before you created the mechanic. everything is amazing you've done great this league with the communication and the changes so far. the resolve mechanic needs some changes so melee in your face characters can actually engage in the content.

don't come at me with "don't play cyclone" because EVERY skill should be viable or the mechanic isn't correct for the game.
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worst then Heist's allert, Imposible to finish for everyone, A lot of builds can not do it physicaly. After 2-4 rooms resolve is 0.

Defenetly this is will not be core mechanics, even Kalandra's Lake was better, indeed
Last edited by KoTLIIpeguHrePa#6752 on Dec 11, 2022, 9:04:17 AM
Delete Resolve!
It seems like hyperbole, but league after league the idea that GGG simply doesn't play or test the game anymore becomes more and more grounded. Like they throw darts at a board to decide what nonsense to do next, half-ass it, then camp reddit for a couple weeks after release to figure out what minor adjustments they can make to try and "fix" it and pretend to care.

I don't think they can fix resolve, it is a fundamentally flawed concept, there is no way to balance it around the game's normal build diversity, it simply has no place in the game. At the same time, every element of the league revolves around resolve, and we all know they are too lazy to make significant changes after league start. Are they really going to remake dozens of relic modifiers and boons to create a functioning sanctum experience without resolve? Unlikely. They might reduce resolve damage by like 50% and buff loot a bit then call it done, and move on to their next train wreck of a league concept. I don't think this one is salvageable.

What a league to add Vaal Blade Flurry too. Can you imagine trying to play a build that requires you to stand still and channel to build up charges with this garbage mechanic?

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