The Sanctum is actually not that bad

It is fun and well designed, but doesn't belong in this game as a league mechanic. Makes no sense to have content in the game that uses a different resource system instead of life/energy shield, invalidates most defense systems and thereby disables a ton of builds.
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Proxava wrote:

That was the very same question I wondered. It's very likely that you are too profit-oriented. Consider again the reason why you play video games at all. Try to play the mechanic without thinking too much about reward, and I promise you, you can have fun. But again, I do agree. League mechanics should not suck you into a hole of 5 orbs of transmutation.


Nah. I'll just not engage in the league mechanic at all and enjoy the core game.
Sitting in HO spamming alts for 4 hours straight is peak PoE gameplay. Thanks, Chris.
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Ydoum wrote:
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Proxava wrote:

That was the very same question I wondered. It's very likely that you are too profit-oriented. Consider again the reason why you play video games at all. Try to play the mechanic without thinking too much about reward, and I promise you, you can have fun. But again, I do agree. League mechanics should not suck you into a hole of 5 orbs of transmutation.


Nah. I'll just not engage in the league mechanic at all and enjoy the core game.


QFT

It has now become an interesting commentary that is seems like GGG is trying to make the game frustrating, rather than fun. Useful and engaging thing detected, nerf it so that less people are playing said thing. Can't have people playing things that actually work well. Well, you can, but only like 10% of the game abilities can be utilized for efficient game play. I tried to put this as delicately as I could, so as to not offend any feelings.

I play blade vortex and I am also in melee range quite a bit, but I don't have so many issues dodging the abilities. What exactly is the issue you lose so much resolve? I rarely lose resolve unless I really do bad placing or go without thinking into fight. You cannot facetank, you actually got to move all the time, I think that's the way to go. But I agree, there should be a way to integrate melee better against the other archetypes. Totems, ballistas and minions are way too safer options.


I try again, I've been censored by staff...

I play boneshatter and the seasonal theme is the worst choice in the game history, whoever did this choice did a big mistake and it makes me wondering a lot of questions I can't write because I'd be censored again :)

Season grade: D (minus minus minus minus .... minus)
Last edited by JoeGoldie#4090 on Dec 14, 2022, 4:56:31 AM
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Proxava wrote:
Dear GGG, dear poe community

I initially thought that the sanctum will be really bad, and during my first few tries I also made a post saying how bad it is. And I did agree with some part of the community saying that resolve needs to go.

After some more runs and tries I see things differently.

The league mechanic is fun. It's really engaging and not too easy still. Also the rooms and boons seem very well designed actually.

The rewards suck however. Reward rooms are the worst. Even if you only need 1 minute to finish one room, you are likely just offered some alchs, or transmutes. The best I have seen were 10 chaos upon finishing the whole sanctum. (Even if it was 100c for the whole sanctum, it was still not worth it!). You should modify the reward and add a 10x multiplier (at least!!). Make the chance much higher to get divines or exalts for finishing a level or the whole sanctum. Currently the rewards of the sanctum cannot compete in any way with the rewards of other league mechanic.

Resolve is quite a good mechanic and it even seems very balanced. There are however some situations where the whole screen is messed up with monsters and your own attacks. You should add a second of invincibility after being hit, like it is done in most other rogue games. Furthermore it would be immensely helpful to get a sound effect upon taking resolve/inspiration damage. Because it is sometimes really hard to tell if one was hit or not.

The frequency is bad. Just being able to do one room per map is way too boring. Give us more rooms, for instance yellow maps on average 2 rooms per map, red maps 3 rooms per map. That would make me enjoy the mechanic more. And don't worry about "too rewarding". Sanctum will stay really bad in terms of currency even if you multiply its rewards by 10.


Edit: Also I don't see why we are limited on 8 rooms max to save. I mean we can save dozens of Alva missions if we want, and I actually save all of my master missions for once I fully spec into them. Why do you restrict us on 8 max saved sanctums. Let us save as many as we want.


Yeah, I am NOT feeling this at all. I LOVE RogueLites but the 'Risk' vs Reward(s) is not enough for me to actually engage in the mechanic. If I where playing HC, I wouldn't even participate in the gameplay at all where actual risk does not warrant a run, especially in early game when the rewards offered you could easily get just by playing the acts. Delve and Heists seems to be much more rewarding in an HC setting. The setup is fun, the idea: new and fresh(ish) but so far, I haven't really seen the need to engage.
Last edited by VomitChrist#5726 on Dec 16, 2022, 1:07:59 PM
So I was looking for opinions on the league as I don't enjoy the mechanic or roguelikes in general, and this was very interesting to me.

I too think the resolver mechaninc isn't a good one, I would have prefered much more to deal with stronger enemies with my own resources than having to deal a little pseudo HP bar that didn't have regen. My reflexes in roguelike games are always so bad wether I play ranged or melee so after a few tries I've just stopped trying.

I don't understand why should I try to complete a dungeon over like... 10 tries? It takes a lot of effort from me, time and, if I fail just once, I have to start over with almost no reward.

Anyway, that aside, the idea must be very cool for people that like roguelike games, but the problems between resolve and melee builds was so clear to me, that made me wonder how were you supposed to play a block build or a similar thing.

Maybe those melee builds are not meta, but then, does this imply that only meta builds are the "correct" ones for this league mechanic? I hope I'm wrong. Or maybe just builds with a lot of movement speed are the "correct" ones here.

I kinda suspect Sanctum is low in occurrence because there's actually not much in it.

The bosses for each floor have no variations based on choices you pick leading up to them. A mix of few enemies and generic modifiers like reduce damage, increase speed, etc. Not much changes.
"Never trust floating women." -Officer Kirac
Guys liking league mechanic either playing totems or should be studied in a lab
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Cyzax wrote:

* Screen clutter. It is there, and prevent you from playing dodge.
* Off-screen hits. Completely unfair with a mechanic like Resolve.
* Flicker mobs. Again, completely unfair as you don't get any warning.
* Getting swamped. It happens, and combined with the screen clutter is bad.
* Any builds that require standing still is screwed...
* Melee is utterly screwed...


Also doesn't help that NPC AoEs hit farther out than their graphics indicate.

I went in to the last room of my first 99% successful run with 169 resolve, and I lost the run within 10-15 seconds due to an AoE that wasn't touching my character doing very minor damage and eating through 157 resolve in 2 seconds.

And then a leap slam from off screen hit me despite me being outside of the attack's shockwave graphical effect, and that took away the last of my character's resolve for that run and my resolve for the league.

Sad thing is I was playing a summoner figuring that it'd make testing Ruthless a little less painful. Turns out that summoners aren't necessarily a good build for Sanctum because stopping to summon temporary minions when you can't hide behind walls and abuse line of sight is dangerous bordering on stupid, and without support gems your permanent minions are dangerously stupid due to them spending more time running than attacking as I move the cursor around to avoid getting hit.
After a months worth of this league I have to agree that league mechanic is fun, but it's almost worse than 3.19's league mechanic minus AN mobs.

GGG talked about how players did not want to be forced into MF builds. They said they would address the problems making players feel like they had to play a certain type of build. They address many of these problems such as AN mobs... I am glad they did as well.

Although with Sanctum they have just created all new problems via builds. I have beat the Sanctum multiple times with an RF build but it pales in comparison to a person who runs srs or other ranged builds that allow you to hide in a corner and never take damage.

I don't have a problem with this inherently but when people are able to exploit the Sanctum for Divines and with ease... That becomes a problem. Again I have beat the Sanctum with a RF build with a decently small aoe and I had fun during those runs.

Of course I hate the teleporting enemies and the homing archers with their barrel rolls to insta shooting which gets me from time to time. Even the off screen hits are the dumbest thing.

I have refused to even play the Sanctum and it sucks because the whole point of league is to play the league mechanic. If you don't then you might as well hop on standard in my opinion. Yet I want to enjoy this league mechanic and I am going to have to play a specific niche build and exploit the Sanctum's focus on dodging and not being near enemies to further enjoy this league which I find ironic because as I mentioned above GGG said they would address this very problem not make a new version of the problem.
Last edited by SaintLessLegend#6078 on Jan 11, 2023, 1:50:44 PM

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