3.22 league mechanic is not for everyone: please make lots of balance changes.

As the title states, this league mechanic is not attractive to many players, which is fair, not all league can appeal to everyone.

That being said, the meta has been extremely state the past 5 leagues, with almost no balance changes (buffs/nerfs). And honestly, I think GGG is vastly underestimating the hype and pull that big balance changes can have on the player base, and how it influences player retention.

Please I beg you, for those of us who are not interested in the league mechanic, please please make lots of balance chances.

Good luck with the league launch.
Affliction and Necropolis worst leagues ever. The current game design has slowly turned this game into a loot-shower fest, chase uniques are way too available; and obtaining chase items through stacked decks and valdo's boxes simply isn't fun.
Last edited by Senju_Hyoketsu#6098 on Aug 6, 2023, 7:29:42 PM
Last bumped on Aug 19, 2023, 6:12:55 AM
I watched a tutorial for Team Fighting Tactics and really hope it's not that complex.
Eat your vegetables.
+1
please shake things up a bit. things have been so stale for the past few leagues
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boldfacelies wrote:
I watched a tutorial for Team Fighting Tactics and really hope it's not that complex.


TFT isn't that complex unless you're playing it in the top 5% of ranks. With that said, GGG's leagues never match the depth of real games in the genre because that would be silly. On the depth scale, Blight doesn't compare to a good TD, Harvest doesn't compare to Factorio, Bestiary doesn't compare to Pokemon, etc.

I would be surprised if there was much more to it than what Chris said in the preview. Put your slowest tankiest ppl back to protect the totems, your faster tankier fights in the front to absorb blows in the middle, and your speedy flankers on the outside to pressure enemy totems. And lets be super real, 7 days in players will probably be so powerful that tactics go out the window and you just go demolish the enemy totems.

Much like the last 4 leagues this league sounds fine on paper but we'll see if they took the time to polish it into something quite compelling or if they just did the bare minimum to meet the time schedule.

Some things they could do to make it a compelling mini game unto itself and not just another loot fiesta:

Allies have skills that you control when to use via extra buttons (like Delve flares and dynamite)

Have a post-deployment tactical phase where you can draw paths for your units to move like Mechabellum

Add unit origin/trait passive bonuses for fielding a cohesive team

Have the totems (remember killing them is the win condition) take substantially less damage while enemies are alive so that you actually have to play the game and fight the enemy champions

we could think of more that's just off the top of my head.

-

Also @OP can you share some of the statistics that back up your opinions? I'd like to see the data on how many players this league (that isn't out yet) isn't attractive to. I'd also love to see the data on how balance changes affect player retention.
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innervation wrote:
Blight doesn't compare to a good TD

You are right, Bligh out matches any TD right away cause non of them has Divine powah :)
Flames and madness. I'm so glad I didn't miss the fun.
buff archmage and melee you cowards
Second-class poe gamer
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boldfacelies wrote:
I watched a tutorial for Team Fighting Tactics and really hope it's not that complex.


its not, auto battlers are really fun until you get to a sweatiness level we won't ever get to so you should go in just thinking from the angle of thinking of a creative strategy to win.

There will be lots, and I'm sure we can brute force even more and lastly the community will post loads of solutions very quickly for those that don't want to think about it too much (like the harvest garden)
I personally am looking forawrd to the league mechanics, so as you said to each their own!! GL SS!!
I want to play an ARPG again instead of a bland mini-game.

sadge
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superbomb1967 wrote:
I want to play an ARPG again instead of a bland mini-game.

sadge


Every mechanic is a mini game, do you find every past mechanic bland?

It is incumbent upon the devs to make sure those mini games include 2 things though - killing monsters and loot dropping. 2 of the top 3 complaints I saw about Crucible were 'this content is really hard' and 'it doesn't drop any loot'. The former exacerbates the latter.

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