Sanctum feedback...
A fan of Hades and dynamic gameplay is in touch. And my opinion: Sanctum - sucks.
This one small screenshot was able to convey all the main problems of the current Sanctum. ![]() Boon and affliction system. The system of buffs and debuffs in the form of modifiers, classic for the ARPG genre, turned out to be catastrophically corrupted by some mods that do not provide a challenge, do not complicate the game, but only cause disappointment, because the attempt is literally over, but not because of the player's fail.
Solves and Suggestions
Add the ability to selectively remove an affliction, such as a new type of fountain, buying this ability from Divinia, or a fountain after each boss. Add the ability to opt out of receiving a blessing in favor of removing the affliction. Remove or rework the following afflictions: • Fiendish Wings (Monsters' Action Speed cannot be slowed below base Monsters have 30% increased Attack, Cast and Movement Speed)- remove "Monsters' Action Speed cannot be slowed below base" • Liquid Cowardice (Lose 10 Resolve when you use a Flask) - remove. Mageblood still OP. • Rapid Quicksand (Traps are faster) - remove. Unplayable 4th floor. • Blunt Sword (You and your Minions deal 40% less Damage) - change to 20% • Deceptive Mirror (You are not always taken to the room you select) - remove. • Purple Smoke (Afflictions are unknown on the Sanctum Map) - remove. • All other random affliction sources - rework to "Choose one of three" so that the player has a choice of how to complicate the game. The player's base power. The resolve system, designed to equalize all players, as well as to be a detector of committed errors throughout the attempt, turned out to be not a very good solution, even with the introduction of the influence of build defenses in the form of mitigation, a chance to avoid losses and aegis. It still doesn't work well due to the ability to recover life/es throughout the rest of the game. And also because this mechanic still encourages glass cannon builds. After all, there is no adequate equalization of players in terms of damage. This is disgusting, because players who do not have tens of millions of dps cannot counter ten spamming and flickering mobs. ESPECIALLY CLOSE COMBAT. There is nothing difficult about defeating such monsters. It's just that you have to lose resolve from their instant attacks, traps, and morale burnout, because they live too long. 3th floor Boss with her endless bullet hell and Lucia with her Divine Ire, that's terrible. It just needs more damage. Just more damage. Each ligmechanic only rewards damage. Damage, more damage. This means only the strongest builds with broken mechanics. This means that a huge fragment of the game is trivialized, and it remains to break pots with loot, and each map becomes Atziri's Vault.
Solves and Suggestions
Decrease the number of player debuffs, increase the number of player buffs, so that the passage further makes the player stronger, adds a sense of progress, not regression. Add boons that improve the player's build, such as shrines, Sanctisfied relic effects (unique and rare mods that could be found on them). Add the ability to choose a major boon at the very beginning, which will affect the playstyle of the entire attempt. For example: • Players have 100% more damage. Players have +50% resolve mitigation. Curency rewards 50% less stack sizes. • Gain 10 resolve on kill. Enemies can only take damage in Close Combat. • The paths between the rooms are hidden. In the room in front of the boss, there is always Divinia. Enemies I don't want enemies to turn into mindless zombies that slowly walk towards death at the hands of the player. No. And I think they will agree with me. which would be nice if the enemies (their speed and skills) were more honest. As for the traps, the fireballs that replaced the balls on the 4th floor are terrible, because they have an implicit hitbox, and animation, it is not clear at what speed it moves towards you if you yourself are moving (especially if you do it unevenly). The bombed room is terrible, because there are builds that literally do not see the floor, and also do not forget that this room will not end until you kill all the monsters, which means that you are lose if your damage is weak.
Solves and Suggestions
Add delays to all enemy attacks before the attack itself, so that the player can react to the preparation, and not to the fact that a projectile with a rate of 1000+ units per second is already flying at him. Slow down projectiles. Flicker Swordsman does not use flicker if there are other monsters nearby (it becomes almost impossible to avoid damage from flicker during the battle with the crowd). Try to avoid zone skills that leave part of the arena dangerous for a long time due to falling arrows or pots. Increase the cooldowns of the boss of the 3rd floor so that she cannot constantly combine 3-4 of her skills, during which approximately 90% of builds cannot oppose her. More battle windows, less bullet hell. Return the balls, please. Of course, I am sure that my words will once again fly into the void, but I would like at least some improvements to take place. Until then, I'll just save up Forbidden Tomes because I don't want to play SRS or Hexblast. A build that can close Feared without dying can't go 4 floors of the sanctum because it's only 1 unluck, and each step imposes an affliction that doesn't let you go any further. It's not a build issue, it's not my skill issue. This is Sanctum's problem. my hideouts - https://www.pathofexile.com/forum/view-thread/3228515 Last bumped on Sep 5, 2023, 10:34:28 PM
This thread has been automatically archived. Replies are disabled.
|
![]() |
I agree, Sanctum can be a really frustrating experience.
Afflictions are too impactful for sometimes being unavoidable. The best strategy is still to outrange enemies / stay on the move with totems / play glass cannon builds. Attacks need to be telegraphed WAY better for this to be an enjoyable experience. Right now it just feels cheap when you get hit by instant attacks with barely any windup or animation. |
![]() |
The flicker strike guy needs to not be able to teleport from offscreen. Additionally, his attack needs to be made more visible. That one guy with the consecrated path attack has a very big and bright icon to tell you where he's about to go, so why not get one for the flicker striker?
PoE players: Our game has a wide diversity of builds.
Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build! And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley |
![]() |
" For that matter, they should make the agro range of all monsters equal to the vision field of the player. Esp archers, many have hard to dodge attacks with long startup animations that should give us a heads up, but they tend to start agroing before we can see them, so if you try to play something that has to stop for a sec to cast stuff and its not constantly moving forward, its common to only see the attack coming when the arrow is on the air Offscreen agro is an old issue on this game, but its hair-pulling in a content where damage is semi-permanent |
![]() |
That screenshot looks like my last sanctum run, with an additional 20 (small exaggeration) minor afflictions because of the major affliction. I lost 3 div.
Broke my heart. I got hardly any reprieve in afflictions, no matter the route I went and got teleported on by the guardly gentleman from seemingly out of no where -- and this is with me inching forward. Sad day. |
![]() |
i agree with everything you said,
also i am not sure if its because they added mitigation if you have defenses but what about builds that convert phys dmg to somethign else? i just went into 3rd floor with 400 resolve, and after 4 hits im at 0. is it cuz i dont have determ that i take that much resolve? my hp never moved and yet i failed. i destroyed end game bosses and im at 600 in ancestor and have no problems. taking resolve dmg seems to be a big issue that wasnt there when i played sanctum league. i have failed more sanctums in my past 7 sanctums than the whole sanctum league. |
![]() |