3.24 league mechanic skip
wait we really cant skip the league mechanic?
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" As far as we know, no. When you get to maps there is a atlas passives so you don't see the screen but it just randomize the mechanic. Why am I still here
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You don't know if you like the league mecahnic or not. the league isn't out yet.
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" Good thing he didn't say anything about liking or not the league. Why am I still here Last edited by Warvald#4362 on Mar 23, 2024, 10:53:42 PM
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they probably knew that people wont like it and would skip it so...they made it so you cant. why else would they force it on us?
Last edited by Lyutsifer665#1671 on Mar 23, 2024, 11:01:47 PM
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Spoiler: People are just going to do what they do usually.
the people who kill a bunch of mobs every map will keep doing it just a bit slower. And the people who want to go to map fast will stay what 3 level under the area? And skip most mobs. Why am I still here
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" If GGG wants players to interact with the league mechanic ; they just have to make a fun one... Necropolis looks absolutely tedious and boring, they never learn. Nobody wants to interact with corpse management, or manage packs of monsters in an interface prior to every single zone. Do you actually realize the odds of crafting an items in the cemetery that will end up being an upgrade for your build ? The amount of tries needed ? You might not even make one throughout the whole league... I'm sorry to say it, not even trying to be negative, but this league mechanic is a huge miss. A lot of work might have gone into it; the art might be awesome, the sound, the atmosphere, the animation; but all that is rendered mute and doesn't matter when the core principle and essence of the mechanic itself is simply not fun. (but then again it's been years since the last good/fun league mechanic, GGG clearly needs different game designers) 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 Mar 23, 2024, 11:41:31 PM
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^^ completely agree. affliction was the first league mechanic that i never skipped. i did it in every map because i knew it would make my drops in the map better. now its back to the boring micro management type leagues
i can already tell that i wont like the cemetery. and they did a bad job of selling it to us. those boots they crafted were pretty bad. as if people are going to do all that work for boots that are probably worth 5 chaos. they could've showcased a better craft at least Last edited by Lyutsifer665#1671 on Mar 23, 2024, 11:56:21 PM
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" No it's not "fundamentally broken" because most of the power of the build isn't coming from that item. Generally speaking, a single gem level isn't going to make or break a spell build. Most of the base damage for spells comes from the skill itself, so scaling them absolutely depends upon adding gem levels, but a single level isn't nearly as significant as you make it out to be. The value of each extra gem level also decreases as you gain more levels on your gems naturally, meaning the value of that +level weapon also decreases as you reach higher levels, the same as any other weapon. Also, just because you can technically get a +level wand right after hillock doesn't mean it's going to happen with any consistency; that modifier has a very low weight and so you have to be really really lucky to get one naturally that early in the campaign, let alone one that matches your main skill. You're much more likely to end up holding onto low level wands and crafting them when you're much farther along in the campaign or already into endgame and therefore have the currency to do so. " Attack builds are inherently fundamentally different from spell builds, because their damage comes primarily from their weapon, not from the skill itself. This has always been the case, long predating the +level affixes, because it's at the core of the differences between attacks and spells in POE. Spells will always have an easier time at league start because they are less gear dependent. Attacks have a rougher start but typically have much greater scaling potential. The rougher start is the trade off for the greater scaling potential. " That's a clearly crafted wand, and an upgrade to his day 1 wand, which was an item level 21 carved wand with only the +1 phys spell affix, but lacking the phys dot multi of the day 2 wand. All you're seeing here is someone who clearly knows how to make the gear they need to most effectively scale their main skill. A weapon for a spell build gets nothing from the attack stats on it, so the base itself isn't particularly important, the only thing benefiting a spell is potentially the implicit of the item. A high item level can also be hugely disadvantageous for a spell weapon, because it significantly increases the mod pool competing with the +level affixes, which are extremely rare modifiers that are typically more important than any other stat. Eventually, a higher level item with +level to all gems and +level to X gems (where X is the type of your main skill) along with good rolls on other important modifiers (e.g. DoT multi for a DoT spell) is BiS because those other important modifiers can have much higher affix tiers on a higher level item, but getting all that on a weapon is insanely difficult and expensive to craft, meanwhile for an early league weapon, low item level with just a single +level affix is typically your best option. The situation is completely different for an attack build, because the base damage of the weapon actually matters and so the weapon has to be a high level base, and a high item level is important because the most important affixes for an attack weapon are relatively common modifiers with many tiers, and it's vitally important to get higher tiers of those modifiers. The crafting of a good attack weapon is nothing like the crafting of a good spell weapon. It's also worth noting that there are recipes for +level weapons and for %phys weapons, and the cost of the %phys weapon recipe is trivial compared to the cost of the +level recipe, which makes sense because the %phys recipe needs to be repeated as you get better weapon bases, whereas you only need +level once (or twice if dual wielding). Getting a rustic sash and blacksmith's whetstone is very easy to do repeatedly throughout the campaign, but you might go the whole campaign without acquiring a total of 40% quality gems with the right tag for your main spell. " The league mechanic isn't like a meal prepared by a relative who slaved all day in front of a hot oven for your benefit, it's a gimmick by a for-profit company to draw you in so you give them more money. We don't owe them engaging with the league mechanic when we don't want to engage with it. And I'm perfectly happy to engage with league mechanics in endgame, experiencing whatever the league mechanic is and listening to any lore it reveals are a big part of what draws me into playing each league, but the campaign at league start is already slow as fuck as it is without added bullshit getting in my way; I'll engage with the league mechanic in endgame, when it might actually be worth my time. Fairgraves was a slave trafficker specialized in the kidnapping and transport of children. He was not "a good man".
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I've never understood this mentality of league mechanics not being worth doing during the campaign. My experience is completely the opposite, for at least the last several leagues. Kalandra was definitely not worth doing during the campaign, but that didn't change once you got to maps.
In Sanctum and Ancestor, my league starter got to maps with multiple divines in hard currency just from the mechanic. I bought all the stuff I needed to get the first two void stones literally at level seventy, which was more than worth the 2 extra hours the campaign clear took me by doing the mechanic almost every area. In Crucible and Affliction I was consistently multiple levels above the zone I was in even though I was sprinting directly to quest bosses because the enemies in the league mechanic were worth so much more experience than generic zone enemies. If you count in the time I saved by never having to grind the chamber of innocence et cetera, those leagues SPED UP my clear. I also found the black morrigan by the end of the act 9 five times in a row, so tell me again how that was a waste of my time when you had people sitting in 820 complaining for days about not being able to finish their primalist quests. Honestly, the whole complaint sounds like sour grapes to me. Nobody actually knows how to make builds, all they do is copy paste the finished version from poe ninja or someone's youtube guide, so they don't understand how to actually make something which will be effective at level twenty, and properly scale it to level fifty and beyond. I genuinely wish the death penalty was significantly harder during the campaign, because most softcore players don't seem to realize that if you die more than like twice before the end of act 10 it's either a very bad build or you're playing it very badly. Hardcore players obviously excluded here, but last I checked you guys were in about the two percent minority so i'm gonna do what GGG does and pretend you don't exist. |
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