Necropolis is a banger league!

I have nothing but positives to say about Necropolis. The basegame also is the best it has ever been. Well done and thank you GGG, keep rocking.
Last bumped on Apr 1, 2024, 1:54:05 AM
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all they did was slow us down even more... and this mechanic is so trash LOL
OP, can you give us some pointers here on what you like about the mechanics? Not trying to prove you wrong or anything, but I'm on the exact opposite end of the spectrum when it comes to Necropolis.

I feel it adds way too much hassle for way too little reward. Hardly anyone full-clears whole zones before reaching maps, so during the whole campaign you are left with a mechanic that doesn't adjust to the player, but instead forces you to play a certain way.

If you don't clear enough packs, you won't get any beneficial modifiers in the adjacent zones. There are so many zones in every act were this comes to a screeching halt because those are dead-ends. Are we supposed to run back to the entrance instead of portaling out? If you want to fully engage with the league, you have to get out of your way just to make it work as intended by full-clearing the zones just ahead of those endpoints.

For example there is no point in clearing Broken Bridge in Act 2 with negative modifiers as you are not going to run back, cause why would you instead of using a portal? Which in turn means the zone just got harder without providing any benefit to the player at all. So you have to clear The Crossroads just to have a (small) chance of getting some good modifiers for that next zone. And this applies to pretty much all acts, the map nodes just aren't set up in a way for something like this to work properly. That means there is never really a flow, cause every few zones that chain will break.

I can't think of a past league were the players were forced to adjust their playstyle that much just to properly engage with the mechanic. This might have worked if the campaign nodes would connect in a straight line or even a full circle. But because of the way the acts are laid out this is totally at odds with how you would normally progress and makes it feel forced and unnatural.

Compare that to past leagues where you could always and without effort engage with the mechanic, no matter at what point in the campaign you where. Maybe this resolves itself when you enter maps, I'm not there yet. But for the campaign it's one of the worst experiences I had so far, as it often adds difficulty without giving you something back in return. Crafting becomes mandatory, for pure looter playstyle the mechanic is completely lackluster.
Last edited by MoarStuff#7597 on Mar 30, 2024, 5:22:23 PM
meh.
The necropolis crafting is sub par. It feels like I'm just playing a glorified standard league.
OP, you're in first half of the game still.
The campaign difficulty was increased x 2 but gear availability was removed.
I give it a 3/10. Clunky crafting UI. Feels like handling the garden allover. The uninspiring map modifiers we juggle around feels dated and is pretty slow if you want to optimize it. The mechanic is a huge step down from affliction and I am not talking about drop rates. Looked through the league spesific crafting mods and there are only like 3-4 interesting ones and rest are just strictly worse than the usual pool of mods.
It's a mid league at best.

I mean i like that it does not waste your time while doing campaign and you can collect corpses on the fly and craft items in the Necro shed later.

But the core mechanic itself is boring. I expected some boss/rare mob fights there.
But instead it's just some flaccid crafting shite that pops out the usual trash items when doing league mechanics in campaign.
Masterpiece of 3.16 lore
"A mysterious figure appears out of nowhere, trying to escape from something you can't see. She hands you a rusty-looking device called the Blood Crucible and urges you to implant it into your body."

Only usable with Ethanol Flasks
I'm having more fun in standard league with this patch, i tried the league, not feeling it, i place a corpse that states will make sure 200% to add a attributes stat and what do i get, just a random garbage that has everything than a single attribute stat
I've been enjoying it so far as well. It's nice to be able to see the list of monsters in the zone and their types/abilities, as well as to modify which ones have the boosts so that they can be minimized. Also to occasionally replace a really annoying monster with something harmless. I've been enjoyin the QoL changes as well as the mechanics being sprinkled in earlier than they used to be.

The various mods are all cool to look at.

I'm still going through acts, so there's a lot left to see.

I haven't gotten much out of the necropolis crafting yet, though it looks like it may produce some nice things later. It's definitely good that you get a lot of choice in the base, but at times I really wish I could use my own base for the crafting rather than it creating one. The biggest issue I've had with what little crafting I've done so far is that since I'm in early acts there's a huge disparity between each level of items, so getting a random base can easily result in getting such a low tier base that body armor or weapons just have too low stats. It also seems like the frequency of base-modifying corpses is a bit low so far, which makes it especially hard if you say want str-based armors.
You are not real lmao

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