Third and fourth ascendancy trials are completely unreasonable.

"
Andalha#6923 wrote:
Well, it ain't. There are so many people defending these stupid trials that do not seem to get how lucky they got. No joke, EVERY run I have attempted on my Slam Titan has been ruined by RNG, be it with the afflictions in my path or the mobs I'm forced to fight. 75% honor res doesn't mean shit when I'm forced into a path that stacks bad affliction combinations, or fight a rare mob my build can't kill fast enough. I've tried Sekhema 6 times, and every single one has ended in a way that I physically could not prevent. That is not fun or fair or even something I can overcome through practice and knowledge.
Earthquake, Sunder and HotG can do so much work in Sekhema. Earthquake and HotG can do so much in hourglass or ritual rooms.

The entire point of rogue-like mechanics is to optimize your RNG.

People trivialize Sanctum in PoE1. They can chain no-hit runs. While they play optimized builds it all starts with practice and knowledge. You can let these people pilot any reasonable build and they'll be fine in Sanctum because they know how to play it. You won't catch them throwing in the towel because there is nothing they could do against RNG.

They learned to do it. Are you actually meaning to tell me that you couldn't sit anyone else in front of your PC, let them pilot your build, let them play the exact Sekhemas that didn't work out and they would also stand no chance? And if some of the best runners could have done it, how much knowledge and skill could you subtract until it becomes impossible? There is a threshold. And I don't believe it's as high as you make it out to be.
For sanctum atleast, pick up every single relic you find. And just look after Max Honor and Honor Resistance initialy and boost it as much as you can.

This will help greatly for you to just be able to push longer every run. And every run you will notice more and more that you have already seen the rooms before. They dont change their layout. So as you run it more, you know where to go, what to do.




And personaly the only 3 things iv seen taking out a person in one hit has been:


#1 Escpae Trail - Timer runs out when you collect the crystals, and a cave-in kills you.

#2 Second boss fight. The fellow with the big mace that can do a quick step-in-smash.

#3 Last boss. Fail the ball collection event when the clock starts.



The relics saved me from giving up on the place. You can even just run lowbie level runs (1-3 floors) for just collecting relics, then go for the full 4 floor run when you feel that the dmg you take feels ok.




Also, if you want to be extra safe. When you complete the room before a boss. On the room selection screen, bottom left corner, click stop-and-save run. Then grp up with a friend / pay someone to join in for the boss. And blast the boss you are at. then continue as a due, or solo again until you get to the next boss.


This save function is a good insentive for players who are tierd of the place to just join for the boss or last floor also :)


Hope some of this helps eas the frustrations you have, as it did for me.

Cant have to much Junk in your Stash
"
pattw555#0071 wrote:
I actually disagree that ascendancy should be easy / not significantly challenging. Especially the last 2, I think it’s fine if they are very difficult, and something that isn’t feasible until you at least get through campaign and start mapping. 2 easy-mid ascendency and 2 difficult ones feels right. (To be clear, I think positioning them in EARLY endgame is appropriate, not super late endgame).

BUT I think the current difficulty is VERY BUSTED. It should be a “flat” difficulty, and not some RNG fest where the difficulty is determined by your luck in drawing modifiers/rooms. That just feels awful.

I wouldn’t say the current ascendencies are the right type of difficult at all. They aren’t difficult, they’re just random, and locking a major part of your class behind randomness is FUCKING AWFUL.


I disagree, especially locking them to 2 different forced shit mechanics
Game was so fun outside of trials and the overly sever punishment for death while mapping. Wasted over 10 hours going from 89 to 90 due to death penalty on top of losing the maps. Wasted over 20 hours on both options for Trial 4, chaos being where I spent most of the time and the other I gave one try, got to the boss and got him to 40% before dying (and that whole process took over an hour)

I REALLY wanted to like this game, so much about its fun. But with how much of my time it throws away on nothing it may as well be a job I dont get paid for. Can't believe the game gets the hype it gets with these punishments.

I refunded through steam before making this post. To those who enjoy this, yall are crazy, games are meant to be fun and rewarding. Not whatever this bullshit is.
I would like Chris Wilson to demonstrate in full length the joy and fun of the trials while playing them. Or Jonathan. Just a run through showing their faces sparkling joy while giving arguments why this implementation is their best solution for trials. Just curious.
"
I would like Chris Wilson to demonstrate in full length the joy and fun of the trials while playing them. Or Jonathan. Just a run through showing their faces sparkling joy while giving arguments why this implementation is their best solution for trials. Just curious.


They also should play slam warrior, because you know, that's the most fun part.
i`m lvl66 bloodmage, and due to bug i didn`t even do the 2nd ascendancy (quest item - Chimeral ultimatum - got deleted upon picking it up :), yeah). I`m at the end of act3 cruel now and i seriously forgot to ascend. And when i ocassionally remember that I should, i`m like "Nah, not doing that". Because I tried at lv45 or so with public party. Oh boy, how unfun and tedious was it. Everybody failed like 4 times, ppl disconnected, left, frustrated. The fact it`s better for me (not my char) to skip ascendancies (EVEN THE QUEST ONE) is maybe something to think about, from the game design perspective.

Report Forum Post

Report Account:

Report Type

Additional Info