I said it
" I don't particularly care for the syndicate board, no. The encounters themselves in maps can be pretty quick and good for XP though, and the safehouse rewards are a lot better now than they used to be (e.g. the crafting benches don't require that I have an active crafting project for them or TFT use to sell them), so when I do run it I just try to pick whichever interrogation options at a quick glance seem like they'd get me to a safehouse the fastest but don't put too much thought into it. " Most of the time, no. It can be good early league money to farm for certain rooms, and it doesn't take a huge amount of time to look at the options before going into an incursion, but only really worth it if you've invested atlas points in it (or are just using it to draw out a delirium for more rewards), most leagues I get it to where she's got a temple ready to go and just never run it so she stops spawning. " I hated the league itself, and the original version that went core where the life force wasn't itemized also sucked (because it always required having an active crafting project to use the life force on right away). The current version is fine though, I get two options, I just look for which has highest number of highest tier of monsters on the two options (and for ties just pick whichever color is worth most or I need most for the bench), click that one, kill stuff, pick up loot, move on. Doesn't take a lot of time or thought, pretty quick and straightforward. The current version of the harvest bench is very useful, especially being the only way to swap resists on gear. " Not my favorite mechanic. The big single explosion atlas node was a pretty good addition to the game, but gwennon's usually a waste of my time, I've never gotten anything worth a damn out of rog (so also a waste of time), and dannig's just a way to get more currency out of tujen, but tujen rarely has anything worth the time I have to spend interacting with him to get it. " Overall I love delving; probably my favorite league mechanic. I hate having to worry about the sulphite cap, and particularly dislike the tedium of having to upgrade it every league, but clicking on sulphite is easy and quick in maps, and delving itself is even more mindless than mapping because I don't have to roll anything or do stuff like manage scarabs, I just pick a node and go. It's not as good as running t16s for XP, and can be a lot riskier than t16s depending on depth, but it's great for map sustain (you get tons of maps from the city nodes), plus fossils and resonators are both valuable to sell and very useful and easy to use when I want to craft things myself, and Aul has probably the best drop pool of any boss. " The problem isn't on its own that it's complex, I could live with just ignoring or blocking it, but it removes one of the simplest, most mindlessly straightforward to run mechanics that was in the game, replacing it with something that requires significantly more time and effort and a higher mental load not just in comparison to old breach, but also in comparison to most other league mechanics that were already more complicated than old breach. " Yes, that's my biggest problem with new breach, it removes old breach. In old breach, you open breaches, you kill as many things in them as you can before they close, you move on; if the breach type is one of the less valuable ones you don't even necessarily have to wait for it to close before moving on. You pick up rings for the grasping mail recipe (admittedly the recipe was the most tedious part, but the jackpot mods on grasping mails weren't that uncommon in my experience, and you could make a ton of divines off selling those, so it was worth it), and you pick up splinter stacks and breachstones, especially chayula ones, because those are valuable. You could even farm maven splinters with the elemental/phys breachstones if you wanted. " If that was your problem, there was an atlas passive to increase the open/close time of the breach so you'd be done quicker, and you could run multiple nearby breaches at the same time, plus there were nodes to increase mob density in breaches and map pack size modifiers also seemingly affected it. Pretty much no mechanics are worth running without investment into them in PoE. " Abyss is mostly fine but chasing the thing, stopping to kill stuff, then chasing it again, repeatedly, is pretty annoying, especially when it decides to go back through the part of the map you already cleared and takes the scenic route to do it; abyss drops are also not reliably worth anything. Legion generally sucks unless you have something that can chain explode the whole thing, and you basically need TFT to bulk sell incubators. Beyond is fine mechanically I suppose but all the nodes for it were in really bad/inconvenient positions for me on the atlas tree until this league, and most of the currency drops from it are barely worth picking up, so it's not a very reliable way to make currency. Harbinger can be good with proper investment in it, and luck, but the good drops are rare enough and the scarabs costly enough that you can easily end up only breaking even or even losing currency on it. Breach never had that problem, you could grind out steady currency with occasional jackpots on a simple straightforward mechanic, just like with delve. " Not really. Kill things in circle, pick up loot, leave, is about as simple as it gets. Fairgraves was a slave trafficker specialized in the kidnapping and transport of children. He was not "a good man".
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" i would argue say for the following mechanics it does this better. harbinger - you dont need to play perimeter patrol or have whole screen clearing. the area where the enemies spawn is a single area. may have to wait a bit for the next summons but its much more constant and the rewards can be go up to a mirror shard. this is the closest to old breach in simplicity. ritual - literally killing things in a circle. pick the most desirable rewards in the end. can even build up into getting a mirror as a reward. beyond - you just play naturally and shit pops out, you kill em and get rewards. no perimeter patrol required. either they appear or they dont. delirium - similar to beyond. just play naturally and kill all the free extra mobs as you go, if you're good enough it lasts the entire map. theyre all simple and function much better. i would also point out, with the exception of ritual, all the other mechanics are not strictly hampered by map layout. breach sometimes gets spawned in a tight corridor where you only get a few mobs and "thats all you get". i've enjoyed breach before but that is one huge detractor from making me really want to care for breach. but despite having a different opinion than you i m with you on this " i like players having choices. perhaps a compromise is having an atlas node that allows breach 2.0 behave like 1.0 where it opens up. u kill shit and it closes. end of story. ggg did give us options like disabling beyond bosses but allowing us to keep killing more beyond mobs in return. replacing the entire tedium of expedition bomb planning with one huge bomb. so i do hope that if ggg choses to make breach 2 as core, this option exists for players who enjoy older breach. [Removed by Support]
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