3.19.0c Patch Notes and Update on Community Feedback

This is quite impactful 🤔
we want rewarding new and old league mechanics, revert minion changes or just straight up buff them, nerf life on some rare monsters, nerf essence and metamorf, nerf tormented spirits, buff map bosses thematicaly would feel better if you really want unkillable monsters in every map

peace
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The steam client has not been updated yet, its still .0b. Restarting the client won't help.
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Last edited by Guardian_Ramsay#6135 on Aug 23, 2022, 2:01:44 PM
This league is broken beyond repair unfortunately.
No amount of patching is going to fix these issues
Admit your mistake, remove archnemesis and restore drop rate .
This is your Marvel Heroes league, GGG.
Just out of interest what percentage of hardcore players are doing this rubbish league mechanism?

Is this game now Path of Archnemesis? Every old league mechanic is the same except sometimes it's archnem in a pillar, or a garden, or an underground area, or a side area, or randomly in your map, or coming up from the ground etc. It's just boring, and as for them dropping better, well I haven't seen it.

What I have seen is a mob with just two muttering and two whispering essences take over 30 mins and probably 30 deaths to put down. That's not fun.

League mechanic bad, reworked leagues bad, new rares system bad, crafting reduced to chaos spam, this game is regressing every league. You are taking everything that's fun and simply removing the fun element. I've played Korean grinder MMORPGs that were distinctly more fun.

My time is very limited for games atm. My time in them should be fun not tedious.
Please GGG repair your game
Making game harder is needed

But just like 3.15/3.17/3.18, you fail at the difficulty curve, both in encounters and gear progression

It is a nice idea to make single fights recognizable and thougher, but you need to take into account gear progression/expectations when you decide in your systems you offer such fight

There is no reason to have an emprisoned mob with 6 essences on white maps

white: 1-2
yellow: 1-4
red: 1-6

Incremental difficulty

Same with archnemesis mobs

Speaking of archnemesis.. it is not the pay as you go design that i had suggested, you didn't understand me (if you ever read me)

You guys need to implement a system like chisel but to decide the theme of a map, ie: what kind of archenemesis are to be found on that map, and as a result, theme the icon of the map accordingly

the more "infusion" you put, the less "mob quantity", and the more "more thoughness and rarity", rewards scale accordingly
Last edited by ryuukk33#4998 on Aug 23, 2022, 6:59:52 AM

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