Why is it the same every league

For me this one has started out fairly well in the campaign other than some oddly tough boosted rares/uniques afterward, which they seem to be doing an okay job of patching (might be more to do on that front, of course).

I did hit a random boss in the woods that was vastly too powerful for me at the time, which felt a little silly, but it's not like, say, hitting an unlucky room in Sanctum where dying feels bad because it messes up a larger progression, so whatever.

To begin with I was a little annoyed by their determination to not tell you anything about the mechanic. I had a lot of questions like "is this a time limit", "am I not finding anyone because I'm doing something wrong?", "does the portal appear because I went off track?", "should I be stopping to kill the monsters?", "what do the big wisps do?" etc. But I seem to have figured them out eventually, which, you know, isn't hugely rewarding, but I see the intention at least.
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Aynix wrote:
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Corwynt wrote:
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Miská wrote:
Its simple, they release the league super overtuned, then they can play good guy by coming with the good old patch showing that they listening.

They wont even do a balance patch for this trash before the holidays. They put out new packs and have this overtuned nonsense kick you in your teeth until you don't come back....until next league. And just to be clear, in a ten year old game this is the most pathetic excuse of balancing they have ever done. This is the empowered mobs getting 10x more damage and mitigation along with movement AND action speed buffs if you do the league mechanic at the start.


You didnt play Archnemesis 2.0, did you. It was worse, because you couldnt even turn it off (meanwhile you can easily ignore this league mechanic untill you ge better build)


I did, and this was way worse. The rares are more tanky, do more dmg and this league affects the boss often too. I think it's you that didn't see this leagues rares + uniques.
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Miská wrote:


I did, and this was way worse. The rares are more tanky, do more dmg and this league affects the boss often too. I think it's you that didn't see this leagues rares + uniques.


I did Affliction literally in every zone during campaign and every map I did so far. Yes, rares in league zone were tanky, but once I left the zone, map itself? I barely noticed teh diffrence between "buffed" ones and not buffed.
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Aynix wrote:
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Miská wrote:


I did, and this was way worse. The rares are more tanky, do more dmg and this league affects the boss often too. I think it's you that didn't see this leagues rares + uniques.


I did Affliction literally in every zone during campaign and every map I did so far. Yes, rares in league zone were tanky, but once I left the zone, map itself? I barely noticed teh diffrence between "buffed" ones and not buffed.


Then it's either a case of exaggerating to the extreme (from your side), or major skill gem/build differences. Because during leveling? I could attack certain rares for 10 minutes without having a chance. I met those before the patch in white maps too. I also had to use a bunch of portals to reset my flask - if I didn't get one-shot.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
Last edited by Phrazz on Dec 10, 2023, 1:38:45 PM
this is in response to the well who is playing rf guy.

Understand this... there is a node on the ascendancy that gives health based off of energy shield, which allows health to be scaled from a considerably higher number, the notable is crimson power.

To note though on the way there you lose all mana, and all energy shield, so a nogo on some abuses, but as say, relic of the pact loses all mana and energy shield typically, you can now have a higher base scaling not only for it, but also for righteous fire, without using the gem for 30% more life (for rf) and have near 30k health for it, with all the regen

curse has to be applied via curse on hit, but that is a huge base for the 70% of life bonus you get. Would take alot of currency to do, but possible on my build, that unfortunately i cant make this league, f u ggg.

I also have a build based off the mana version of rf that i have no need to speak of, but goes on a common thread due to that certain unique shield based off of health. too bad rf cant crit

rf is already in a good spot damage wise. It just takes more health to get to higher than it was before, which is already very easy (having been done in previous leagues before the nerf to rf). It is easier with this league mechanic rewards especially.

once people understand they are doing more damage even if at 1k health at level 16, than they used to, simply because they have health, people will stop complaining and play it.
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Phrazz wrote:
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Aynix wrote:
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Miská wrote:


I did, and this was way worse. The rares are more tanky, do more dmg and this league affects the boss often too. I think it's you that didn't see this leagues rares + uniques.


I did Affliction literally in every zone during campaign and every map I did so far. Yes, rares in league zone were tanky, but once I left the zone, map itself? I barely noticed teh diffrence between "buffed" ones and not buffed.


Then it's either a case of exaggerating to the extreme (from your side), or major skill gem/build differences. Because during leveling? I could attack certain rares for 10 minutes without having a chance. I met those before the patch in white maps too. I also had to use a bunch of portals to reset my flask - if I didn't get one-shot.


Its definitely build issue. Its first (now 2nd) day of the league, Your gear is trash, your DMG is 5-10% of what you will have soon etc. I started as Pyroclast Mine (switched to Hexblast when I reached maps) and I definitely did feel how tanky those rares in affliction zone were because they were taking like 30 seconds to a minute instead dying instanly. However the "boost" from wisps to regular monsters? I didnt feel it at all. Honestly if not for my friend who started complaining about it I would think that the mechanic starts working from maps.

I did Affliction in every single zone and my only deaths during campaign was inside actual affliction, never in normal zone to "buffed" enemy.
Last edited by Aynix on Dec 10, 2023, 2:32:42 PM
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Aynix wrote:
Ignore league mechanic if you gear is bad. The league is pretty much "go to this extra zone so you can boost your normal zone by a lot but get better loot. IT IS NOT MANDATORY. WOrld wont end if you skip it untill you can run it.


Ah yes, this mentality of "just dont do it lmao"

Love this mindset
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Aynix wrote:
Its definitely build issue.


That's my point. Some skills/builds got it WAY harder than others. You're talking based on the skill(s) you chose. You're friend and the 'entire' community is talking based on theirs. Why don't you look up Ziggy's Brutus fight, or Mathil's first Betrayal encounter and repeat that it was "fine" and not over tuned? I've met triple buffed rares in the acts where I couldn't move their health bar. Sure, my "gear is crap", but that's sort of a given in the acts.
Sometimes, just sometimes, you should really consider adapting to the world, instead of demanding that the world adapts to you.
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Phrazz wrote:
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Aynix wrote:
Its definitely build issue.


That's my point. Some skills/builds got it WAY harder than others. You're talking based on the skill(s) you chose. You're friend and the 'entire' community is talking based on theirs. Why don't you look up Ziggy's Brutus fight, or Mathil's first Betrayal encounter and repeat that it was "fine" and not over tuned? I've met triple buffed rares in the acts where I couldn't move their health bar. Sure, my "gear is crap", but that's sort of a given in the acts.


Dude, its league start. Some builds will always struggle in early days and league is NEVER balanced around builds with zero gear. Once you leave "leaguestart" point and start upgrading your build you wont have much problems.
Its always the same. People expect for the league to be as easy on their leaguestarter as previous one was on their super geared end game character. They got used to stomping everything and expect to do the same day 1 of the league...

What I noticed about the league after I reached the map that the yellow wisp rares in Affliction hit like 5 times stronger than blue/purple ones. All my deaths are to them.

[Removed by Support]
Last edited by Aynix on Dec 10, 2023, 4:24:59 PM
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Phrazz wrote:
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Aynix wrote:
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Miská wrote:


I did, and this was way worse. The rares are more tanky, do more dmg and this league affects the boss often too. I think it's you that didn't see this leagues rares + uniques.


I did Affliction literally in every zone during campaign and every map I did so far. Yes, rares in league zone were tanky, but once I left the zone, map itself? I barely noticed teh diffrence between "buffed" ones and not buffed.


Then it's either a case of exaggerating to the extreme (from your side), or major skill gem/build differences. Because during leveling? I could attack certain rares for 10 minutes without having a chance. I met those before the patch in white maps too. I also had to use a bunch of portals to reset my flask - if I didn't get one-shot.


I did it much like Aynix and engaged a lot with the league mechanic during acts and had almost no issues, even had the King boss in Act 8. Storm Burst Totem Hierophant is quite nice. :)
The opposite of knowledge is not illiteracy, but the illusion of knowledge.

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