What We're Working On

I will try to write everything I like and dislike here now:
Things I like:
+ Delirium Orbs! I love the way a map feels like if you apply 5 Delirium Orbs. I love how I need to play very very carefully and still get rewards for it.
+ I love the wave idea in the Simulacrum, it made me want to play Hardcore again because of the feeling that you can opt out when you read what's coming next. Very nice design. (and you don't actually have to clear all the way to get rewards so you can just clear as far as you want/can)
+ Cluster jewels are awesome.
+ Getting extra mobs and additional extra rewards while mapping feels very rewarding for me.

Things I dislike:
- While mapping it feels forced to clear fast which works against the whole playing carefully thing I described earlier.
- I think Simulacrum needs a bit more room to breath. Playing carefully and slower punishes your gains per hour anyways, so when you decide that you will stand at a relatively save spot to kill the enemies in smaller groups while they are running towards you will have worse farming results anyways.
- Loot from 5 Delirium Orbs compared to loot from 4 Delirium Orbs. If you take twice as long to clear a Delirium Orb map it should yield more rewards.
- Some super high damage builds could still trivialize the content and get extremely high rewards.

Things I propose (mostly for integrating into the main game because I think it's OK like it is now):
* 5 Delirium Orb maps should bring way more rewards compared to lower tiers of Delirium content.
* Simulacrum could have a main spawn point where most of the monsters spawn and you can decide to stand somewhere else so that only very few enemies spawn right on top of you and the enemies slowly creep up to you so that you have a little time to prepare your stand and you get loot a little slower
* Make Delirium Orbs spawn at a higher frequency and throw away the timed mechanic (I think the only people really enjoying this league are people who like to play carefully. Those people also don't really like the mirrors so if you tune it just right it could be that the people who like to play carefully have a niche in the game and the people who don't want that can just sell the orbs. Playing safer and actually getting rewarded for it feels soooooo good)
* Crank up the damage resistance of monsters and let it decay after they took damage for the first time. This way the people playing very carefully don't get punished but you cannot just speed through it. (Implementing this well would mean that you could crank up the rewards without risking to break the economy)

Final thoughts: I love the theme and the direction you took with this league. I didn't think that in a game that has gotten so fast, careful play could ever be rewarding again, but you proved me wrong. With the right amount of tweaking you could actually manage to bring back what Chris Wilson envisioned in this game, at least as optional content. Love it so much. Thanks!

P.S.: My knowledge of the Simulacrum is not from playing it myself, only from watching other people play it (not enough time this league), but I think with 4.5k hours played I got a feeling for it regardless.
P.P.S.: Sorry for my bad English, I am not a native speaker.
finally , these suicidal maniacs were hard to deal with when swarmed by monsters from derilium + other encounters due to the lack of vision and their frequent spawn.
rly cool, leveling with delirium might now be actually enjoyable, let alone delirium in maps

but...why dont you do such fixes before it goes live?
I don't know why the Delirium mobs difficulty is so heavily nerfed... It never was a issue to start with.

People are unhappy with :

1. Performance
2. Visibility
3. Hidden 1-shot mechanics
4. Mist clearing too fast.

Now, the 1-shot mechanic seem to have been addressed with this blanket difficulty nerfs. Although significant damage spikes persists. Which will hopefully be identifiable with the better visibility.

The rest of the issues, especially the mist timer, which is arguably the worst part of this league, causing lot of backtracking and unnecessary rushing, is not addressed. At least you don't get penalized for doing other content anymore, but that doesn't fix the timer.
"There he goes. One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production. Too weird to live, and too rare to die. " ~ Hunter S Thompson ~
"
Marinxar wrote:
I don't know why the Delirium mobs difficulty is so heavily nerfed... It never was a issue to start with.

People are unhappy with :

1. Performance
2. Visibility
3. Hidden 1-shot mechanics
4. Mist clearing too fast.

Now, the 1-shot mechanic seem to have been addressed with this blanket difficulty nerfs. Although significant damage spikes persists. Which will hopefully be identifiable with the better visibility.

The rest of the issues, especially the mist timer, which is arguably the worst part of this league, causing lot of backtracking and unnecessary rushing, is not addressed. At least you don't get penalized for doing other content anymore, but that doesn't fix the timer.


"I don't know why the Delirium mobs difficulty is so heavily nerfed... It never was a issue to start with."

please speak for yourself...
"
"
Marinxar wrote:
I don't know why the Delirium mobs difficulty is so heavily nerfed... It never was a issue to start with.

People are unhappy with :

1. Performance
2. Visibility
3. Hidden 1-shot mechanics
4. Mist clearing too fast.

Now, the 1-shot mechanic seem to have been addressed with this blanket difficulty nerfs. Although significant damage spikes persists. Which will hopefully be identifiable with the better visibility.

The rest of the issues, especially the mist timer, which is arguably the worst part of this league, causing lot of backtracking and unnecessary rushing, is not addressed. At least you don't get penalized for doing other content anymore, but that doesn't fix the timer.


"I don't know why the Delirium mobs difficulty is so heavily nerfed... It never was a issue to start with."

please speak for yourself...


and for many more people
Last league I died 7 times before even reaching maps. In this league I have died ONCE so far (played 12 hours a day since release). Why these heavy nerfs? People just ned to stop rolling rare maps if their gear isn't up to par.

These changes really makes me scared for the future of this game. It seems to me you guys are compromising the core values of the game because some Blizzard casuals have infiltrated the community and don't like this games difficulty.

Like RaizQT, that clip where he shits on GGG because he can't backtrack during the Delirium. OMG. ANd thgen we have the new 'color-therapy' being applied as well -bye, bye scary mist now there will be bright colours to indicate dangerous mobs -open your eyes gamers!!! It's not that hard to se what encounters to avoid by circling and what encounters you can stomp.

What's next? Attack move indicators like WOlcen? So we can se beforehand where the next boss-attack is going so we can avoid it? STOP. Just STOP. The game doesn't need this casual-catering.

Hey, I have an idea: Why don't you make a 'casual-mode' for each league so that the players that want more 'casualification' can tick that checkbox for each league and they will get into a sepearate 'casual league'.

Oh, you're offended??? You don't want to be called a filthy casual? Well, you are but you just don't want to realize.

FML.
Hmm, everything cool and shit but i do not THINK i read anywhere here or in the past 16 years on this site HEY GUYS SWEEP MTX HERE YOU GO :thinking:
>=====,',','
MASTER?! MASTER?! WHERE THE DREAMS THAT I'VE BEEN AFTER!!?
',',',=====<
Why do you nerf the living **** out of everything? Wasnt this meant to be as it is? The new mechanics were so challenging and now some of them lost HALF of their efficiency. Now it has become another click and loot thing, without even having to click. Shame.
"
Marschiee wrote:
Last league I died 7 times before even reaching maps. In this league I have died ONCE so far (played 12 hours a day since release). Why these heavy nerfs? People just ned to stop rolling rare maps if their gear isn't up to par.

These changes really makes me scared for the future of this game. It seems to me you guys are compromising the core values of the game because some Blizzard casuals have infiltrated the community and don't like this games difficulty.

Like RaizQT, that clip where he shits on GGG because he can't backtrack during the Delirium. OMG. ANd thgen we have the new 'color-therapy' being applied as well -bye, bye scary mist now there will be bright colours to indicate dangerous mobs -open your eyes gamers!!! It's not that hard to se what encounters to avoid by circling and what encounters you can stomp.

What's next? Attack move indicators like WOlcen? So we can se beforehand where the next boss-attack is going so we can avoid it? STOP. Just STOP. The game doesn't need this casual-catering.

Hey, I have an idea: Why don't you make a 'casual-mode' for each league so that the players that want more 'casualification' can tick that checkbox for each league and they will get into a sepearate 'casual league'.


Oh, you're offended??? You don't want to be called a filthy casual? Well, you are but you just don't want to realize.

FML.


This! <3

ps.: If you cant backtrack during a delirium encounter you are just to dumb to run in circles
Last edited by Der_Fraggle on Mar 20, 2020, 8:33:03 AM

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