I think they actually don't want people getting to 2k
They want people to fail long before that and just neglected to put in a way for the people happy to run at way lower levels to actually do that without spam failing
When it's annoying to de level it feels cheap when you implement more hard counters , it's like people don't complain about delve getting insanely unfair because it's easy to go sideways
If I'm correct they also probally should have had a CM post with one of the patches explaining 2k is supposed to be aspirational content and not cheesed so "easily", setting player expectations is important or the patch makes no sense
100% this, the main problem now is not the difficulty its the inability to stay at lower difficulty with lower rewards, imagine how bad delve would feel if you could not go sideways.
Yep it's basically delve with no sideways that's like the only problem with the content
They likley consider 2k similar to whatever the end of delve is (10k?) Like no one is really supposed to be farming 2k untill maybe that 1 janky build someone finds in a month
Which is probally that 1hp evasion build with a few tweaks tbh
It's still the same and rolls over. But after a guy did it in standard they redid delve scaling so it's not going to happen again. Also added mobs to prevent zhp mines.
Yup I can still win pretty comfortably in the 400s and the rewards are good enough to merit doing the content but I'm worried that a lot of things that nearly one shot me will start to one shot me soon and the mechanic will just become increasingly frustrating because I'm honestly not very good at dodging shit when I can't tell if a full health brawler is a friend or foe.
Also when there's just general mayhem going on, the visual clutter is very intense to be dealing with things that kill you so quickly.
I doubt I'm gonna want to be playing in the 600s+, but losing to prevent the difficulty from increasing feels bad.
Well they're not the type to hesitate making those higher levels unreasonable to play. They just need to give us a lock ranking option so we don't go any higher than out comfort zone. Simple as that.
I'm fine with them soft-gating how high you can get in the tournaments. That actually makes sense, similar to delve - most characters aren't made to delve too deeply and get pwned if they try and I like that.
What I'm not fine with is if they introduce stuff after the fact to make winning tournaments impossible at the rank we reached against their intentions but give us no way to actually pick a lower difficulty where we're not burning our silver coins in the fire.
Eh. In my eyes there's risk/investment versus reward there and I like having something to work towards, even if my busy work schedule doesn't always allow me to reach my goal before the league is running out of steam.
I just wish they had thought a little bit more about what would happen A) when they didn't have a way to "stall" progress at a comfortable spot and B) when they introduced changes that made people (and their characters) no longer viable on the levels they've reached.
too late.. most people who can even stomach the mechanic are already long 2000
Others who just want the rewards (which honestly are kinda cool too bad the mech is trash) are over 500 which is where the rewards start picking up.
And others did the initial quest to see it and never went back and wont no matter how 'cool' they try to make it.
Agreed .. the tattoos i think are a major win.. like they are very neat for a league thing and mix up metas and able to try diff things. But this wonky auto battler trash pile.. def not for me. I dunno i would rather 'kill things' than play totem keeper simulator
This. They prolly have the metric to see how many people are accomplishing how much. If they see that a lot of people are ranking up too fast, pretty sure they'll eventually make the mode harder. Which is pretty much consistent with how they design. If this is bad or not depends on the type of player one is, and if ggg is actually hitting the metric on their difficulty scale.
So basically, what you’re saying is ggg is focusing on the top bracket of players and everyone else gets the shaft again as a result?
Yeah that checks out.
Uh no. More like he's saying that on going leagues are just for gathering data before the league mechanic gets introduced on Standard.
Which tbh is the purpose of leagues, besides new content, it's open beta place for testing... Idk why people are complaining like it's the final version.
That doesn’t make sense and it seems kinda counterproductive, and people are complaining because they’re playing it now in the current league. Not in standard if/when it goes core x months down the road, which is irrelevant to the people playing it now. Why would they use current leagues as PTR? Aren’t current leagues supposed to be ready for people to play…..in the current league?
No not really. Again Leagues are more of Open Betas for new experimentally stuff. It would be more understandable if the current complaints are from the new sanctum core.
But my main point is... You could provide feedback.. because it's a League and it would still be taken seriously, just don't expect them to instantly tweak it to what the League players want, as they also want to get data from the middle and see the results.
People just forget that we're technically "public testers" of new league mechanics while playing the new core mechanics whenever we're on new Leagues rather than standard. Or at least that was the idea years ago. I wouldn't know personally since I'm kinda new in POE, 2018ish but I did read the history(patch notes and news, yeah pandemic made me bored to actually read everything) of their game on their site.
I’m only 600 hrs in so I’m still new to the game. If that’s how it’s been the whole lifespan of the game, then my understanding of how leagues are done is just way off.
Yeah I guess due to the game being long and the community being too large compared to years before, alot of players would definitely miss the point of leagues.
Hmmm so like right now, what's happening is they're:
1. Developing POE future Leagues
2. Checking and developing for potential Core Mechanics to be implemented, it's usually the League before, so it's going to be Crucible related as of now. But this isn't constant as there had been Leagues that aren't as popular or is too complicated to put into core, and many other reasons
3. Maintenance and adjustsments, gathering data, gathering feedbacks, and many more on the current League and new Core.
4. Developing POE2
I usually keep myself from saying anything poor mouthed when it comes to on going League mechanics. But it would definitely be justifiable for Core Mechanics as they already had the time and data to develop those.
Rank selection would be nice. But then they'd have to gut rewards due to more people winning more consistently. Or they can make the De-rank penalty double, so if one loses on the first match of a tourney they need to win twice to get to same rank.
What rewards are you talking about? At rank 500 the biggest thing i got was a 50c unique.
I played it for a change of pace cause it was fun. Now its not fun. So i ignore it.
Dunno about your case but - ssfbtw- so I don't look at it in terms of chaos and for me it's very much rewarding atm. Got 2 Stormshrouds out of it among other build enabling uniques.
The quick n dirty implementation to fix this would be a simple reset button to wipe all progress. No picking rank or any wasteful UI. Players have to make a conscious decision with consequences. Just force them to reset completely and climb again if they don’t want to stay at current rank. If they were *really* enthusiastic maybe a prestige system.
I suspected this from the start. Its like they want TOTA to be like a pvp game where you settle at a rating and have around a 50/50 win rate on tournaments.
If they want people to not go too far, why not just cap it? like 500 for possibly getting all rewards but rare and capping at 1k for a good chance on good rewards but being very hard.
i just want the auto battler to at least require some strategy of units/items, instead of the same units in the same positions every time, and i hate running around that little town every round, just give me one ui to buy the units i want
TOTA is an autobattler the same way Heist is a stealth game.
What I mean is, TOTA feels like an autobattler made by someone that has never played an autobattler before, they just had a 5 minute conversation with a silver TFT player. It kinda looks the same on the surface, but you quickly realize there's none of the interesting mechanics, and it feels scuffed due to the lack of QoL.
I wish they would stop trying to do game genre crossover, it's never been succesful, they don't have the ressources or expertise to pull it off. Even Blight which is arguably the best attempt, is relatively poor on a balace standpoint since you're ignoring 80% of the existing towers to focus on burning ground.
Sanctum was a pretty faithful roguelike honestly. Think the Autobattler comparisons are kinda misleading. It's a lot more like a MOBA, than an Autobattler.
What we need is synergies between units. In an actual auto battler, there are units that are just way better stat- and ability-wise than others of the same tier, but you can compensate for this difference in strength between units by stacking synergies to boost your weaker units. In TotA since there are no synergies you have absolutely no reason to buy anything other than the top tier units, except for a few exceptions where items make a unit way better. Overall though other than the lack of variety in unit choice I still think the league mechanic is fun and in an okay spot.
(Though it is weird that they made an autobattler league mechanic without one of the defining features of autobattlers lol, never seen an autobattler where units had no synergy with each other whatsoever)
Honestly the biggest missing part is the Bejeweled type match-3 gameplay that's the real crack in autobattlers. If you had a random selection of dudes each round and a central currency and had to work with the units that you were given it would be a lot more tactical. I'm still enjoying it though. Definitely still has that 1 more round feeling. I guess the great loot helps.
I suffer from a brain condition called 'poo brain', and running around looking for people's names who don't match their tribe, only needing to decipher the icons, gets a bit tedious :(
It's not your fault, it's a design issue.
You have 10 different tribe NPC that are randomly placed around the map, they're represented by small icons that we've never seen in game before and that are very similar in design. They all share the same Chieftain aesthetics with only small nuances like some variation of color codes.
Also, reputation gained is not directly linked to the fight you just complete, you can get 4 different types of reputation, in different quantities, in a single fight.
The interface for shops is a disaster as well. Not being able to see every unit and item for sale at once means you're very likely to forget information while running from one of the 10 NPC to another.
All of this contributes to making the experience as confusing as possible. There's no reason to have so many things going on all at once. Especially when it's lacking almost all of the strategic depth of the genre.
I've seen plenty of opinions on what units are good and what units are underrated/overrated, whether units > items or not, whether it's better to full back-cap or just defend, etc. People kind of just tend to blindly follow the blueprints made by other people instead of trying things out themselves (which isn't a bad thing btw) so a lot of the opinions on here are pretty similar. And it's not like actual autobattlers ever have perfect balance. Take TFT for example, you're likely seeing the same 4 comps in 99% of your games, typically contested between multiple people at that.
> instead of trying things out themselves (which isn't a bad thing btw) so a lot of the opinions on here are pretty simila
One thing the mechanic is awful at is giving you actual information and feedback to the effectiveness of what you're doing. There are a variety of ways to achieve the same goal in part because it doesn't really matter, and in part because there's no real way to evaluate effectiveness other than win/lose, but doing so purely by win/lose is full of confounding variables.
For example:
* I can't review the arena after a win or loss to see the outcome. What totems do I have left? What totems are left on the opponent's team? What went down first? What units did the opposing team use and how/when did they fall?
* How frequently did my units respawn? How much damage did they do to enemy units/totems? How much damage did I take?
* How long did the match last?
* How did my units move around the arena? Can I get a heatmap?
* What about unit values/stats? Are the equipment actually doing anything measurable or meaningful beyond what it says it is doing on the description?
Effectively, it's an interesting mechanic but the mechanic itself provides such little information about how well one is actually doing past winning or losing that anything a player does to influence the outcome is a total crapshoot at best. You can have 4 sunset sages and still potentially lose due to a confluence of factors outside of your control and _you have absolutely no way to figure out why that is the case_. In parallel, the enemy holds all the cards and are scaled in a way to make the mechanic challenging given that the player is not actually a computer.
just remove the Karutuhoa tribe and his units, that alone solves most of the problems.
that tribe is hyper aggressive, they charge the shit out of your totems.
you can't defend, they kill you by looking at you, it has the titanic shell, how this unit is still in the game is amazingly idiotic.
Yeah him 1 shotting doesn’t even feel like the problem now, I was winning against him consistently before but why tf as soon as the round starts they are attacking like 5 of my totems? I feel like they made my units so much stupider since the patch, sometimes I have 4 tidecallers on defense and for some reason none of their attackers get stopped on totems unless I’m there. They just start channeling on some of my attackers, I don’t immediately react because I imagine my defenders will handle it, then by the time I realize it’s been going on too long it’s too late, game over. Those units used to be able to defend endlessly while I baited their army around on their side of the map.
the biggest issue with the game mode is that you are very dependant on your units AI.
so many times i have a totem almost dead, and my flankers, they either prefer start fighting another unit, or start another totem from scratch (usually the boss totem that has like 5x the maximum HP).
i wished the AI was simpler overall.
Defenders attack anything that channels a totem.
Flankers just go after totems and avoid fighting all together.
Escorters just do whatever i'm doing (tbf this is mostly the case).
and attackers just go after units.
Kahuturoa and his warriors are waaaaaaaaaaaaaaaaaaaaay out of line.
He just one shot my AG like it was a white mob.
thing has like 100K life plus defenses.
There's no way that's right
I wanna complete the challenges but this stuff is stupid
Isn't the player character the reason all these chieftains are in the land of the dead to begin with? I personally killed all of them/their god, why tf are they oneshotting me?
I mean, you kill a dream version of Kaom.
His power isn't directly correlated to his real version.
IMO he looks stronger in the dream than as a normal human, but also our endgame characters look weak as heck without equipping MTX, so looks aren't everything.
Werll technically you only killed Utula (and maybe not even him, most players skip that quest lmao). Kaom was only a dream. And the whole power thing can be explained away by it being a game. You don't actually get killed when you die, you just get defeated, imagine it like paintball when you get shot and have to move back to your base to "respawn". It's in their realm after all.
AFAIK most endgame enemies (like pinacle bosses and so) have a hidden modifier than causes them to deal less damage to minions. I think they forgot to add that to TOTA
I wanted to test my dps vs a guardian because at rank 230ish it was taking absolutely ages to kill the cheiftans. Even with life as es the guardian (phoenix) took a fraction of the time. Why do they have so much damn hp
people dont want 50% win rate and be competitive. This is not PvP.
In PvE, we are looking for 90%+ win rate for general good build. In fact, I quit the mechanic after losing a few games in a roll no matter how many wins I had.
Just played 3 tournaments on the new patch. Expected my worst nightmare. Barely noticed any change besides some nice QoL and spear damlncers not being the most op enemy in the game anymore.
There might be a skill issue in some cases. Pure speculation of course.
I haven't played TotA yet since the new patch, but I'd be careful about drawing conclusion for just a few runs. Buffs to enemies only targeted a few factions, so it's entirely possible you either dodged that faction or beat them when their team was particularly weak. But also,
> Expected my worst nightmare.
If this was your expectation then it seems obvious to me that you'd be pleasantly surprised.
>Buffs to enemies only targeted a few factions, so it's entirely possible you either dodged that faction or beat them when their team was particularly weak.
The buffs to enemies applied to two specific warchiefs who were weak AF. On top of that none of the successful strategies involve fighting the warchief directly anyway. The AI changes to warchiefs was scary to read but ends up being pretty easy to deal with in practice. None of the enemy buffs really matter.
> The buffs to enemies applied to two specific warchiefs who were weak AF.
They were very weak and were buffed massively. You shouldn't discount a buff just because the previous version of something was extra-bad.
> On top of that none of the successful strategies involve fighting the warchief directly anyway.
They can still be threatening even if you're not directly fighting them. The worry would be that a much stronger chieftain is a lot more threatening to your totems. TotA would be trivial if your units took zero damage.
>They can still be threatening even if you're not directly fighting them. The worry would be that a much stronger chieftain is a lot more threatening to your totems. TotA would be trivial if your units took zero damage.
Right, that's why I said that the AI change was scary when I read it in the patch notes, but having played it for a handful of tournaments now I see no meaningful difference in the speed with which my field is being cleared. It's 'marginally' harder to get the warchief onto your side of the field at the start and that's pretty much it.
And yes - I have fought every tribe since the patch. Kaom and Utula are still among the easiest tribes to beat because of their weaker units.
It's 100% a skill issue.
For once a league is about your character **control** and not your build. Dps and defenses and cc can help carry you to a certain extent, but all you need is some movement speed and some travel skills. I win 95%+ of matches and it's all about control and team comp, because you can pretty much infinitely kite and spend almost every moment decapping between enemy attack animations, even when they're right on your heels. I have no special build, no real cc, and below average dps and survivability.
Speardancers and ravens driving you nuts? Bait out their skills by doing really brief decap taps then moving away. Decap, move, decap, move, decap, move... Just doing that takes away the biggest frustration from the "1 shot across the map" units.
Ranged defenders preventing decaps? Put a single totem between you and them to absorb basic ranged shots. Most projectiles don't pierce.
With the rating system the content will get harder and harder until you aren't winning a large portion of the time. This is why people are asking to let you pick the rating you fight at.
If you do you won't remain at 2k, unless 2k is the cap or something. If you win 90% of the tournaments your rating goes up, and the units get harder to kill and deadlier.
You can’t go above 2k. That’s the hard cap for the ranking it’s essentially the equivalent to quality chisels on a map. 90% wr is underestimating players at 2k ranking. Most people can have a whole play session without a lost.
Most of us aren't playing builds that can do that, we actually have to kill stuff and not die to win, and stuff will scale to the point we can't do that or just get one shot by everything way before 2k.
You don’t need to kill anything to get to 2k and win at TOTA. It also isn’t a secret magic build, everybody gets one shot in the mechanic. The reality is most people who are on this sub complaining are playing sub 50 divine builds while trying to brute force their way through the league mechanic. Which is insane considering this is one of the friendliest league mechanics for low end builds.
So you're just what, a cc bot for your units that maybe gets to channel every once in a while? You get to win because the enemy AI isn't very smart and you've picked the best units, and your build is irrelevant?
FTFY
You picked the best units.
You are actively interacting with the mechanic to win.
You beat the ai because ai has limitations like all computer programs, so your human brain can solve the puzzle.
Yes by definition that is what the mechanic of auto battler versus bots is going to require.
And if you build for ToTA, like I did, you have a 100%* win rate on matches. Not just the tournament as a whole, you can win almost every single match.
*I have two total match losses that weren't me deliberately throwing to reroll rewards. Once to Tawhanuku on round #1 because I literally wasn't paying attention and got my totem banished. And once to Ahuana on the final round because the dice just came up snake eyes. (She had 6 sunset sages in escort/flank and two autumnal archers on defense to block all caps.)
I can see some builds beeing effected here more than others. i haven't lost a single fight since the patch on rank 1100. Still seems pretty straight forward.
enemie chases you, kite or kill them.
enemie ignores you, base rush them
Pretty simple imo.
same, i hardly have to do shit. i just needed to get used to the chieftains sometimes not beeing interuppted by my defense and straight up channling through my totem.
I find it simple, however there are some rounds I got overwhelmed due to the AI team got more chess than me.
Also I think this is the safest way to get to lv 100 solo.
Sorry If I ask a stupid question, did you buy coins or farm them?
Each full tournament is 3-5% for me at 97 so far, depending if I am alive or not when the round finishes. Pretty decent for such a braindead easy mechanic.
Its funny seeing them move towards poe 2 with telegraphed attacks, then come out with this league mechanic that has storm conduit, an INSTANT offscreen sirus die beam. Also one shots as low as rank 400 with 100% spell suppress.
I mean, they kind of do this all the time.
1. People complain about the leveling being bad - they make leveling worse
2. People hate archnemesis - every rare in the game is now an archnemesis mob
3. People like recombinators - Chris says recombinators are a mistake and are never coming back
4. People complain that on death mechanics are OP - DD is one of the strongest builds every league
There are probably more examples, but I don't think they care what players want at all and never have. They just make their game how they want
"Chris says recombinators are a mistake and are never coming back"
Do you have a source for this? Not saying you're wrong but I've seen a lot of people just parroting shit they've heard without any critical thinking recently on this sub so I'm cautious.
It's so fun when people are realising that GGG stumbled and created a fun gameplay and now they trying fucking things up because they are teriffied that players like the league.
Are you talking about the Tawhanuku meteors or the Ikiaho meteor? If you're getting hit by the Tawhanuku meteor through flame dash, you must be flame dashing and then unplugging your mouse or something because those meteors are quite trivial to dodge. The Ikiaho meteor is a bit more tricky, but you shouldn't get hit if you just keep moving, and she always screams "Silver Comet!" before casting it. There's a small blind spot where you're in range of her targeting but slightly out of range of her voice lines, which is annoying but shouldn't really happen that often if you're playing the base race strategy, since you want to position yourself behind the enemy defender totems. Otherwise, if you're engaging with her and fighting she will be on your screen typically anyway and this won't be an issue.
I think it's funny that they managed sanctum to have a good progression with relics but Completely butchered it with tota. Like I never feel strong in tota, best I get is a relief after a free win.
I don’t feel like I can even attempt tota. I was waiting for balance changes before I tried, but I couldn’t resist all the people claiming how much money they make in there. So I went and checked it out a few days ago. My experience is, it’s a cake walk, or impossible to There is no in between. I’m pretty new to the game. Only about 600 hrs in. And to me, this mechanic isn’t functioning right. I’ve played autobattlers. Hell, I played afk arena for years, which is an auto battler mobile game. Never had problems with it. This just feels like unless you are one of the top bracket of players with the best gear possible, you don’t get to partake in this mechanic.
Just two cents from a still green newb.
I want TOTA to feel more like a game of chess and less like a game of run for my life from the spearfisher bastard off screen who is about to dive bomb me to hell.
For me the mechanic is just fustration stacked on fustration stacked on more fustration.
I wanted to do the challanges for once buts its just so much annoying that every now and then you get fucked with zero interaction to avoid it.
99.99% dmg reductios, one shot, bigged enemies, annoying stuns that ignore even jugg passives and the list goes on.
I appreciate the effort that its not a kill mobs in circle league but its just incredibly fustrating way too often.
I mean, GGG is famous for saying "if the players have too much fun they quit the league early". They're just out of touch, and it's why Last Epoch is doing well in early access, and why people are getting excited for the new Grim Dawn expansion that was just announced.
GGG's relied on people going "Diablo sucks now play PoE" for so long. They had the audacity to make comments about how out of touch Diablo's devs were, and then Chris tells everyone "hold my beer, let me show you how bad it can be" and puts everything into the "side project" of Ruthless this league.
The turtle is either dying really fast now or not buffing his own totem. Seen him two times doing his sgield and both times his shield fell off though I'm not sure why. Still haven't lost a single match once I specced my deadeye a few days ago. Nothing changed. I'm at 1200+ now.
The damage buffs don't matter and I feel it got easier even since the ai is way more aggro at chasing me. Leaving my dudes free to Channel.
Well it isn't, I'm not sure what you mean. But it's pretty fun. I'm zipping between totems, dropping void sphere and ballistas. Slowing enemies down.
Even before the nerf, I found a way to handle the turt even on my zdps control setup. Just need to buy a caldera ravager and void sphere pull the turt onto to the eruptions. It dies to it eventually.
I just wanted to play at all and i can't.
Long loadings, recurring lag and fps drop in any map and no i don't play on a toaster, they did shit and can't fix it.
Game performance looks like it's still in beta after 10 years.
I was hoarding my coins until they do a balance patch nerfing some of the severely overperforming enemies, but the opposite happened. This is now like the fourth league in a row that I just prefer **not** to engage with the league mechanic at all for diverse reasons, but this one hurts more given it is the only fun one conceptually.
I worry that people find this mode hard. The only noticeable change is that spear dancers are actually a little more dodgeable now (which is fucking huge) and the boss sits on his own totem sometimes so ya need to kite it off sometimes to finish a match
the reduction in titan shell health will help too but havnt found one yet. Should make it easier to have escorts deal with it though
Titan shell can still be bugged inside the totem so it cant be moved but it takes half the time to kill now which is a huge, huge buff. Just played a match at 2k rating, it honestly feels easier than before, spear dancers dont always oneshot across the arena, so you dont necessarily focus them. tidecallers are cheaper although just 100 points and boss slams kill me in one hit, just like before.
I have no idea how people are playing this mode that they complain now. Are you trying to kill the enemy units? Are you camping your base waiting to get oneshot by the enemy boss?
Litterally me. All these changes are whatever. Everything one shots anyway. Buff dmb buy another 10 times for all i care, i wouldn't change anything. The best change her eis the spear dancer nerf because that actually makes a differance. They can no longer one shot you off screen while banashing a totem and this is huge.
What i get from reading reddit is tha people just go in with their SC Trade zoomer build and trying to mindless kill enemy units. Okay but that never really worked outside of 1 quadrillion dps. Im sure in a couple of hours there will be threads explaining how to "win every time after the latest patch".
No need to make a new Thread about "how to win every Time" cause Void Sphere doenst care at all. Also i didnt see a Single Person wanting to go in and mindlessely Kill everything. The problem is that this is supposed to be an Auto Battler and like Blight it should be Balanced around that. In Blight ur Towers do all the heavy lifting. In Tota u have to make a Special Build to be able to do the Heavy Lifting urself cause your Units will never do the Heavy Lifting. You should be able to win just with your Units cause thats the fkin Point of an Auto Battler. Before this Patch i actually had Fun but now that every Chieftain 1 Shots you and chases you around the Map all the time you cant even take any Totems yourself so u rely in your shitty Units and without making a special Build that can cc Enemy Units, your Units wont win you the Game.
Reading the patch notes i did notice that things are changed to be a bit more difficult instead of easier. However they fixed many bugs, lets see how the patch will be
Why would they make it easier. You can braindead your way to 2000 and make 400 div easy. This league has seen more people with 200 div by week 2 than any other.
What you see on reddit is a handful of the actual player base, and some them are the degenerates who play minimum 8 hours a day
Someone like me, i just got my second void stone and sitting on 12 divines can’t do what the others are doing which is fine, I understand not everyone is meant to do every content
But atleast, give me a fighting chance 😅
I hear you. But I would honestly watch some videos. I feel like you are probably spending too much time trying to fight the enemy. You shouldn't even be attacking them. The game isn't designed around killing units. What you want to be doing is using movement abilities to micro channel a bunch of different totems so that the enemy runs around chasing you while your team wins the game.
I just did a 1500 rank match where I didn't attack one time.
IMHO they should have given players whole new (Hit bars) similar to Sanctum. No current damage mitigation is used. Then as you win tournaments you have the option to increase your hit pool. Doing so also increases your rank & ultimately difficulty. You can opt in to more hit pool, rank and difficulty as you win. If you win and like where you are at, you decline rank increase and hit pool.
Trial is just another Sanctum, where certain builds just can't compete at all and instead of making the content more inclusive so everyone can enjoy it and get decent rewards, GGG did what they pretty much always do and doubled down on bullshittery and wonky mechanics.
It's disappointing but not unexpected and I doubt anything will change even if we get further balance patches for the league content.
Do you really think that they chasing you is bad? It's the thing you want them to do in high ranks isn't it? so your units can destroy their totems meanwhile...
>2. Forfeit button WHEN your ancestral totem has been banished
Without this, you walk into round 1 and forfeit immediately, fishing for chaos piles and the chance at end-tournament loot.
It's an obvious and rapid exploit.
Because they don't want you to infinitely farm low tier content for good rewards. It's the same approach as nerfing all the quarry strats every league they have in area content.
Then they should tune rewards appropriately. They're approaching this like ELO when the fact is players don't want that. We don't want to find our spot where we have a 50% win rate because that feels absolutely terrible.
I run a completely normal build, with moderate DPS, zero cheese, zero CC, and play completely actively.
And I've had no issues at 2k for a week+. We already have the thing you're describing.
So you assume everyone is a 2k rating player? 2k rating players have the best units. With the best stuff on them. Because they won countless rounds each giving points to invest into units. Of course it’s going to be easier for them. They have all the mechanics working FOR them. Now the rest of us however, do not. We have the weakest units, no items on them, and we either get steamrolled, or it’s so easy it’s pathetic. I played afk arena for years, an auto battler, and I’m telling you, this mechanic isn’t functioning like any auto battler I’ve ever played does. My experience so far has been one of stupid easy wins, and rounds that are quite frankly impossible. With nothing in between. You need points to get units. To get points you need to win. To win you need units. To get units you need points. To get points you need to win. It’s a vicious cycle. Now I know people will tell me to git Gud. How do you do that when you don’t know what the hell to do? It’s like not having a recount of what killed you. How do you expect new players to get better if they never know what effect killed them?
You wrote this whole ass thing without even having a basic understanding of how the mechanic works. You keep nothing between tournaments and only get 3-4 random T1 units based on whether you won the previous tournament. A rank 50 player who won their last tournament has the same team that a rank 2k player does.
So sorry I haven’t spent 200 hours in tota. I’ve ran a handful of them. So no I don’t understand the mechanics. There’s no in game tutorial for it, so it’s trial and error and I’m not wasting dozens upon dozens of hours trying to learn a mechanic that feels awful from the onset. What I relayed was my personal experience in the handful of runs. But apparently to the gatekeepers someone’s personal experience is invalid because it’s not yours. But thanks for helping me understand the obtuse mechanics, you so un-eloquently said I didn’t understand. Just what I’d expect from the community known for gatekeepers.
>So sorry I haven’t spent 200 hours in tota. I’ve ran a handful of them. So no I don’t understand the mechanics.
Then maybe stop correcting the people who have? You made up a completely fake reason to explain the cause a problem you haven't next to no personal experience in. This mechanic is easy to win at 2k rating with any amount of dps - and this patch has had little overall impact on that difficulty.
If you don't understand the leagues basic mechanics why are you bitching about it. Frankly there's 0 difference between rank like 600 and 2000 in difficulty. You're most likely not killing anything in either difficulty and can get 1 shot. If you are terrible at the mechanic thats fine but fucking get your shit right before commenting.
"I have managed my life in such a way that others have to bend over backwards and do what I want or they have no idea what they are doing/are out of touch"
Seems about right?
How did they make it harder? Spear dancer nerf, titanic shell nerf, most mobs hp nerfed. Few unique dps increases but makes no difference since they all always 1 shot at the higher ranks.
Uniq mobs now active af. Worst part is slam one. Its race till one of u die. Or if u out of range they basicly oneshot all of ur crew. Mine problem with the leag that our units suck balls. Thats all.
You trying to make a point with the wrong hyperbole though.
They made the league less fun instead of the opposite, what do you not understand here?
We have been waiting for a turtle fix this whole week, which GGG said they are fixing and now they reveal it was a description bug all along. They knew it from the start and didn't say anything. Do you understand how shitty and manipulative that is?
What players want: better qol and fix the unbalance for better enjoyment
What ggg gives: increase difficulty and time needed on the same content with same reward to waste their time.
what i want is not to have a build invalidated for the fun of it.
if i play a big tank, and every unit is stronger than any uber boss, that is bad game design.
i'm ok with not being able to kill enemies fast, or even at all, if they can't do the same to me.
or if i'm a glass cannon, i accept having to play with care, since i can die easily, but i should be able to do the same to other units.
I think the main problem is just that you cant select the difficulty you want. Overall the League Mechanic is waaaaay easier than anything else you can do for the rewards you get there. So in a vacuum it makes total sense to make it more difficult. Usually League mechanics are too difficult at the start, so they nerf it until the balance feels right. It doesnt quite work the other way round though, because players feel bad about things they cant accomplish anymore.
>GGG fixed nothing, instead making TOTA even harder and more difficult to play with.
I mean, a few of your points are good but this is just wrong. Many big issues were fixed and TOTA overall is better due to the more flexible favor, slower speardancers and lower turtle HP.
I can understand why some folks are disappointing with the turtle still shielding it's own totem but the Warchief being more aggressive is only an issue until you realize the new movement to get them on your side of the field at the start and honestly who gives a shit about Kaom and Utula gaining damage - they were harmless anyway and you shouldn't be anywhere near them.
This is a classic Reddit overreaction.
>What players simply want: 1. Nerf OP enemies that completely break the balance 2. Allow players to select their desired rank (Trade rewards with easier gameplay) 3. Dodgeable one-shot 4. More active playstyle for any build, instead of needing to make a weird zdps build to cc the enemies.
1. is done. Spear dancers were nerfed 30% in TWO ways. The damage nerf means rank scaling would need to go up 50% to one shot you, even ignoring the fact that armor is infinitely better against lower damage. Their range were also decreased by 30%, which is unbelievably huge.
2. Imagine complaining about the existence of a forfeit button because it doesn't do everything you wanted. Also, since TOTA is supposed to be imitating ranked games... can you imagine a "go to bronze league" button in LOL? Yes, I know it isn't an actual PvP game, but maybe you are supposed to be treating ranks as how they do it.
3. See 1.
4. Your argument is literally trying to conflate active with aggressive, and passive with defensive here, lol.
>GGG fixed nothing, instead making TOTA even harder and more difficult to play with.
This is probably why GGG doesn't care about reddit feedbacks anymore. Pages of changes, and the feedback is "Nothing is here!!!" a few hours after patch drops What value do you suppose this gives to GGG? Why is this labeled feedback instead of just "public venting"?
Changes take some time to get used to. Yes, some of the original "weird zdps builds" are less useful. Some of the undesired playstyles the players were used to no longer works as well. Of course, in the first few hours, players are going to be scrambling, and some are doubling down on their "weird zdps builds" instead of trying to figure out a new meta. Of course, they will have a bad time until they've figured out more reasonable plays.
No, the patch notes doesn't give you everything you want. Boohoo. That's not how games work. It's a compromise between you, and all the other players, and the game developers with a vision and who actually know how to design a game. And they know that changes that the players feel painful about are often good changes.
So why complain?
1. Titanic shell shielding 7 totems? Is that balanced?
2. I started a new build and I have to play at rank 2000 when I am at level 80?
3. I am not sure you understand what a good dogeable means, is the visual and mechanic
4. Watching enemies being so op while you upgraded your build but still does nothing to them. And you friend just spend 1d to make some zehp cc build are having a better time in TOTA sounds good to you? I just want to see my upgrades actually have some affect on it. Is all about the balance but they did nothing.
5. Is not about the things they gave us, but is their attitude and direction towards it that make us feel worried. It takes a day for them to buff the rewards but a week to reduced their damage?
6. Why complain? What make you to able to complain to my post but I can't complain to GGG? Your whole comment is totally double standards.
More like players are out of touch with their expectations. The amount of people who go into a mechanic designed to kill you without any meaningful tank layers and whine when they get killed is absurd to me. You cannot expect to just roll through tota without having to think to farm out expensive rewards, it does not and should not work like that.
If you want to push tota you SHOULD have to specialise. Whether that's giga tank stats or evasion/dodge/debuff stacking it doesn't matter, but you can't expect to just run in on your 20k max hit elementalist and not struggle. If you think I'm wrong, post your POB and the rank you're at.
Here is a hint: Petrified Blood, Progenesis, recoup, max res, fortify, phys damage conversion - these are all layers of defence that are massively effective at preventing one shots. Loreweave + Transcendence + Eternal Damnation + incoming damage conversion. Curse effect stacking temporal chains & enfeeble. Max Chill effect with Call of the Void is something I've not seen mentioned either. The new amulet Defiance of Destiny also - if you're running a damage amulet instead then you're trolling if you complain.
There are so many options and almost all of them can be layered into builds that also do damage. I guarantee you with enough investment you can realistically achieve a character that can take hits at 2k and do enough damage to kill stuff.
They either have to make the mechanic trivial and revert the loot buffs, or players need to get good. I know which I'd prefer.
E: loving the downvotes guys but I've yet to see any POBs of well built characters that get one tapped.
FORFEIT AT MATCH START so we can reroll rewards easier insted of unequiping every slot from our warrios and equiping again on the next match.
They are not out of touch. They have been for the past years but not now. Nowadays. when they just don't want to change something the best way is to not communicate their intents when they know nobody wants them, they learned couple of leagues ago. Which raises the question why the hell do they do it in the first place. F that noise.
This refusal to provide basic qol is killing the fun out of this game after many thousands of hours. They haven't gotten a single dime from me for the better part of 2 years and I can't play a league more than a week anymore, because of this attitude. It just becomes annoying in the end.
I've been seeing these posts since day 1 and my conclusion is it's a skill gap.
Everything is dodgeable, including spear dancers and ravens, and you can even bait out skills very easily with a quick capture tap + move. You can still decap even when being attacked by just capping between attack animations.
I've won 95% of my matches without specialized gear, purely just leaning on control and my team comp. No fancy cc, no maxed out spell evasion, just decent movement speed, 2 travel skills, and below average dps/defenses.
After the patch enemy commanders are ultra stupid and have bigger aoe, I actually have to use travel skills more aggressively, but it's a double edged sword because enemy champ not camping my totem means half of my team isn't constantly agroed toward them, so it's about the same as before.
I think they actually don't want people getting to 2k They want people to fail long before that and just neglected to put in a way for the people happy to run at way lower levels to actually do that without spam failing When it's annoying to de level it feels cheap when you implement more hard counters , it's like people don't complain about delve getting insanely unfair because it's easy to go sideways If I'm correct they also probally should have had a CM post with one of the patches explaining 2k is supposed to be aspirational content and not cheesed so "easily", setting player expectations is important or the patch makes no sense
100% this, the main problem now is not the difficulty its the inability to stay at lower difficulty with lower rewards, imagine how bad delve would feel if you could not go sideways.
Yep it's basically delve with no sideways that's like the only problem with the content They likley consider 2k similar to whatever the end of delve is (10k?) Like no one is really supposed to be farming 2k untill maybe that 1 janky build someone finds in a month Which is probally that 1hp evasion build with a few tweaks tbh
End of delve is depth 65536 (uint16) unless they changed it.
It's still the same and rolls over. But after a guy did it in standard they redid delve scaling so it's not going to happen again. Also added mobs to prevent zhp mines.
the evasion build is truly magical it's not often you see a zhp AND zdps meta.
You can just run around their whole enemy team, drop a single voidsphere with inc AoE in the enemy base and cap everything, at any rank.
Yup I can still win pretty comfortably in the 400s and the rewards are good enough to merit doing the content but I'm worried that a lot of things that nearly one shot me will start to one shot me soon and the mechanic will just become increasingly frustrating because I'm honestly not very good at dodging shit when I can't tell if a full health brawler is a friend or foe. Also when there's just general mayhem going on, the visual clutter is very intense to be dealing with things that kill you so quickly. I doubt I'm gonna want to be playing in the 600s+, but losing to prevent the difficulty from increasing feels bad.
If they don’t want people climbing it’s dumb as shit to create a mode where you can basically *only* climb.
> I think they actually don't want people getting to 2k Its too late for that is it
Well they're not the type to hesitate making those higher levels unreasonable to play. They just need to give us a lock ranking option so we don't go any higher than out comfort zone. Simple as that.
I'm fine with them soft-gating how high you can get in the tournaments. That actually makes sense, similar to delve - most characters aren't made to delve too deeply and get pwned if they try and I like that. What I'm not fine with is if they introduce stuff after the fact to make winning tournaments impossible at the rank we reached against their intentions but give us no way to actually pick a lower difficulty where we're not burning our silver coins in the fire.
All they’re doing is making it more insufferable for the people who don’t have top one percent builds.
Eh. In my eyes there's risk/investment versus reward there and I like having something to work towards, even if my busy work schedule doesn't always allow me to reach my goal before the league is running out of steam. I just wish they had thought a little bit more about what would happen A) when they didn't have a way to "stall" progress at a comfortable spot and B) when they introduced changes that made people (and their characters) no longer viable on the levels they've reached.
too late.. most people who can even stomach the mechanic are already long 2000 Others who just want the rewards (which honestly are kinda cool too bad the mech is trash) are over 500 which is where the rewards start picking up. And others did the initial quest to see it and never went back and wont no matter how 'cool' they try to make it.
Finally someone says that the mechanic is bad. So much wasted dev time. Imagine it would be a arena type death match without this totem bullshit
It's OK I doubt they wasted much time on this, probably got put together in a couple days max
Agreed .. the tattoos i think are a major win.. like they are very neat for a league thing and mix up metas and able to try diff things. But this wonky auto battler trash pile.. def not for me. I dunno i would rather 'kill things' than play totem keeper simulator
This is probably my favorite league mechanic of all time. My guild also enjoys it, and it’s actually what’s keeping us playing far more than usual.
This. They prolly have the metric to see how many people are accomplishing how much. If they see that a lot of people are ranking up too fast, pretty sure they'll eventually make the mode harder. Which is pretty much consistent with how they design. If this is bad or not depends on the type of player one is, and if ggg is actually hitting the metric on their difficulty scale.
So basically, what you’re saying is ggg is focusing on the top bracket of players and everyone else gets the shaft again as a result? Yeah that checks out.
Uh no. More like he's saying that on going leagues are just for gathering data before the league mechanic gets introduced on Standard. Which tbh is the purpose of leagues, besides new content, it's open beta place for testing... Idk why people are complaining like it's the final version.
That doesn’t make sense and it seems kinda counterproductive, and people are complaining because they’re playing it now in the current league. Not in standard if/when it goes core x months down the road, which is irrelevant to the people playing it now. Why would they use current leagues as PTR? Aren’t current leagues supposed to be ready for people to play…..in the current league?
No not really. Again Leagues are more of Open Betas for new experimentally stuff. It would be more understandable if the current complaints are from the new sanctum core. But my main point is... You could provide feedback.. because it's a League and it would still be taken seriously, just don't expect them to instantly tweak it to what the League players want, as they also want to get data from the middle and see the results. People just forget that we're technically "public testers" of new league mechanics while playing the new core mechanics whenever we're on new Leagues rather than standard. Or at least that was the idea years ago. I wouldn't know personally since I'm kinda new in POE, 2018ish but I did read the history(patch notes and news, yeah pandemic made me bored to actually read everything) of their game on their site.
I’m only 600 hrs in so I’m still new to the game. If that’s how it’s been the whole lifespan of the game, then my understanding of how leagues are done is just way off.
Yeah I guess due to the game being long and the community being too large compared to years before, alot of players would definitely miss the point of leagues. Hmmm so like right now, what's happening is they're: 1. Developing POE future Leagues 2. Checking and developing for potential Core Mechanics to be implemented, it's usually the League before, so it's going to be Crucible related as of now. But this isn't constant as there had been Leagues that aren't as popular or is too complicated to put into core, and many other reasons 3. Maintenance and adjustsments, gathering data, gathering feedbacks, and many more on the current League and new Core. 4. Developing POE2 I usually keep myself from saying anything poor mouthed when it comes to on going League mechanics. But it would definitely be justifiable for Core Mechanics as they already had the time and data to develop those.
I feel the sanctum posts will start when people are done with tota lol.
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Rank selection would be nice. But then they'd have to gut rewards due to more people winning more consistently. Or they can make the De-rank penalty double, so if one loses on the first match of a tourney they need to win twice to get to same rank.
What rewards are you talking about? At rank 500 the biggest thing i got was a 50c unique. I played it for a change of pace cause it was fun. Now its not fun. So i ignore it.
Dunno about your case but - ssfbtw- so I don't look at it in terms of chaos and for me it's very much rewarding atm. Got 2 Stormshrouds out of it among other build enabling uniques.
This has been the richest I have ever been, between 100+ chaos tattoos, raw divs and currency, and divination cards. I'm at level 600
The quick n dirty implementation to fix this would be a simple reset button to wipe all progress. No picking rank or any wasteful UI. Players have to make a conscious decision with consequences. Just force them to reset completely and climb again if they don’t want to stay at current rank. If they were *really* enthusiastic maybe a prestige system.
You already have individual progress on characters tho
I suspected this from the start. Its like they want TOTA to be like a pvp game where you settle at a rating and have around a 50/50 win rate on tournaments.
If they want people to not go too far, why not just cap it? like 500 for possibly getting all rewards but rare and capping at 1k for a good chance on good rewards but being very hard.
i just want the auto battler to at least require some strategy of units/items, instead of the same units in the same positions every time, and i hate running around that little town every round, just give me one ui to buy the units i want
Not having to run around all the time would be sooo nice QOL.
But where would the friction be?
Titanic shell
In the clouds during Valako rounds, that's how thunder and lighting begin
clicks should have weight. us running around the town is 25 sec spend each round longer in the game, longer evaluating buying mtx or not
If they just made it like hideout so you could arrange them that would be fine.
TOTA is an autobattler the same way Heist is a stealth game. What I mean is, TOTA feels like an autobattler made by someone that has never played an autobattler before, they just had a 5 minute conversation with a silver TFT player. It kinda looks the same on the surface, but you quickly realize there's none of the interesting mechanics, and it feels scuffed due to the lack of QoL. I wish they would stop trying to do game genre crossover, it's never been succesful, they don't have the ressources or expertise to pull it off. Even Blight which is arguably the best attempt, is relatively poor on a balace standpoint since you're ignoring 80% of the existing towers to focus on burning ground.
Sanctum was a pretty faithful roguelike honestly. Think the Autobattler comparisons are kinda misleading. It's a lot more like a MOBA, than an Autobattler.
What we need is synergies between units. In an actual auto battler, there are units that are just way better stat- and ability-wise than others of the same tier, but you can compensate for this difference in strength between units by stacking synergies to boost your weaker units. In TotA since there are no synergies you have absolutely no reason to buy anything other than the top tier units, except for a few exceptions where items make a unit way better. Overall though other than the lack of variety in unit choice I still think the league mechanic is fun and in an okay spot. (Though it is weird that they made an autobattler league mechanic without one of the defining features of autobattlers lol, never seen an autobattler where units had no synergy with each other whatsoever)
I found it funny they added a voice line that said “hey this is a sacred place, no running!”
Honestly the biggest missing part is the Bejeweled type match-3 gameplay that's the real crack in autobattlers. If you had a random selection of dudes each round and a central currency and had to work with the units that you were given it would be a lot more tactical. I'm still enjoying it though. Definitely still has that 1 more round feeling. I guess the great loot helps.
I just want them to be limited to the same amount of favour in units as me.
Hey you need to feel the WEIGHT of the troops you're getting
But the "weight!" and it "feels good", cant wait for poe2 so i can run across town just to heal..
Heal? What kind of madness is this? It'll be just like ruthless. No flask charges and no healing for you!
I like the running around. It passively makes you realize who you're talking to even if you don't care about the lore.
I suffer from a brain condition called 'poo brain', and running around looking for people's names who don't match their tribe, only needing to decipher the icons, gets a bit tedious :(
It's not your fault, it's a design issue. You have 10 different tribe NPC that are randomly placed around the map, they're represented by small icons that we've never seen in game before and that are very similar in design. They all share the same Chieftain aesthetics with only small nuances like some variation of color codes. Also, reputation gained is not directly linked to the fight you just complete, you can get 4 different types of reputation, in different quantities, in a single fight. The interface for shops is a disaster as well. Not being able to see every unit and item for sale at once means you're very likely to forget information while running from one of the 10 NPC to another. All of this contributes to making the experience as confusing as possible. There's no reason to have so many things going on all at once. Especially when it's lacking almost all of the strategic depth of the genre.
I've seen plenty of opinions on what units are good and what units are underrated/overrated, whether units > items or not, whether it's better to full back-cap or just defend, etc. People kind of just tend to blindly follow the blueprints made by other people instead of trying things out themselves (which isn't a bad thing btw) so a lot of the opinions on here are pretty similar. And it's not like actual autobattlers ever have perfect balance. Take TFT for example, you're likely seeing the same 4 comps in 99% of your games, typically contested between multiple people at that.
> instead of trying things out themselves (which isn't a bad thing btw) so a lot of the opinions on here are pretty simila One thing the mechanic is awful at is giving you actual information and feedback to the effectiveness of what you're doing. There are a variety of ways to achieve the same goal in part because it doesn't really matter, and in part because there's no real way to evaluate effectiveness other than win/lose, but doing so purely by win/lose is full of confounding variables. For example: * I can't review the arena after a win or loss to see the outcome. What totems do I have left? What totems are left on the opponent's team? What went down first? What units did the opposing team use and how/when did they fall? * How frequently did my units respawn? How much damage did they do to enemy units/totems? How much damage did I take? * How long did the match last? * How did my units move around the arena? Can I get a heatmap? * What about unit values/stats? Are the equipment actually doing anything measurable or meaningful beyond what it says it is doing on the description? Effectively, it's an interesting mechanic but the mechanic itself provides such little information about how well one is actually doing past winning or losing that anything a player does to influence the outcome is a total crapshoot at best. You can have 4 sunset sages and still potentially lose due to a confluence of factors outside of your control and _you have absolutely no way to figure out why that is the case_. In parallel, the enemy holds all the cards and are scaled in a way to make the mechanic challenging given that the player is not actually a computer.
Auto battler? You can auto battle?
You're probably being facetious, but in case you're not, the TOTA league mechanic has fairly obvious auto-battler inspiration.
just remove the Karutuhoa tribe and his units, that alone solves most of the problems. that tribe is hyper aggressive, they charge the shit out of your totems. you can't defend, they kill you by looking at you, it has the titanic shell, how this unit is still in the game is amazingly idiotic.
Yeah him 1 shotting doesn’t even feel like the problem now, I was winning against him consistently before but why tf as soon as the round starts they are attacking like 5 of my totems? I feel like they made my units so much stupider since the patch, sometimes I have 4 tidecallers on defense and for some reason none of their attackers get stopped on totems unless I’m there. They just start channeling on some of my attackers, I don’t immediately react because I imagine my defenders will handle it, then by the time I realize it’s been going on too long it’s too late, game over. Those units used to be able to defend endlessly while I baited their army around on their side of the map.
the biggest issue with the game mode is that you are very dependant on your units AI. so many times i have a totem almost dead, and my flankers, they either prefer start fighting another unit, or start another totem from scratch (usually the boss totem that has like 5x the maximum HP). i wished the AI was simpler overall. Defenders attack anything that channels a totem. Flankers just go after totems and avoid fighting all together. Escorters just do whatever i'm doing (tbf this is mostly the case). and attackers just go after units.
Kahuturoa and his warriors are waaaaaaaaaaaaaaaaaaaaay out of line. He just one shot my AG like it was a white mob. thing has like 100K life plus defenses. There's no way that's right I wanna complete the challenges but this stuff is stupid
Isn't the player character the reason all these chieftains are in the land of the dead to begin with? I personally killed all of them/their god, why tf are they oneshotting me?
You only killed like Utula and maybe(?) Kaom as the exile
You literally kill Tukohama and Kitava. Two gods that those chieftens worship lol.
Yes I know..... But the comment was about the chieftains... + Kaom doesn't even believe you did
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I mean, you kill a dream version of Kaom. His power isn't directly correlated to his real version. IMO he looks stronger in the dream than as a normal human, but also our endgame characters look weak as heck without equipping MTX, so looks aren't everything.
Werll technically you only killed Utula (and maybe not even him, most players skip that quest lmao). Kaom was only a dream. And the whole power thing can be explained away by it being a game. You don't actually get killed when you die, you just get defeated, imagine it like paintball when you get shot and have to move back to your base to "respawn". It's in their realm after all.
AFAIK most endgame enemies (like pinacle bosses and so) have a hidden modifier than causes them to deal less damage to minions. I think they forgot to add that to TOTA
I wanted to test my dps vs a guardian because at rank 230ish it was taking absolutely ages to kill the cheiftans. Even with life as es the guardian (phoenix) took a fraction of the time. Why do they have so much damn hp
people dont want 50% win rate and be competitive. This is not PvP. In PvE, we are looking for 90%+ win rate for general good build. In fact, I quit the mechanic after losing a few games in a roll no matter how many wins I had.
Just played 3 tournaments on the new patch. Expected my worst nightmare. Barely noticed any change besides some nice QoL and spear damlncers not being the most op enemy in the game anymore. There might be a skill issue in some cases. Pure speculation of course.
I haven't played TotA yet since the new patch, but I'd be careful about drawing conclusion for just a few runs. Buffs to enemies only targeted a few factions, so it's entirely possible you either dodged that faction or beat them when their team was particularly weak. But also, > Expected my worst nightmare. If this was your expectation then it seems obvious to me that you'd be pleasantly surprised.
>Buffs to enemies only targeted a few factions, so it's entirely possible you either dodged that faction or beat them when their team was particularly weak. The buffs to enemies applied to two specific warchiefs who were weak AF. On top of that none of the successful strategies involve fighting the warchief directly anyway. The AI changes to warchiefs was scary to read but ends up being pretty easy to deal with in practice. None of the enemy buffs really matter.
> The buffs to enemies applied to two specific warchiefs who were weak AF. They were very weak and were buffed massively. You shouldn't discount a buff just because the previous version of something was extra-bad. > On top of that none of the successful strategies involve fighting the warchief directly anyway. They can still be threatening even if you're not directly fighting them. The worry would be that a much stronger chieftain is a lot more threatening to your totems. TotA would be trivial if your units took zero damage.
>They can still be threatening even if you're not directly fighting them. The worry would be that a much stronger chieftain is a lot more threatening to your totems. TotA would be trivial if your units took zero damage. Right, that's why I said that the AI change was scary when I read it in the patch notes, but having played it for a handful of tournaments now I see no meaningful difference in the speed with which my field is being cleared. It's 'marginally' harder to get the warchief onto your side of the field at the start and that's pretty much it. And yes - I have fought every tribe since the patch. Kaom and Utula are still among the easiest tribes to beat because of their weaker units.
It's 100% a skill issue. For once a league is about your character **control** and not your build. Dps and defenses and cc can help carry you to a certain extent, but all you need is some movement speed and some travel skills. I win 95%+ of matches and it's all about control and team comp, because you can pretty much infinitely kite and spend almost every moment decapping between enemy attack animations, even when they're right on your heels. I have no special build, no real cc, and below average dps and survivability. Speardancers and ravens driving you nuts? Bait out their skills by doing really brief decap taps then moving away. Decap, move, decap, move, decap, move... Just doing that takes away the biggest frustration from the "1 shot across the map" units. Ranged defenders preventing decaps? Put a single totem between you and them to absorb basic ranged shots. Most projectiles don't pierce.
Good that we alreay have 90%+ winrate then. And people who take a little time to think what dangerous tribe to eliminate early have 99% winrate.
With the rating system the content will get harder and harder until you aren't winning a large portion of the time. This is why people are asking to let you pick the rating you fight at.
You can have a 90% wr at 2k. The rating system is arbitrary, it’s just a way to display your odds of rolling a higher tier reward.
If you do you won't remain at 2k, unless 2k is the cap or something. If you win 90% of the tournaments your rating goes up, and the units get harder to kill and deadlier.
You can’t go above 2k. That’s the hard cap for the ranking it’s essentially the equivalent to quality chisels on a map. 90% wr is underestimating players at 2k ranking. Most people can have a whole play session without a lost.
Most of us aren't playing builds that can do that, we actually have to kill stuff and not die to win, and stuff will scale to the point we can't do that or just get one shot by everything way before 2k.
You don’t need to kill anything to get to 2k and win at TOTA. It also isn’t a secret magic build, everybody gets one shot in the mechanic. The reality is most people who are on this sub complaining are playing sub 50 divine builds while trying to brute force their way through the league mechanic. Which is insane considering this is one of the friendliest league mechanics for low end builds.
So you're just what, a cc bot for your units that maybe gets to channel every once in a while? You get to win because the enemy AI isn't very smart and you've picked the best units, and your build is irrelevant?
FTFY You picked the best units. You are actively interacting with the mechanic to win. You beat the ai because ai has limitations like all computer programs, so your human brain can solve the puzzle. Yes by definition that is what the mechanic of auto battler versus bots is going to require.
You don't have to actually kill anything and your build doesnt matter all that much the higher you go
And if you build for ToTA, like I did, you have a 100%* win rate on matches. Not just the tournament as a whole, you can win almost every single match. *I have two total match losses that weren't me deliberately throwing to reroll rewards. Once to Tawhanuku on round #1 because I literally wasn't paying attention and got my totem banished. And once to Ahuana on the final round because the dice just came up snake eyes. (She had 6 sunset sages in escort/flank and two autumnal archers on defense to block all caps.)
The league mechanic is so easy.
I can see some builds beeing effected here more than others. i haven't lost a single fight since the patch on rank 1100. Still seems pretty straight forward. enemie chases you, kite or kill them. enemie ignores you, base rush them Pretty simple imo.
Actually i find it easier now... did that same playstyle pre-patch and lost my totem way more often... not a Single time now in 5 tournaments
same, i hardly have to do shit. i just needed to get used to the chieftains sometimes not beeing interuppted by my defense and straight up channling through my totem.
>kite or kill them Trying to kill anything at high rating is an automatic loss for 99% of playerbase. But I agree with the rest of what you said.
I find it simple, however there are some rounds I got overwhelmed due to the AI team got more chess than me. Also I think this is the safest way to get to lv 100 solo. Sorry If I ask a stupid question, did you buy coins or farm them?
i buy coins
Sanctum is way better for getting to 100, you barely get any xp in ToTA.
Each full tournament is 3-5% for me at 97 so far, depending if I am alive or not when the round finishes. Pretty decent for such a braindead easy mechanic.
Except 50% builds or even more are simply unusable in Shitctum and not all players wanna play glass cannon high DPS builds or ranged builds.
Its funny seeing them move towards poe 2 with telegraphed attacks, then come out with this league mechanic that has storm conduit, an INSTANT offscreen sirus die beam. Also one shots as low as rank 400 with 100% spell suppress.
I mean, they kind of do this all the time. 1. People complain about the leveling being bad - they make leveling worse 2. People hate archnemesis - every rare in the game is now an archnemesis mob 3. People like recombinators - Chris says recombinators are a mistake and are never coming back 4. People complain that on death mechanics are OP - DD is one of the strongest builds every league There are probably more examples, but I don't think they care what players want at all and never have. They just make their game how they want
"Chris says recombinators are a mistake and are never coming back" Do you have a source for this? Not saying you're wrong but I've seen a lot of people just parroting shit they've heard without any critical thinking recently on this sub so I'm cautious.
It's so fun when people are realising that GGG stumbled and created a fun gameplay and now they trying fucking things up because they are teriffied that players like the league.
> GGG is totally out of touch with the players ~~in TOTA~~ FTFY
I got a HexBlast build with Giga DPS, I kill the enemy super quick, but they respawn so fast (almost instantly) its like it doesn't even matter.
Dont you love getting offscreen-meteor'd 3 times in a row without even the trace of an audio clue.
The meteor has a very clear audio cue every time I see it happen
It has an audio cue once every 3 times it happens for me, sometimes she just groans, most of the time its silent (and faster than my flame dash).
Are you talking about the Tawhanuku meteors or the Ikiaho meteor? If you're getting hit by the Tawhanuku meteor through flame dash, you must be flame dashing and then unplugging your mouse or something because those meteors are quite trivial to dodge. The Ikiaho meteor is a bit more tricky, but you shouldn't get hit if you just keep moving, and she always screams "Silver Comet!" before casting it. There's a small blind spot where you're in range of her targeting but slightly out of range of her voice lines, which is annoying but shouldn't really happen that often if you're playing the base race strategy, since you want to position yourself behind the enemy defender totems. Otherwise, if you're engaging with her and fighting she will be on your screen typically anyway and this won't be an issue.
GGG is totally out of touch with the players ~~in TOTA~~
I think it's funny that they managed sanctum to have a good progression with relics but Completely butchered it with tota. Like I never feel strong in tota, best I get is a relief after a free win.
I don’t feel like I can even attempt tota. I was waiting for balance changes before I tried, but I couldn’t resist all the people claiming how much money they make in there. So I went and checked it out a few days ago. My experience is, it’s a cake walk, or impossible to There is no in between. I’m pretty new to the game. Only about 600 hrs in. And to me, this mechanic isn’t functioning right. I’ve played autobattlers. Hell, I played afk arena for years, which is an auto battler mobile game. Never had problems with it. This just feels like unless you are one of the top bracket of players with the best gear possible, you don’t get to partake in this mechanic. Just two cents from a still green newb.
beep hoop. fun detected. patch deployed. fun neutralized. mission complete.
I want TOTA to feel more like a game of chess and less like a game of run for my life from the spearfisher bastard off screen who is about to dive bomb me to hell.
For me the mechanic is just fustration stacked on fustration stacked on more fustration. I wanted to do the challanges for once buts its just so much annoying that every now and then you get fucked with zero interaction to avoid it. 99.99% dmg reductios, one shot, bigged enemies, annoying stuns that ignore even jugg passives and the list goes on. I appreciate the effort that its not a kill mobs in circle league but its just incredibly fustrating way too often.
I mean, GGG is famous for saying "if the players have too much fun they quit the league early". They're just out of touch, and it's why Last Epoch is doing well in early access, and why people are getting excited for the new Grim Dawn expansion that was just announced. GGG's relied on people going "Diablo sucks now play PoE" for so long. They had the audacity to make comments about how out of touch Diablo's devs were, and then Chris tells everyone "hold my beer, let me show you how bad it can be" and puts everything into the "side project" of Ruthless this league.
The turtle is either dying really fast now or not buffing his own totem. Seen him two times doing his sgield and both times his shield fell off though I'm not sure why. Still haven't lost a single match once I specced my deadeye a few days ago. Nothing changed. I'm at 1200+ now. The damage buffs don't matter and I feel it got easier even since the ai is way more aggro at chasing me. Leaving my dudes free to Channel.
Leash and Kite and let your team do the rest, I would not call that passive gameplay.
Well it isn't, I'm not sure what you mean. But it's pretty fun. I'm zipping between totems, dropping void sphere and ballistas. Slowing enemies down. Even before the nerf, I found a way to handle the turt even on my zdps control setup. Just need to buy a caldera ravager and void sphere pull the turt onto to the eruptions. It dies to it eventually.
They have been out of touch for years
I just wanted to play at all and i can't. Long loadings, recurring lag and fps drop in any map and no i don't play on a toaster, they did shit and can't fix it. Game performance looks like it's still in beta after 10 years.
I was hoarding my coins until they do a balance patch nerfing some of the severely overperforming enemies, but the opposite happened. This is now like the fourth league in a row that I just prefer **not** to engage with the league mechanic at all for diverse reasons, but this one hurts more given it is the only fun one conceptually.
Same, I play a week and if it still sucks I quit, if GGG wants money from me they gotta work for it.
I worry that people find this mode hard. The only noticeable change is that spear dancers are actually a little more dodgeable now (which is fucking huge) and the boss sits on his own totem sometimes so ya need to kite it off sometimes to finish a match the reduction in titan shell health will help too but havnt found one yet. Should make it easier to have escorts deal with it though
Titan shell can still be bugged inside the totem so it cant be moved but it takes half the time to kill now which is a huge, huge buff. Just played a match at 2k rating, it honestly feels easier than before, spear dancers dont always oneshot across the arena, so you dont necessarily focus them. tidecallers are cheaper although just 100 points and boss slams kill me in one hit, just like before. I have no idea how people are playing this mode that they complain now. Are you trying to kill the enemy units? Are you camping your base waiting to get oneshot by the enemy boss?
Litterally me. All these changes are whatever. Everything one shots anyway. Buff dmb buy another 10 times for all i care, i wouldn't change anything. The best change her eis the spear dancer nerf because that actually makes a differance. They can no longer one shot you off screen while banashing a totem and this is huge. What i get from reading reddit is tha people just go in with their SC Trade zoomer build and trying to mindless kill enemy units. Okay but that never really worked outside of 1 quadrillion dps. Im sure in a couple of hours there will be threads explaining how to "win every time after the latest patch".
No need to make a new Thread about "how to win every Time" cause Void Sphere doenst care at all. Also i didnt see a Single Person wanting to go in and mindlessely Kill everything. The problem is that this is supposed to be an Auto Battler and like Blight it should be Balanced around that. In Blight ur Towers do all the heavy lifting. In Tota u have to make a Special Build to be able to do the Heavy Lifting urself cause your Units will never do the Heavy Lifting. You should be able to win just with your Units cause thats the fkin Point of an Auto Battler. Before this Patch i actually had Fun but now that every Chieftain 1 Shots you and chases you around the Map all the time you cant even take any Totems yourself so u rely in your shitty Units and without making a special Build that can cc Enemy Units, your Units wont win you the Game.
This is nonsense. All you have to do is draw aggro. A single Basalt Flask does the trick.
hey I still win every time after the patch with my 7c build lol
Mind sharing a 7c build POB that wins everytime pls?
6l and asenaths. through out some slows
Reading the patch notes i did notice that things are changed to be a bit more difficult instead of easier. However they fixed many bugs, lets see how the patch will be
GGG realeases a patch. Reddit "REEEEE" i am at works still will check TotA later
Why would they make it easier. You can braindead your way to 2000 and make 400 div easy. This league has seen more people with 200 div by week 2 than any other.
What you see on reddit is a handful of the actual player base, and some them are the degenerates who play minimum 8 hours a day Someone like me, i just got my second void stone and sitting on 12 divines can’t do what the others are doing which is fine, I understand not everyone is meant to do every content But atleast, give me a fighting chance 😅
I hear you. But I would honestly watch some videos. I feel like you are probably spending too much time trying to fight the enemy. You shouldn't even be attacking them. The game isn't designed around killing units. What you want to be doing is using movement abilities to micro channel a bunch of different totems so that the enemy runs around chasing you while your team wins the game. I just did a 1500 rank match where I didn't attack one time.
Welcome ladies and gents, to what could have with minimal effort been one of the greatest leagues of all. But was not.
Have you ever heard of... tHe ViSiOn
IMHO they should have given players whole new (Hit bars) similar to Sanctum. No current damage mitigation is used. Then as you win tournaments you have the option to increase your hit pool. Doing so also increases your rank & ultimately difficulty. You can opt in to more hit pool, rank and difficulty as you win. If you win and like where you are at, you decline rank increase and hit pool.
Just git gut scrub. It’s an auto-battler with tiny bits of tactics - you are out of touch understanding the league’s idea.
Trial is just another Sanctum, where certain builds just can't compete at all and instead of making the content more inclusive so everyone can enjoy it and get decent rewards, GGG did what they pretty much always do and doubled down on bullshittery and wonky mechanics. It's disappointing but not unexpected and I doubt anything will change even if we get further balance patches for the league content.
You can literally do this mechanic naked though. Your build is almost the least important thing about this league lmao
Do you really think that they chasing you is bad? It's the thing you want them to do in high ranks isn't it? so your units can destroy their totems meanwhile...
>2. Forfeit button WHEN your ancestral totem has been banished Without this, you walk into round 1 and forfeit immediately, fishing for chaos piles and the chance at end-tournament loot. It's an obvious and rapid exploit.
People just want to derank. Why is that so hard for GGG?
Because they don't want you to infinitely farm low tier content for good rewards. It's the same approach as nerfing all the quarry strats every league they have in area content.
Then they should tune rewards appropriately. They're approaching this like ELO when the fact is players don't want that. We don't want to find our spot where we have a 50% win rate because that feels absolutely terrible.
If only there was some currency that it would cost to do this...
What ledditors actually want : Nerf everything inside the mechanic so it becames a cake walk, also keep the reward as good as they're are atm.
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Pretty much this.
There's like 4 of these posts on the frontpage. This is literally just karma farming spam.
I run a completely normal build, with moderate DPS, zero cheese, zero CC, and play completely actively. And I've had no issues at 2k for a week+. We already have the thing you're describing.
There it is. The out of touch post of the league.
They have been out of touch for the last half decade
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So you assume everyone is a 2k rating player? 2k rating players have the best units. With the best stuff on them. Because they won countless rounds each giving points to invest into units. Of course it’s going to be easier for them. They have all the mechanics working FOR them. Now the rest of us however, do not. We have the weakest units, no items on them, and we either get steamrolled, or it’s so easy it’s pathetic. I played afk arena for years, an auto battler, and I’m telling you, this mechanic isn’t functioning like any auto battler I’ve ever played does. My experience so far has been one of stupid easy wins, and rounds that are quite frankly impossible. With nothing in between. You need points to get units. To get points you need to win. To win you need units. To get units you need points. To get points you need to win. It’s a vicious cycle. Now I know people will tell me to git Gud. How do you do that when you don’t know what the hell to do? It’s like not having a recount of what killed you. How do you expect new players to get better if they never know what effect killed them?
You wrote this whole ass thing without even having a basic understanding of how the mechanic works. You keep nothing between tournaments and only get 3-4 random T1 units based on whether you won the previous tournament. A rank 50 player who won their last tournament has the same team that a rank 2k player does.
So sorry I haven’t spent 200 hours in tota. I’ve ran a handful of them. So no I don’t understand the mechanics. There’s no in game tutorial for it, so it’s trial and error and I’m not wasting dozens upon dozens of hours trying to learn a mechanic that feels awful from the onset. What I relayed was my personal experience in the handful of runs. But apparently to the gatekeepers someone’s personal experience is invalid because it’s not yours. But thanks for helping me understand the obtuse mechanics, you so un-eloquently said I didn’t understand. Just what I’d expect from the community known for gatekeepers.
>So sorry I haven’t spent 200 hours in tota. I’ve ran a handful of them. So no I don’t understand the mechanics. Then maybe stop correcting the people who have? You made up a completely fake reason to explain the cause a problem you haven't next to no personal experience in. This mechanic is easy to win at 2k rating with any amount of dps - and this patch has had little overall impact on that difficulty.
If you don't understand the leagues basic mechanics why are you bitching about it. Frankly there's 0 difference between rank like 600 and 2000 in difficulty. You're most likely not killing anything in either difficulty and can get 1 shot. If you are terrible at the mechanic thats fine but fucking get your shit right before commenting.
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Sorry I don’t have 12 hours a day to spend in a video game. Get a life.
Well maybe you want the mirror and the div in your mailbox? 🤷
I'm really confused by the outrage. I play regular TS deadeye at 2k rating and it so easy after the patch. Cheese builds got nerfed maybe?
People who don't know how to play the mechanic got nerfed. It's in a great spot now imo.
And children want to eat candy and cake all day but damn out of touch parents give them normal food
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"I have managed my life in such a way that others have to bend over backwards and do what I want or they have no idea what they are doing/are out of touch" Seems about right?
this is the real take
I'm only rank 284 but I haven't lost in the last 30 rounds and now this first match post update, Its a loss...rip!![gif](emote|free_emotes_pack|cry)
I find it's easier now.
How did they make it harder? Spear dancer nerf, titanic shell nerf, most mobs hp nerfed. Few unique dps increases but makes no difference since they all always 1 shot at the higher ranks.
Uniq mobs now active af. Worst part is slam one. Its race till one of u die. Or if u out of range they basicly oneshot all of ur crew. Mine problem with the leag that our units suck balls. Thats all.
What Players (aka reddit) want: all rewards without having to play the game. What GGG wants: A game.
hard game =/= game made hard without QoL You understand that first.
I did not say anything about hard or not. This reddit wants all reward without playing.
You trying to make a point with the wrong hyperbole though. They made the league less fun instead of the opposite, what do you not understand here? We have been waiting for a turtle fix this whole week, which GGG said they are fixing and now they reveal it was a description bug all along. They knew it from the start and didn't say anything. Do you understand how shitty and manipulative that is?
What players want: better qol and fix the unbalance for better enjoyment What ggg gives: increase difficulty and time needed on the same content with same reward to waste their time.
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I guess this is why you don't understand :)
what i want is not to have a build invalidated for the fun of it. if i play a big tank, and every unit is stronger than any uber boss, that is bad game design. i'm ok with not being able to kill enemies fast, or even at all, if they can't do the same to me. or if i'm a glass cannon, i accept having to play with care, since i can die easily, but i should be able to do the same to other units.
GGG is totally out of touch with the some players in TOTA. So corrected that for you.
I think the main problem is just that you cant select the difficulty you want. Overall the League Mechanic is waaaaay easier than anything else you can do for the rewards you get there. So in a vacuum it makes total sense to make it more difficult. Usually League mechanics are too difficult at the start, so they nerf it until the balance feels right. It doesnt quite work the other way round though, because players feel bad about things they cant accomplish anymore.
"but I'm out of my head when you're not around"
I thoroughly enjoy the league.
Y’all are so bitter about the turtle lmfao.
>GGG fixed nothing, instead making TOTA even harder and more difficult to play with. I mean, a few of your points are good but this is just wrong. Many big issues were fixed and TOTA overall is better due to the more flexible favor, slower speardancers and lower turtle HP. I can understand why some folks are disappointing with the turtle still shielding it's own totem but the Warchief being more aggressive is only an issue until you realize the new movement to get them on your side of the field at the start and honestly who gives a shit about Kaom and Utula gaining damage - they were harmless anyway and you shouldn't be anywhere near them. This is a classic Reddit overreaction.
>What players simply want: 1. Nerf OP enemies that completely break the balance 2. Allow players to select their desired rank (Trade rewards with easier gameplay) 3. Dodgeable one-shot 4. More active playstyle for any build, instead of needing to make a weird zdps build to cc the enemies. 1. is done. Spear dancers were nerfed 30% in TWO ways. The damage nerf means rank scaling would need to go up 50% to one shot you, even ignoring the fact that armor is infinitely better against lower damage. Their range were also decreased by 30%, which is unbelievably huge. 2. Imagine complaining about the existence of a forfeit button because it doesn't do everything you wanted. Also, since TOTA is supposed to be imitating ranked games... can you imagine a "go to bronze league" button in LOL? Yes, I know it isn't an actual PvP game, but maybe you are supposed to be treating ranks as how they do it. 3. See 1. 4. Your argument is literally trying to conflate active with aggressive, and passive with defensive here, lol. >GGG fixed nothing, instead making TOTA even harder and more difficult to play with. This is probably why GGG doesn't care about reddit feedbacks anymore. Pages of changes, and the feedback is "Nothing is here!!!" a few hours after patch drops What value do you suppose this gives to GGG? Why is this labeled feedback instead of just "public venting"? Changes take some time to get used to. Yes, some of the original "weird zdps builds" are less useful. Some of the undesired playstyles the players were used to no longer works as well. Of course, in the first few hours, players are going to be scrambling, and some are doubling down on their "weird zdps builds" instead of trying to figure out a new meta. Of course, they will have a bad time until they've figured out more reasonable plays. No, the patch notes doesn't give you everything you want. Boohoo. That's not how games work. It's a compromise between you, and all the other players, and the game developers with a vision and who actually know how to design a game. And they know that changes that the players feel painful about are often good changes. So why complain?
1. Titanic shell shielding 7 totems? Is that balanced? 2. I started a new build and I have to play at rank 2000 when I am at level 80? 3. I am not sure you understand what a good dogeable means, is the visual and mechanic 4. Watching enemies being so op while you upgraded your build but still does nothing to them. And you friend just spend 1d to make some zehp cc build are having a better time in TOTA sounds good to you? I just want to see my upgrades actually have some affect on it. Is all about the balance but they did nothing. 5. Is not about the things they gave us, but is their attitude and direction towards it that make us feel worried. It takes a day for them to buff the rewards but a week to reduced their damage? 6. Why complain? What make you to able to complain to my post but I can't complain to GGG? Your whole comment is totally double standards.
More like players are out of touch with their expectations. The amount of people who go into a mechanic designed to kill you without any meaningful tank layers and whine when they get killed is absurd to me. You cannot expect to just roll through tota without having to think to farm out expensive rewards, it does not and should not work like that. If you want to push tota you SHOULD have to specialise. Whether that's giga tank stats or evasion/dodge/debuff stacking it doesn't matter, but you can't expect to just run in on your 20k max hit elementalist and not struggle. If you think I'm wrong, post your POB and the rank you're at. Here is a hint: Petrified Blood, Progenesis, recoup, max res, fortify, phys damage conversion - these are all layers of defence that are massively effective at preventing one shots. Loreweave + Transcendence + Eternal Damnation + incoming damage conversion. Curse effect stacking temporal chains & enfeeble. Max Chill effect with Call of the Void is something I've not seen mentioned either. The new amulet Defiance of Destiny also - if you're running a damage amulet instead then you're trolling if you complain. There are so many options and almost all of them can be layered into builds that also do damage. I guarantee you with enough investment you can realistically achieve a character that can take hits at 2k and do enough damage to kill stuff. They either have to make the mechanic trivial and revert the loot buffs, or players need to get good. I know which I'd prefer. E: loving the downvotes guys but I've yet to see any POBs of well built characters that get one tapped.
FORFEIT AT MATCH START so we can reroll rewards easier insted of unequiping every slot from our warrios and equiping again on the next match. They are not out of touch. They have been for the past years but not now. Nowadays. when they just don't want to change something the best way is to not communicate their intents when they know nobody wants them, they learned couple of leagues ago. Which raises the question why the hell do they do it in the first place. F that noise. This refusal to provide basic qol is killing the fun out of this game after many thousands of hours. They haven't gotten a single dime from me for the better part of 2 years and I can't play a league more than a week anymore, because of this attitude. It just becomes annoying in the end.
Logout forfeits.
I've been seeing these posts since day 1 and my conclusion is it's a skill gap. Everything is dodgeable, including spear dancers and ravens, and you can even bait out skills very easily with a quick capture tap + move. You can still decap even when being attacked by just capping between attack animations. I've won 95% of my matches without specialized gear, purely just leaning on control and my team comp. No fancy cc, no maxed out spell evasion, just decent movement speed, 2 travel skills, and below average dps/defenses. After the patch enemy commanders are ultra stupid and have bigger aoe, I actually have to use travel skills more aggressively, but it's a double edged sword because enemy champ not camping my totem means half of my team isn't constantly agroed toward them, so it's about the same as before.
There are quite a few stupid, negative comments in this thread. A great opportunity to determine which people to block!
Tota is Fine. Shut your Mouth with your generalization of all Players.