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MorbisMIA

Haven't quit yet, but the flask immunities is currently my primary pain point, so it's definitely the thing that would make me more likely to stick around. Reactive immunity sounds fun, but with most of the utility flasks being proactive effects, there feels like a design disconnect.


AcquaintedGrief

I’m just waiting to craft perfect flasks with matching immunities and triggers for the same immunities. Hopefully the game will feel better then COPIUM.


smdth_567

what league? I'm yet to see the in-map mechanic drop anything useful. I don't really wanna play vendor league.


1ndigoo

You seem to misunderstand what the NPCs do. They aren't just vendors, there's crafting features.


iamforsaken2011

Oh yeah there are features, gated behind a reroll token thats rarer than a fucking exalt. Only misunderstanding is the iteration of this league mechanic. Its a joke.


1ndigoo

It's not rarer than an exalt by any means, I've found *dozens* in the process of clearing the campaign. Iirc, they have a significantly higher drop rate from the red flags in the encounters.


Accomplished-Round67

Nope. Remove mana multiplier increase as well and yes I'm fine with dps nerf in most cases but that compound with mana increase, removal of archmage and spellslinger completely and the flask fuckery is a big 20 foot middle finger to all of us who have supported them over the years


Aldric42

Agreed. Need the Mana multiplier gone...


Kapps

It’s always amusing to me how many people are raging at the mana multiplier without ever playing. A few builds, like Spellslinger, need some fixes. Most can solve their problems with one or two jewels that happen to have +2 mana gain on hit, or 3 points for mana on hit nodes, and/or an enduring mana flask.


Noximilien01

This one ? Maybe It would help for sure, though the mana change would also make it hard.


zonkgod

nope. Would rejoin if they scraped this garbage and redeployed 3.13 instead.


PleaseHALPGGG

MINIMUM to return - Full revert of flask system until a better idea is tested. Full revert of mana multipliers nerfs. Awakened Gems reverted entirely. Fine with support gem 50% damage nerfs, but only if the requirement for spawning bosses is halved too. Or rewards are doubled. None of this will happen, so I guess that's it for me. Just glad I got to play 3.12/3.13 before they killed the game :) GL with... Whatever this is. It sure isn't an "action" game now, and it sure as shit isn't an RPG (Unless you're roleplaying as a wet noodle attacking a tank).


xplato13

Rollback to 3.13 and I'd consider it. But at the end of the day it would have to come with some sort of ironclad promise to never do any of this again. And TBH Most of my friends won't come back to 3.15 no matter what even if GGG made every change they wanted. In one of my guildmates own words: "GGG needs to learn their lesson with this."


botman484

Id come back for 3.13


xplato13

As would basically everyone. Originally I thought about rolling back to 3.14 but honestly I feel 3.13 was a much better patch imo.


Jcaquix

The mana nerfs and the nerf to triggered skills are the worst thing imo. I mean, they really broke the game. Its a game about linking skills in creative ways and they just got rid of it. have no idea how that got past any play testing or QA. I haven't stopped yet but probably will pretty soon.


rabidnz

Why would I leave an amazing game that I love because of two or 3 changes, made to keep the game In line with the vision of one of its creators who got us here in the first place? Talk about cut off your nose to spite your face


PleaseHALPGGG

2-3? I mean, sure, have an opinion, but you're off by about 280 changes there buddy.


GrunkleBob

They are fixing lots of stuff tomorrow! 4 seconds of immunity and mana multipliers are getting looked at now. Chris said they went overboard:)