State of Blight Mechanic ~ 3.25 Updated

Good Changes
- Blight Scarabs allow us to create more engaging, rewarding & / or simplified encounters

Outstanding Issues / Concerns

- Blight maps ARE maps, but are unaffected by blight nodes on the atlas tree. Investing into a mechanic that is only the most beneficial when NOT doing what should be the "most rewarding" content from drops in this category is honestly quite bad.

- Cassia will follow a single character around the map / blight map and prioritizes this unhelpful behaviour over building towers. This is especially a major concern in multiplayer, if one player is building towers but she follows another player who wants to just kill things. Maybe have towers build themselves rather than require her to be present for their construction?

- Blight towers can and will deal no damage if the player isn't near at times, or stop functioning entirely even. this is especially prevalent and brutal in blight maps where a tower would stun or slow enemies in any way, alongside not dealing damage.

- There are still fringe case scenario's where a monster can become immortal in a blight map and will NOT die, often even being the last monster alive.

- Cassia has an amazing dialogue where she says "see this growth" that is not repeatable aside from the very first time she is encountered in a league.

- Some blight layouts are FAR more brutal than others but don't necessarily provide better rewards for the players efforts and the difficulty.

- Performance issues

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Thoughts, Opinions & Feedback

If a blight encounter has multiple lanes that proceed from all directions instead of 1-3, then that encounter has GREATER rewards. Otherwise its an arbitrary difficulty spike that serves no purpose but anger when a blight has 6 lanes towards the pustule that are in completely different directions with next to no overlap for towers. Just why.

Something many tower defence games often have is a way to spawn enemies faster, while there are a few nodes on the tree that have this its not something directly in players hands while doing blight in map. This is relevant because many players don't want to do blight because of the locked in timeframe of the mechanic, especially a blighted / blight ravaged map. Consider something to change timeframe of blight encounters.

Blighted & Blight Ravaged maps are identical and not necessarily engaging. We are provided a fairly large area where we need to build dozens of towers to defend multiple lanes. One of the above mentioned issues with this is that sometimes a lane won't be cleared by towers because for whatever reason damage is
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occassionally
not correctly being dealt when the player is not on screen with the tower. This can also lead to performance issues where enemies are building up and not being eliminated at an appropriate speed, then when everything catches up lagg spikes occur.

I would like to suggest Blight Ravaged maps be the Reverse of blighted maps. Blight ravaged maps would have fewer lanes and mobs would spawn FROM the pustule and are attempting to disseminate outward. Our job is to prevent their escape with towers as before. One lane is dedicated to bosses and is staggered in boss releases / boss speed so we are ACTUALLY fighting these bosses and seeing whatever designs they have. The encounter ends when all bosses have been defeated and whatever trickle of enemies that remain after the final one is slaughtered.
State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3568084

State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3568078

State of Harbinger Mechanic: https://www.pathofexile.com/forum/view-thread/3568062
Last bumped on Sep 4, 2024, 12:22:41 AM
Blight just feels bad to run compared to other content in the game. The drop rates to items such as Prismatic Oils and double implicit amulets are atrocious, and some map layouts (and lane/tower spawns) are plain bad + an automatic encounter fail.
GGG only caters to their beloved league sheep and whales, majority of whom treat Standard like it doesn't exist. Not everyone enjoys temp leagues.

If you're a price fixer, item flipper, forum brown-noser or an advocate of P2Annoy MTX you're probably already ignored/muted. You won't get my items.
Too bad poe servers chug with blight. Main reason I block it.
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shardklaw wrote:
Blight just feels bad to run compared to other content in the game. The drop rates to items such as Prismatic Oils and double implicit amulets are atrocious, and some map layouts (and lane/tower spawns) are plain bad + an automatic encounter fail.


I agree about some layouts just being automatic fails. There are times when I initiate blight and just see six lanes simultaneously erupt from the pustule and I'm like @%#$ that shit I'm out.

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roundishcap wrote:
Too bad poe servers chug with blight. Main reason I block it.


Yea when too many enemies spawn from the lanes it can either chug server or frames and just becomes unplayable on occasions. Even worse when There are several lanes of enemies and you suddenly die from one of the mobs attacking you and you have no idea what actually killed you or how.
State of Beyond Mechanic: https://www.pathofexile.com/forum/view-thread/3568084

State of Blight Mechanic: https://www.pathofexile.com/forum/view-thread/3568078

State of Harbinger Mechanic: https://www.pathofexile.com/forum/view-thread/3568062

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