Fortress pulse-explosion
" I think it really depends on the build. We've seen some decent durable ts deadeyes even in hc, and still see some even after the ability was nerfed and nuked from the popular list into the orbit. The average deadeye who would die without HH,or still even die with hh buffs, yea those builds were crap or just pure mf greed min-max. Flames and madness. I'm so glad I didn't miss the fun.
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" Nah, if you lose all exp on death I'd just pay for 5-way legion rota carries, or do Sanctum all day where I have 0 chance of dying. I will always go around the death penalty, cus its an outdated mechanic that doesn't belong in any game in the current year lol |
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" If 5way sticks around forever. " Every game with a death penalty disagrees with you. But I guess the death penalty is working as intended to filter the target audience it's designed for, cause players who don't die or don't die a lot don't get bothered by the penalty being a thing. Flames and madness. I'm so glad I didn't miss the fun. Last edited by Pashid#4643 on Nov 15, 2025, 10:10:43 PM
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" It's not filtering anyone, all it does is teach players to avoid all risk and play safe content till they level up. And you don't want anyone being "filtered" anyway, that's less players=less profits for this game. They already nerfed exp in 5-ways, so yes they're staying kekw PoE's death penalties are just far too harsh, even the devs themselves realized this with Hive Fortress loot, which is why this change was made so now all your loot still drops from all mobs you killed, even after you die while in there. That's how it should be, that makes sense. Being senselessly punished by a game while you're already down however, does not make any sense at all. This silly exp loss on death is just a forced HC mechanic inside SC. It does not belong in this gamemode. Its the same as forcing people to play Hardcore, or Mediumcore in a game when they clearly did not choose this. That's really bad. Imagine a game punishing you for playing it, even when you chose the easiest mode, that's ridiculous. |
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" That’s you? " I’m honestly a bit confused here, and I’m sure others are too, because what’s being said across different threads doesn’t really line up. In this thread you’re claiming the build is uber-viable, but in the other topic you mentioned buying uber carries. That already suggests that either the build, or your experience with it, isn’t quite ready for those fights. So why do we make up false stories just for the sake of trying to find arguments to defend your build? A quick look at the build also matches what many people have already pointed out, it’s not really an optimized setup, and definitely not a reliable all-content build. A day one league starter at best but that's about it. You could try to use it as an uber slapper, but that requires strong mechanical experience since the build doesn’t have the burst of actual uber one shot farm setups, or survivability to take hits. Given all this, I don’t think it’s really accurate to advertise this as a good build, especially if you keep voicing frustration about frequent deaths, or claiming content is too hard. That’s almost entirely the result of the build’s natural bottlenecks. Even sticking to T16 alc&go as the practical limit, with 120d investment, deaths are still common, and carries are needed for basic content. That alone speaks volumes about the build’s actual performance. When this keeps happening across threads, it starts to take credibility away from the feedback. Every comment on something, people will naturally notice: “Ah, this guy is bottlenecking himself again,” especially when the death penalty or content difficulty gets called out as a problem, when in reality, those aren’t the real issues of the game. Ultimately, the changing stories highlight a lack of awareness of how the build performs, or perhaps an unwillingness to take accountability for choices and instead blame the game.| I suppose this is also one of the reasons why carry runs are unhealthy for the community. Suboptimal builds often go unrecognized by their own players, and instead of acknowledging their limitations, the blame is placed on the game itself. This is why a higher death penalty, and the outright removal of carry shortcuts, could be beneficial. It would force players to confront the fundamental issues in their builds the moment they hit a wall, rather than brushing them off because carry services patch over the flaws. Otherwise, players continue to insist their builds are perfectly fine, while everyone else can point out a hundred reasons why they’re not. Windows 11, 9950X3D, RTX 4090, 96GB DDR5, 14,100 MB/s SSD, 15,360x2160p @240Hz Ultra 4K Gaming & Workspace Powerhouse
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"HP doesn't equal being tanky. The game gives you multiple layers for defense. Utilize them. "You can always pay the ransom if your highly optimized 120D build, that also melts Uber bosses and can do all content, somehow ends up getting farmed by a boss that rivals campaign difficulty encounters. |
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" I literally have videos of me fighting and killing 6/7 of the uber bosses. I don't have to prove anything to anyone lmfao I buy carries cus I'm lazy. Why spend currency on boss invites and waste time doing them when I can get em complete guaranteed for 1-2 divs from a carry? Better to buy a carry guaranteed than to risk losing 6 portals. This is always true. Literally makes 0 sense. I will always do the fastest and easiest/least risky thing to achieve my goals in this game. And T17 are cringe content that will get reworked next patch, ofc I'm gonna buy carries for those too. I can do uber bosses whenever I want, I just don't feel like it. And my build is perfect, I have all my bis gear at this point. Its fully optimized, there's no other gear left to buy and nothing to improve. |
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" Hp does equal tankiness. A build with 2k hp is less tanky than one with 6k. And no thanks, I'm not gonna copy the same boring checklists like suppress on every build. That's boring, which is why suppress got nerfed, if you ask me it should go down to 30%. And not every build can reach ranger side of the tree lol And I have no clue how exactly the pirate bosses are anything like a campaign boss? They're way harder. Also paying the 50k gold to the bosses makes you lose your shipment rewards, so I'm getting punished for choosing to not fight the boss? That makes so little sense its ridiculous. If I pay the 50k gold the pirate guy should leave my ship and it should still come back with all the loot. The game basically forces you to fight them if you want your rewards, and forces you to risk losing a whole team of NPCs. That's so backwards. But whatever, back on topic. This mysterious explosion periodic damage should have just been a set number unaffected by map mods or anything else, or a % of your hp to make it fair towards all builds. Then everyone would take the same damage and it would be fine, nobody would get oneshot by this. That's the simplest solution to this problem. |
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malachai is harder in the campaign than the pirate boss, so is piety and a9 shav and deodre.
The pirate boss poses no threat to a well rounded build. |
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" Not everyone wants to play a tanky HC build. |
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