Fortress pulse-explosion

"
"
Toforto#2372 wrote:

No. And forcing players to play boring tanky zdps build is bad. People should be able to play whatever they want, this kind of unavoidable damage in any game is bad design. Just a cheap way to kill your character, nothing more.


Except nobody is being forced into some tanky ZDPS setup. You can be perfectly durable and still deal big damage, this isn’t some exotic, unattainable concept.

People can absolutely play whatever they enjoy, but that doesn’t mean GGG should balance content around the weakest, most suboptimal builds in the room. If a build folds to a check while others walk through it without issue, it’s pretty clear GGG hit the mark on how they want the mechanic to function. Whether we like it or not, the characters getting skill-checked are the ones at fault, not the design.

And it cuts both ways, if only hyper-tanky low-damage builds were succeeding while everything else crumbled, then we’d call the tuning off. But that’s not what’s happening here with this tiny check.


All that "filtering" does is make less people play the game. That's bad lol, yes you are absolutely forced into playing something you don't want to if a game mechanic is like this. No "checks" are happening here, only overtuned game mechanics. Objective fact.

And the only builds that have high damage and tankyness cost hundreds of divines, I ain't spending weeks farming that. Unless you can hand me a guide to follow and copy+paste, that is also cheap and easy I refuse to play a tanky build. And by cheap I mean less than 20 divines. That's a problem with the game, not the player. All the content has outscaled the average player way too hard.


And the amount of threads complaining about hive fortress speak for themselves, clearly many people agree that this pulsing damage is a bunch of nonsense.
Except you’re mistaken, I already gave a breakdown of real scenario numbers for what most characters look like. Total ZHP builds getting filtered are a tiny minority. Player retention numbers are consistent with previous leagues, so no, this simple check isn’t driving people away, most aren’t even affected because they aren’t getting filtered.

If you’re losing interest over a single check, maybe it’s worth looking deeper into what’s really causing the issue instead of blaming the game.
Revisit your build, add some defense, and you’ll have no problems. Ironically, it’s not even difficult this league, given how generously the tree provides strong gear. That's a n objective fact and not a biased opinion.

Or, if you don’t fully understand the basics, which seems likely, given the idea that “more HP = tankier”, take your the time to learn them. But like many others who are enjoying the game, some instead focus on complaints about things that aren’t problems because they haven’t adapted or learned basics. We rush challenges via carries, get frustrated when skill-checked in alc&go maps, rush the forums to complain about the game being at fault for everything , all while we're making the experience more stressful for ourselves than it needs to be.

That said, I’ll disengage here, this discussion is just arguing for the sake of arguing. You’re failing a simple check, and that’s on you to fix your character, not the game. That’s an objective fact.
Windows 11, 9950X3D, RTX 4090, 96GB DDR5, 14,100 MB/s SSD, 15,360x2160p @240Hz Ultra 4K Gaming & Workspace Powerhouse
"
Except you’re mistaken, I already gave a breakdown of real scenario numbers for what most characters look like. Total ZHP builds getting filtered are a tiny minority. Player retention numbers are consistent with previous leagues, so no, this simple check isn’t driving people away, most aren’t even affected because they aren’t getting filtered.


Nah its most definitely the game. And I've already said, the explosion damage only ever oneshot me in 1 corrupted red map with rippy modifiers, it shouldn't be affected by map mods. In all my hundreds of maps I always escaped the Hive Fortress, I can just see that many others have this complaint and that clearly something is wrong with the damage numbers of this thing during the escape sequence. Makes 0 sense that this periodic explosion damage gets me to half hp in most maps, but in one singular map it oneshot me. That's bad balancing.



And for your information, I did all challenges myself except t17s and uber bosses, because I was too lazy to do those and don't enjoy t17s at all. Even for the Eagon challenge all I did was Horizon all my random Eagon maps into Beach,alch them and rush to the boss then repeat. It was boring and monotonous. I easily completed 40/40 in under a week, and I'm proud of that. Nobody is getting "rushed with carries" here, I just love throwing my currency at people to solve my problems faster. Because I will always do everything in the easiest,quickest way possible. This is why I play SC Trade, I can buy my way to everything. I can buy all my gear, I can buy my perfect 6-link and have it forever, with 0 risk of losing that item. I can just throw divine orbs at any problem and solve it. That's the beauty of a sandbox gamemode like SC Trade.
To be honest they should add a stacking debuff to the waves, causing the character to take more or increased damage. In the current state they don't even tickle or move the HP bar at all.

They've already changed it that players don't lose the entire loot upon failing the escape sequence, so it be good to increase the risk/reward case for escaping alive. You want to get the full reward? Well make it outta there alive.
Flames and madness. I'm so glad I didn't miss the fun.
Last edited by Pashid#4643 on Nov 17, 2025, 3:11:12 AM
"
Pashid#4643 wrote:
To be honest they should add a stacking debuff to the waves, causing the character to take more or increased damage. In the current state they don't even tickle or move the HP bar at all.

They've already changed it that players lose the entire loot upon failing the escape sequence, so it be good to increase the risk/reward case for escaping alive. You want to get the full reward? Well make it outta there alive.


All your loot still drops if you die in a fortress, the only things you lose are graftblood and wombgift drops. They made that change in a recent patch. So now there is basically no penalty for dying in there, since you can farm graftblood and wombgifts from normal,easier breach encounters in any map.
"
Pashid#4643 wrote:
To be honest they should add a stacking debuff to the waves, causing the character to take more or increased damage. In the current state they don't even tickle or move the HP bar at all.


Totally agree, while it already clearly serves its purpose as a check, it’s heavily undertuned. The baseline mechanic is there, but it should hit even harder, hit faster, and have a much higher ceiling.
Windows 11, 9950X3D, RTX 4090, 96GB DDR5, 14,100 MB/s SSD, 15,360x2160p @240Hz Ultra 4K Gaming & Workspace Powerhouse
"
Toforto#2372 wrote:


All your loot still drops if you die in a fortress, the only things you lose are graftblood and wombgift drops.


That's what I meant to say
Flames and madness. I'm so glad I didn't miss the fun.
agreed on the increased damage taken debuff.

Report Forum Post

Report Account:

Report Type

Additional Info