40/40 Review of Keepers of the Flame | One of the best leagues I've played in a while

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Esubane#6099 wrote:
>Someone actually has fun
>Shitstorm breaks out in the comments

Fun isn't allowed apparently lol.

You missed the point. I am not saying that league is good or bad, I just disagree with
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Toforto#2372 wrote:
The curve from leaguestart till November 12th. Looks more healthy than other leagues to me, game is still peaking 80-100k players every day consistently.

Data clearly shows that in recent times it only apply to Necropolis League. For some reason he disagrees with me because "vibe".
On Probation Any%
Last edited by Dxt44#4050 on Nov 15, 2025, 12:31:43 PM
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Esubane#6099 wrote:
Atlas tree is old as hell and needs serious revamps. Because every league same shit happens - we invest everything into quantity, map mod effect and scarab drop rate. Generic crap.


Hot take: GGG axing +30% effect of explicit map modifiers is a good idea, and should be expanded to remove the nodes entirely. Nobody cares about "tile" leagues, because minmaxing map juice for raw drops are infinitely more valuable in loot, which is why we have so many people in the forums right now crying about poverty league. Lowering the map juice ceiling means all leagues are equally viable in profitability.

No, buffing tile leagues isn't the solution, because now you're devaluing the loot exclusive to them through increased supply.

Also, T17 and by extension T16.5 maps were a mistake for the exact same reasons.
PoE players: Our game has a wide diversity of builds.

Also PoE players: The [league mechanic] doesn't need to be nerfed, you just need to play a [current meta] build!

And the winds will cry / and many men will die / and all the waves will bow down / to the Loreley
Last edited by Pizzarugi#6258 on Nov 15, 2025, 1:03:47 PM
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Esubane#6099 wrote:
Atlas tree is old as hell and needs serious revamps. Because every league same shit happens - we invest everything into quantity, map mod effect and scarab drop rate. Generic crap.


Hot take: GGG axing +30% effect of explicit map modifiers is a good idea, and should be expanded to remove the nodes entirely. Nobody cares about "tile" leagues, because minmaxing map juice for raw drops are infinitely more valuable in loot, which is why we have so many people in the forums right now crying about poverty league. Lowering the map juice ceiling means all leagues are equally viable in profitability.

No, buffing tile leagues isn't the solution, because now you're devaluing the loot exclusive to them through increased supply.

Also, T17 and by extension T16.5 maps were a mistake for the exact same reasons.


Yeah, I think they should delete all modifier effect nodes from the atlas tree. The reason they nerfed it so hard is so people don't scale certain map mods to stupid values that disable your regen or something. If all the effect nodes are gone, and they buff actual league mechanic rewards then suddenly you will have wayy more points to spend so you can actually spec into more than a single league mech on your atlas tree. Right now I only have points to spec into strongboxes,influence of choice and the rest goes to scarab and modifier effect nodes+guardian map drop nodes+eagon memory tear chance nodes.
You are not forced to. You can spec freely into 3 league mechanics and combine them if they make sense. Ritual + Delirium have always been good and reliable together, for one.
It always makes me giggle when a player posts a new set of data "refuting" what I wrote with the words "You are wrong"....


When the data expressly illustrates every single thing I wrote. A sharp decline in ALL leagues of about 30-40% after the first 3 days, with varying degrees of retention thereafter: with the CURRENT keepers league being at or above at least half of the previous 10 leagues, from a percentage and trend standpoint. AND how unreliable such data is when you do ZERO statistical analysis on it.

Granted...you got a lucky COINCIDENCE that the two leagues chosen on the first page of this thread with percentages ALSO had better retention going into week 3.....they are STILL the wrong data and aren't telling the story you THINK they are telling.


This is why we can't have nice things. It's also why any further conversation is an exercise in futility.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Nov 15, 2025, 3:29:38 PM
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Yeah, I think they should delete all modifier effect nodes from the atlas tree. The reason they nerfed it so hard is so people don't scale certain map mods to stupid values that disable your regen or something. If all the effect nodes are gone, and they buff actual league mechanic rewards then suddenly you will have wayy more points to spend so you can actually spec into more than a single league mech on your atlas tree. Right now I only have points to spec into strongboxes,influence of choice and the rest goes to scarab and modifier effect nodes+guardian map drop nodes+eagon memory tear chance nodes.


The fundamental design shift happened in 3.24 Necropolis league.

This is where they changed scarabs in a drastic way. You no longer had tiers of scarabs (rusted to winged), but rather many types of scarabs that do various things. Some of them can be even used in multiples per map, up to 5 (which is maximum amount of things you can insert there, sans the map itself)

Up and including 3.23 Affliction your Atlas farms were usually comboing 2 or 3 league mechanics together. Like Harvest with Expedition. Both benefit from pack size, both are close on the tree. It was just 1 scarab per mechanic anyway.

Current scarab design disincentivizes running more than 1 main league mechanic. You spec into it and put ALL remaining points into generic crap. More scarabs, more quant, more map mod effect yada yada. This is the same every league starting from Necropolis.
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Esubane#6099 wrote:
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Toforto#2372 wrote:
Yeah, I think they should delete all modifier effect nodes from the atlas tree. The reason they nerfed it so hard is so people don't scale certain map mods to stupid values that disable your regen or something. If all the effect nodes are gone, and they buff actual league mechanic rewards then suddenly you will have wayy more points to spend so you can actually spec into more than a single league mech on your atlas tree. Right now I only have points to spec into strongboxes,influence of choice and the rest goes to scarab and modifier effect nodes+guardian map drop nodes+eagon memory tear chance nodes.


The fundamental design shift happened in 3.24 Necropolis league.

This is where they changed scarabs in a drastic way. You no longer had tiers of scarabs (rusted to winged), but rather many types of scarabs that do various things. Some of them can be even used in multiples per map, up to 5 (which is maximum amount of things you can insert there, sans the map itself)

Up and including 3.23 Affliction your Atlas farms were usually comboing 2 or 3 league mechanics together. Like Harvest with Expedition. Both benefit from pack size, both are close on the tree. It was just 1 scarab per mechanic anyway.

Current scarab design disincentivizes running more than 1 main league mechanic. You spec into it and put ALL remaining points into generic crap. More scarabs, more quant, more map mod effect yada yada. This is the same every league starting from Necropolis.


Yeah I know, its pretty boring how it is atm. Like I want to be able to spec into at least 2 or more league mechs so my maps are more fun lol, maybe in 3.28 we'll get a bigger endgame rework, if they also completely revamp t17s to what they want them to be in that patch aswell. And the old tiered scarabs up to winged were more fun for sure, if you got a high-tier scarab drop you knew it was rare and would probably sell for something. Now in the game even if you get a "rare" scarab it will most likely be 1c because its not used in any of the giga-juicing strats.
@Esubane: that's not my quote lol!


The problem with relying on individual league mechanics to carry endgame profit and NOT ubiquitous buffs across the board.....is that all of those mechanics were designed to be differently rewarding. They remain differently rewarding. And their passive trees affect their rewards in different magnitudes.

It is MUCH harder to balance completely different mechanics so that choosing any 2 or 3 would "work".....than it is to simply put most of the "profit" behind ubiquitous buffs that anyone can use with ANY league mechanic.


Had they done proper balancing all this time on every single endgame system and the atlas passive tree....this might be an easier task. But now? It likely will take a full dismantle and rebuild.


Explicit modifier buffs have a two-pronged action that actually WORKS (functionally) much better and easier than any other possible design they could do:
It increases difficulty of EVERYTHING, while increasing the reward of EVERYTHING.

Yes....its more boring. But its also functionally more balanced for everyone. It actually allows you MORE opportunity to spec into whatever league mechanic you desire while still maintaining a challenging and rewarding experience.

But the problem is that people have grown to see non-maximum %effect as a waste of time. Which is kind of a self-made problem. It's FOMO winning out over individual ACTUAL fun choices.



TLDR:
Min/Max endgame farming will ALWAYS ALWAYS ALWAYS be Fomo-driven and unbalanced. It's an unsolvable problem, but the explicit modifier atlas passives were the easiest way to KEEP it balanced for more people and choices. Old school league-mechanic driven design resulted in AWFUL league disparity.
Starting anew....with PoE 2
Last edited by cowmoo275#3095 on Nov 16, 2025, 12:38:39 PM

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