Feedback: A few things I've thought about during Keepers of the Flame league

Defenses
Playing SSF, I still feel like primary defenses still need work. I played a character using the new Foulborn The Coming Calamity with the Lone Messenger keystone on it, which locks you out of auras, on a Templar wielding a staff, so I basically had no defenses. No real sources attack block. Not on the Spell Suppression side of the tree. No Determination or Grace. Too far from significant +max resists. Can't work in a physical damage conversion chest, obviously... Just an abysmal amount of armor and energy shield provided by my gear (and an anointment to give me a chance to gain Endurance Charges when hit), which becomes near impossible to upgrade to the level of defenses required at end-game while also grabbing other essential stats. Now maybe I could be blamed for simply creating this character in the first place, rather than passing on it (and don't get me wrong, I am terrible at this game), but I think the game could provide more avenues for rectifying deficiencies in defenses for players.

I feel like there may too much power in defensive auras and too little power in gear below triple T1 defense rolls on everything. And keeping in mind that we are also expected to have sufficient damage in order to progress to and through end-game, it becomes difficult to work in one or more of these auras on every build. There's also flasks and the sense I get that the expectancy is having 100% uptime on them. I mean, there is a reason that Mageblood is considered so desirable and unfortunately, it may be for all the wrong reasons.

Soul Eater
WHY does this exist? Still? Seriously, I don't want to explain all the ways why it's a complete BS mod, if you don't know already, you REALLY haven't been paying attention to the community or playing the game. Just remove this mod already and give Headhunter a small chance to gain Soul Eater for x seconds on killing a rare monster. Done. No one will miss it.

Port Shipment Bonus Quotas
Kind of a minor criticism, but I really dislike that the bonuses for shipments basically require you to be running red maps for huge amounts of ore and farming with high tier farmers for hours or days before you can fulfill them. It feels like you are locked out of this mechanic until the very end game and is not very casual-player friendly. Why did this have to change from the initial mechanics of Settlers league in which the port quota bonuses started low and increased as you fulfilled them? I thought that worked fine. I understand that you guys wanted to drop the whole building Kingsmarch thing, but this seems detached from that.

Keepers of the Flame
I just wanted to end with something a little more positive by saying I really enjoyed the league. It did have its problems of course, primarily walls everywhere in some zones, but the Foulborn uniques and grafts were a great addition to the league and were very interesting and fun to play with. I really have no major criticisms of the league, so great job.

Thanks for reading.
Last edited by D623932883#0055 on Dec 4, 2025, 1:08:59 AM
Last bumped on Dec 4, 2025, 1:04:37 AM

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