Challenge League Post-mortems

GGG, THANKS !
2 very telling things in bloodlines. half talking about how great keepers of trove is ..when it isnt. I cant tell you how excited i get knowing how many alteration shards im going to get.

the other half of the paragraph talking about how p-link was not terrible design because..


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"it's a hardcore league so we want it to be challenging and at times, really difficult"


im sure p-link and necrovigil are just really challenging and not actually garbage. no matter how many times ggg can be told that it is simply bad they are daddy and know better. thats why it was a super dead league right ? ...
10 lbs of intelligent thought in a 2 lb post.


Particularly, Invasion was actually a little fun for being so crazy (in the first days where it felt like things could just nearly off-screen kill you at will.) But eventually, it mostly just felt like we got shafted dealing with this crap with little reward, while Standard go to play with Strong Boxes which sounded really cool.

I'd think that having the two leagues be more similar could help avoid the chances of such possible ill feelings that some felt.

I imagine that if both leagues were doing ghosts; each could have a couple ghost types that are unique to them. With some bits of unique content allowing for bits of unique flavor. Like putting different condiments on a hot dog or hamburger.
+1 rainbow moon sock of awesome
I've always thought it would be better to just do a standard and hardcore version of basically the same league
i <3 minesweeper
Warbands was utterly boring and I did not try Tempest.

If anything ever makes it to the core game, I'd like a reason to stay in the normal gameworld and for the normal gameworld to be much, much larger. It takes just minutes to get from one end of, say, Ledge to the other. With the way the game works there's no reason it shouldn't take at least twice as long. The world feels extremely tiny since Awakening.

The map system is super dull and only done by anyone because of the reward mechanics/penalties. Tiny areas that just recycle the same basic layouts a few times over.
The change makes sense, good stuff.
Buy the ticket, take the ride.
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XRacKS wrote:

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Chris wrote:

Rampage (Standard, August 2014):
The Rampage league introduced the idea of kill streaks. It was not a particularly popular feature and was eventually not added to the core game except in certain niche circumstances.
We learnt that good challenge leagues involve the environment/monsters changing, rather than characters' abilities. We also noted that Rampage was the only league that made the core game easier without any additional challenge.

IMO Rampage was a really fun way of adding "speed" into poe the gameplay felt much faster and "rewarding"... Keeping the streak up was fun and a nice "flow" came into play.

my 2 cents


The problem with that speed is that if you had the damage to sustain rampage then you didn't really need that boost to begin with.
Awesome post and analysis, looking forward to seeing the lessons learnt implemented in forthcoming challenge leagues....
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An important difference was that Beyond was actually pretty rewarding, but in a subtle way. Players found substantially more items due to the demons, but didn't really notice. We learnt that item rewards need to be more spikey and noticeable, otherwise they can damage the economy silently.


who wrote this bs? didn't notice cause the items didn't exist.
"We don't want to take away the feeling of closing your eyes and Exalting an item, scared to see whether you ruined it or not." - Chris Wilson 3/10/2021
Last edited by XeroSlayer#4000 on Oct 9, 2015, 7:53:09 PM

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