Today's Hotfix for Heist

The community will be pleased with these changes, while Tarke will not. Might this be why Tarke didn't end up working at GGG?
...So what's the point of alert level at all, now? I get why you completely gutted the league gimmick, but like, cmon.
Last edited by nskLantash#4654 on Sep 22, 2020, 3:00:57 AM
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nskLantash wrote:
...So what's the point of alert level at all, now? I get why you completely gutted the league gimmick, but like, cmon.


To reduce the amount of chests you open
Although i was running heists with a super tanky build to ignore fightning monsters at all and felt like i was a megamind, removing alert increasing from monster kills will benefit everyone so damn good. Looking forward, thanks for all the fixes, your data analysys is really good.

Edit: some rogues' current abilities will become a lot less effective or even useless. I wonder how the balance will look like eventually...
Last edited by aefoa#3559 on Sep 22, 2020, 3:20:07 AM
sounds great, GGG you are the best !
[Blessed by Support]
nice
appreciate it, ggg, especiall the last point
noice! but what about nerfing heist mob damage a lil? they are insane even on a white map x'D also blueprint drop rate?
"Now all that's left is for you getting on your knees."
if you know thank me:) i'm dying to find out x'D
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DistantBliss wrote:
The community will be pleased with these changes, while Tarke will not. Might this be why Tarke didn't end up working at GGG?


Might it be that no one cares about what Tarke thinks? I think so
I must say I don't like the reduction to number of monsters behind doors and the way they will now don't use their abilities all at once. I found it fairly trivial to work around it - just have a movement skill and of any kind and get behind them. Works everytime. Kinda kills the rush of "get the timing right"

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