Why the hell is Sanctum a core feature of PoE now?

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ladish wrote:
The thing that bugs me is:

sanctum was a specific game mode league that is very rewarding but requires specific cheese builds to enjoy optimally. Goes core, people rejoice.

tota was a specific game mode league that is very rewarding but requires specific cheese builds to enjoy optimally. Goes on failed league dumpster, people rejoice.

Sometimes the echo chamber giveth, sometimes the echo chamber giveth the finger.


sanctum on release was doable if you had enough skill and with shitty gear. all you needed to do was "dont get hit"

sanctum now has rare mobs which can potentially ruin an entire run if it has a bad combination against you. also now the mobs hit extra hard as defences now matter in sanctum.

as a sanctum enjoyer theres a lot i enjoyed on release that has been changed in a way that now i hate it and actively skip it.

but i guess i do rejoice that it returned somewhat.

tota on the other hand, was a gear check. unlike sanctum where you could use skill to overcome it, tota made you race against the pc so being META is the best way to play it. if your dps was piss poor or had problem doing aoe, you might as well not do tota.

[Removed by Support]
PoE has become , some sort of a game platform , where players can chose to play their favourite games . Some play Delve , some play Heist , some play Sanctum , etc . Allowing Sanctum to exist in the game will not make people who hate it , to quit the game . But removing Sanctum , might make player who enjoy it , to leave the game . And that's bad business .
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exsea wrote:
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ladish wrote:
The thing that bugs me is:

sanctum was a specific game mode league that is very rewarding but requires specific cheese builds to enjoy optimally. Goes core, people rejoice.

tota was a specific game mode league that is very rewarding but requires specific cheese builds to enjoy optimally. Goes on failed league dumpster, people rejoice.

Sometimes the echo chamber giveth, sometimes the echo chamber giveth the finger.


sanctum on release was doable if you had enough skill and with shitty gear. all you needed to do was "dont get hit"

sanctum now has rare mobs which can potentially ruin an entire run if it has a bad combination against you. also now the mobs hit extra hard as defences now matter in sanctum.

as a sanctum enjoyer theres a lot i enjoyed on release that has been changed in a way that now i hate it and actively skip it.

but i guess i do rejoice that it returned somewhat.

tota on the other hand, was a gear check. unlike sanctum where you could use skill to overcome it, tota made you race against the pc so being META is the best way to play it. if your dps was piss poor or had problem doing aoe, you might as well not do tota.


tota wasn't a gear check (which would imply good gear / high dps makes it easy) - it required completely unique builds to do it effectively (in fact mostly zdps builds). If anything current sanctum in the core game is far more of a gear check in that they inflated all the health pools by 3-4 times. But everyone apparently agreed with you so tota and its unique playstyle are never coming back.

I like sanctum too for the record.
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ladish wrote:
But everyone apparently agreed with you so tota and its unique playstyle are never coming back.

I like sanctum too for the record.


i would say tota is unique. i wanted to like it but as you pointed out, you needed very specific builds to be able to do it well. when i tried tota, all i ever did was feel frustrated.

we actually for the first time in a very long time, found a use for chance to flee gem. but GGG wasnt happy with it.

if tota was reworked to make the gameplay more aligned to the rest of POE, it would lose its uniqueness.

to go further, i really dislike the idea of having specific builds to clear specific content.

currently theres a small handful of mechanics that come to mind.

1. ultimatum. even if you have super high DPS. you need a level of tankiness or else you simply will fail the encounter
2. HOTGM. one can argue slotting anti block skill gem can solve the blockers in this map, but if you're running a chaos build, your build just fails to work.

as for sanctum... i really prefer sanctum on launch. havent really touched sanctum nowadays.
[Removed by Support]
tota was probably the most accessible league.

You could even do tota 2000 rank naked if you picked your team well.

There was some RNG and zdps builds made it even easier, but it was the least punishing mode as far as gear is concerned.

You could be permadead and still win the match.
How to fix sanctum:
Mind you I don't know all about it so a lot might be wrong.

First you make the progress lock in.
Every stage you clear gets saved.
If you die and lose all resolve, you can try again later and continue.
When you finally finish the last boss you get all the loot.

To allow all builds to play, like pure armor with regen jugg who can't dodge or block anything, you make a cap for life(and ES) regen based on which resolve regenerates. This should be balanced to making resolve drop to 0% if you just facetank a fight non stop, 25% if you move out to avoid some attacks, 50% if you avoid a lot of attacks, 75% if you avoid most attacks, and 100% if you take only a few hits.

Same with block builds, dualwield or shield, should be instant recovery of resolve. Scaled and balanced and capped equally to the above.

So now it doesn't matter if you are full armor/ es/ life/ regen/ dodge/ evasion/ melee block/ shield, no matter what build, all defensive mechanics have a way to help mitigate total loss of resolve.

I mean is this not a simple fix approach?

2 worst things about sanctum:
- you fail once, you lose all progress.
- only evasion/dodge/traps/minion/totem builds get to shine while others wipe
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EasyTimes wrote:
How to fix sanctum:
Mind you I don't know all about it so a lot might be wrong.

First you make the progress lock in.
Every stage you clear gets saved.
If you die and lose all resolve, you can try again later and continue.
When you finally finish the last boss you get all the loot.

To allow all builds to play, like pure armor with regen jugg who can't dodge or block anything, you make a cap for life(and ES) regen based on which resolve regenerates. This should be balanced to making resolve drop to 0% if you just facetank a fight non stop, 25% if you move out to avoid some attacks, 50% if you avoid a lot of attacks, 75% if you avoid most attacks, and 100% if you take only a few hits.

Same with block builds, dualwield or shield, should be instant recovery of resolve. Scaled and balanced and capped equally to the above.

So now it doesn't matter if you are full armor/ es/ life/ regen/ dodge/ evasion/ melee block/ shield, no matter what build, all defensive mechanics have a way to help mitigate total loss of resolve.

I mean is this not a simple fix approach?

2 worst things about sanctum:
- you fail once, you lose all progress.
- only evasion/dodge/traps/minion/totem builds get to shine while others wipe


You're right, you actually never did a sanctum run?
We already have quite good defense Systems for sanctum. Even a double strike armor only build can easily clear sanctum. We are not talking about original sin or something but standard runs.
Also no to try again mechanics, that is the whole point. No regen outside of tradeoffs. If you don't want to interact with resolve(which is essentially your plan) don't play sanctum.

and your worst things about sanctum:
Yes, that is the point of a roguelike/light mechanics. Which is the point of sanctum. Don't like it? don't play it, there are other playmodes.
No, not even close. I clear that shit with selfcasting and bowskills, with strike-skills and slams. Its just a matter of knowledge and relics.

But that is the point here, you all want zero invest, zero knowledge and all those shiny divines that can potentially drop. Or you you hate that others can get it and you don't so it must go!!!
Current Build: Penance Brand
God build?! https://pobb.in/bO32dZtLjji5
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First you make the progress lock in.
Every stage you clear gets saved.
If you die and lose all resolve, you can try again later and continue.
When you finally finish the last boss you get all the loot.


So basically you want to make a mechanic that is a rogue like...not behave like a rogue like?

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To allow all builds to play, like pure armor with regen jugg who can't dodge or block anything, you make a cap for life(and ES) regen based on which resolve regenerates. This should be balanced to making resolve drop to 0% if you just facetank a fight non stop, 25% if you move out to avoid some attacks, 50% if you avoid a lot of attacks, 75% if you avoid most attacks, and 100% if you take only a few hits.


No it shouldn't, like any content in the game, there are builds better than others in that content and that is how it's supost to be, the idea of "everyone with any build that exist should be able to do x mechanic".

"Why cant I do uber maven with my 50k dps LA with 2k health?I should be able to play the game like everyone else".

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So now it doesn't matter if you are full armor/ es/ life/ regen/ dodge/ evasion/ melee block/ shield, no matter what build, all defensive mechanics have a way to help mitigate total loss of resolve.

Resolve mitigation is a tiny part of sanctum, it practically does not matter. What does matter is having good dps, and NOT GETTING HIT.

Armour, evasion and energy shield already mitigate in different ways, but having those will not make it so you cant/can complete a sanctum, it depends on if you know how to do sanctum or not.

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- only evasion/dodge/traps/minion/totem builds get to shine while others wipe



You can complete a sanctum with any single build that exists. Is it optimal?No.Will you fail alot of times?Yes.But is it possible? Of course.
Last edited by Satan on Feb 10, 1692, 10:00:00 PM
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iuiulitza wrote:
PoE has become , some sort of a game platform , where players can chose to play their favourite games . Some play Delve , some play Heist , some play Sanctum , etc . Allowing Sanctum to exist in the game will not make people who hate it , to quit the game . But removing Sanctum , might make player who enjoy it , to leave the game . And that's bad business .



At the same time i doubt all leagues mechanic carry over to POE 2....
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I am a high play time player and I hated both Sanctum and TODA and largely skipped the league mechanic and certainly never touch the "revised" Sanctum. But that doesn't mean that I am against having it in the game since some folks like it. Because of the Scarabs and Atlas Passives I say bring on the bloat and keep everyone happy.

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