0.4.0c Hotfix 13

This is such a weird change coming a whole month after leaguestart. The change to Holten spawns were obviously coming, but nerfing one of the two ways to make currency right now is just weird.

Even more, players who already built their pyramids will now lose most of their hard work setting it up. It literally takes weeks to reach the point some of the players reached and You're now deleting it.

Not sure if this is how the game should be balanced.
For players who have already completed their temples, they only need to upgrade and lock the rooms at the end of the chains to keep farming, with almost no impact on them. In contrast, for those still building their temples, expansion has become nearly impossible. This is because each step now requires upgrading and locking rooms, along with far more stringent room combination rules. For example, previously you could add Rooms A and B in one go and then lock Room B, but now you must follow the sequence of A-B-A to upgrade the final room to Level 2 before you can upgrade and lock it. Players who lack Intelligence Rooms will gradually lose all their rooms due to a shortage of locks.
Ironically, this nerf to room rewards has actually boosted the gains of players with fully completed temples. This is because profits stem from disparities. As everyone floods the market with Currency D, it in turn erodes their individual purchasing power. Players with completed temples can still rake in substantial profits (compared to regular map farming). For instance, Fubgun can still earn over 30 units of Currency D plus several rare Unique items per run, while the average player’s earnings will dwindle to zero. Previously, the dynamic might have been 80% of players earning 10 Currency Units each and 20% earning 50—with the latter group making five times as much as the former. Now, it has shifted to 80% of players earning a mere 1 Currency Unit and 20% earning 20.
In the end, players who have finished building their temples can keep farming because their profits are still far higher than those who haven’t, while the majority of incomplete temple owners end up as the losers. It’s safe to say that this patch—especially the mechanic that restricts locks to only Level 3 rooms—fully exposes GGG’s lack of understanding of the gameplay they themselves designed.
Please revert the lock medallion changes, its so hard to progress now. You basically need +1 medallion every time you wanna progress. Its so blatant that you guys never played temple. Hire a play tester, and actually respect their opinion. The player base is actually enjoying the game, you can see the retention going to today, and just because of this hotfix, the player base will drop.
So there's a legacy temple layout inside an ongoing league? Do you even think before making drastic changes like this GGG ?
a bunch of fools
Worst patch ever.
Alright I have other games to play. Path was fun for a bit. That was allot of hard work.
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For players who have already completed their temples, they only need to upgrade and lock the rooms at the end of the chains to keep farming, with almost no impact on them. In contrast, for those still building their temples, expansion has become nearly impossible. This is because each step now requires upgrading and locking rooms, along with far more stringent room combination rules. For example, previously you could add Rooms A and B in one go and then lock Room B, but now you must follow the sequence of A-B-A to upgrade the final room to Level 2 before you can upgrade and lock it. Players who lack Intelligence Rooms will gradually lose all their rooms due to a shortage of locks.
Ironically, this nerf to room rewards has actually boosted the gains of players with fully completed temples. This is because profits stem from disparities. As everyone floods the market with Currency D, it in turn erodes their individual purchasing power. Players with completed temples can still rake in substantial profits (compared to regular map farming). For instance, Fubgun can still earn over 30 units of Currency D plus several rare Unique items per run, while the average player’s earnings will dwindle to zero. Previously, the dynamic might have been 80% of players earning 10 Currency Units each and 20% earning 50—with the latter group making five times as much as the former. Now, it has shifted to 80% of players earning a mere 1 Currency Unit and 20% earning 20.
In the end, players who have finished building their temples can keep farming because their profits are still far higher than those who haven’t, while the majority of incomplete temple owners end up as the losers. It’s safe to say that this patch—especially the mechanic that restricts locks to only Level 3 rooms—fully exposes GGG’s lack of understanding of the gameplay they themselves designed.


You summed it up perfectly.
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g00dbye#3334 wrote:
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It blows my mind how people don't see the league was ruined the moment the unintended way of using the temple was discovererd lol.

imo, just delete everyones temples.
purge everyones divines, might as well farm tears now.


unintended? are you delusional?
some rooms stick to eachother, rooms have numbers representing their effect-
THIS IS LITERALLY THE MECHANIC
THIS IS IT
THATS HOW IT WORKS

it was tested by one intern who has like 3 other jobs

but UNINTENDED? WHAT?


The only unintended interaction is holten tech. Everything is working as intended. The amount of loot given by temple with stacking room modifiers was intended, but that intention was also balanced by the supposed time needed to built temple in endgame map, which was 1 crystal per 1 map. Everything would be fine if Holten unintended interaction nerfed / fixed, resetting all the temple made that way, and giving more than 1 crystals in endgame map.

But nobody in GGG are competent enough to think of this solution.


I would agree with that. They've just taken everything to ridiculous extremes... Just absurd...
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Juatalotli's Medallion can now only be placed on Tier III Rooms. This will not be indicated on the Medallion's hover text for now and will be updated at a later time.


This punishes all players that don't have their temple fully built.

Players who have the temple already built, can still farm it indefinitely for 20-30 divine a run, which are even worth more than before since the economy is recovering.

Players who don't have their temple built far enough can never reach this state, not even with exceptional luck.

Nerfing the rates of temples is fine and even needed for the economy, but creating a situation where there are "legacy mechanics" within a league that can't ever be reached by most players is just discouraging.

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My recommendation: Nerf the bonus to effectiveness and increased mob counts even further and revert the Juatalotli's Medallion change. This will result in players being able to build and maintain high-tier temples again, without the resulting temples being overpowered enough to destroy the economy (or your servers, if that part of the statement is actually true).

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