Nothing like a 10 minute session to make you want to quit all GGG games forever.


https://imgur.com/a/QUU90ET
^because pictures never appear on these forums...

TLDR; I had 58 rooms in a wrapped snake then got 0 luck.. "RNG", and the game mechanic reduced my temple to ash that I spent months creating. Not my first rodeo, but for sure my last.

Let me tell you a story.

I worked a 12 hour day, came home to blow off some steam.. fire it up, lets go. I tell a friend: "I hit 58 rooms now.. it's finally dropping divine consistently. Log in." He was busy so I just decided to run one myself, like normal... I did the first bit, and surprisingly, after 6 rooms, no medallions to lock my snake..

Ok, not the worst. I have another 26 rooms that can give the locking medallion, whatever the @#$& name it is.

I'm 46/58 rooms in, and I tell my self that this is crazy and that surely we will see another medallion, keep going...

"WTF I have 3 rooms left to get a SINGLE medallion... "

By now you know I got no destabilization medallions. Entire Temple. RIP

RNG can be problematic sometimes. This was my league progress. This was the fun I was having. I was building 1 room at a time, and sometimes 0 rooms at a time. This is so defeating and so unenjoyable and the worst part of the game. League is over for me. The realization that these types of mechanics exist to RIP an entire leagues progress is heartbreaking. Do better GGG.

I don't care why this happened, I am sure someone is going to explain to me why it happened but quite frankly I'm not going to read any of these messages, I just need to step away. GL to everyone with a similar story or a similar tragedy. I wish you well.
Dernière édition par Viperang#2664, le 16 févr. 2026 à 21:02:32
Dernier bump le 18 févr. 2026 à 01:42:12
Stay Sane Exile
Okay so since you've bailed out, let me post a little PSA for anybody who is facing the same 'problem'.

This mechanic was never intended to be played this way; if it was, then obtaining locks would've been somewhat deterministic.
Don't push things to the absolute extreme and then complain when something goes wrong.

To the developers: do better and perform minimal play tests with personnel actually thinking like an end game player; start treating this game as an actual beta and tweak things more often than once per quarter, or this title is going to be in development for the next half decade.
Yep just achieved this myself. They have completely ruined Rapid Shot. I'm just being chased around now for like 30 seconds while my crossbow cools down. I just can't. This game is terrible.
"
arandan#3174 a écrit :

This mechanic was never intended to be played this way; if it was, then obtaining locks would've been somewhat deterministic.
Don't push things to the absolute extreme and then complain when something goes wrong.


https://youtu.be/EyyKfOqzGbs?si=B0z4_qPV1d64SJfU&t=2389

Your quotation is incorrect. (sorry a friend told me that there was false information posted in response to my original post) As you were.
A friend, okay :).
Tell them to learn to read with comprehension.

Players intentionally skipping doing architect/atziri in order to lower the temple decay =/= players filling every single tile with elaborate contraptions that don't decay at all (before hotfixes), or rely on pure RNG in order to keep them from collapsing into nothingness (after).

Hope it's clear now, see you in 3.28.
"
arandan#3174 a écrit :
Okay so since you've bailed out, let me post a little PSA for anybody who is facing the same 'problem'.

This mechanic was never intended to be played this way; if it was, then obtaining locks would've been somewhat deterministic.
Don't push things to the absolute extreme and then complain when something goes wrong.

To the developers: do better and perform minimal play tests with personnel actually thinking like an end game player; start treating this game as an actual beta and tweak things more often than once per quarter, or this title is going to be in development for the next half decade.


So don't let Johnathan program anything anymore, gotcha. This was hit baby and he did it himself. Wonder why it needed sooooooo many bug fixes and changes and nerfs and buffs and no clear explanation was provided how to construct one and that's before we even mention how it was not tested at all for abuse or over tuned drops and the idea of locking rooms is still dumb. It should have been much shorter and reset fully on killing atzeri. Each completion should have been one step closer to her and it would not reset without completion meaning if you refuse to kill her, previous rooms don't reset. Once you do kill her the entire temple resets but you can climb back faster. That is how it should have been. No abuse, easy to test, consistent, not rng dependent to keep the temple etc.
"
Soulsniper1313#7576 a écrit :
"
arandan#3174 a écrit :
Okay so since you've bailed out, let me post a little PSA for anybody who is facing the same 'problem'.

This mechanic was never intended to be played this way; if it was, then obtaining locks would've been somewhat deterministic.
Don't push things to the absolute extreme and then complain when something goes wrong.

To the developers: do better and perform minimal play tests with personnel actually thinking like an end game player; start treating this game as an actual beta and tweak things more often than once per quarter, or this title is going to be in development for the next half decade.


So don't let Johnathan program anything anymore, gotcha. This was hit baby and he did it himself. Wonder why it needed sooooooo many bug fixes and changes and nerfs and buffs and no clear explanation was provided how to construct one and that's before we even mention how it was not tested at all for abuse or over tuned drops and the idea of locking rooms is still dumb. It should have been much shorter and reset fully on killing atzeri. Each completion should have been one step closer to her and it would not reset without completion meaning if you refuse to kill her, previous rooms don't reset. Once you do kill her the entire temple resets but you can climb back faster. That is how it should have been. No abuse, easy to test, consistent, not rng dependent to keep the temple etc.


And more meaningful loot in the early times, scaling with maps but not the way it is now.
"
Viperang#2664 a écrit :
"
arandan#3174 a écrit :

This mechanic was never intended to be played this way; if it was, then obtaining locks would've been somewhat deterministic.
Don't push things to the absolute extreme and then complain when something goes wrong.


https://youtu.be/EyyKfOqzGbs?si=B0z4_qPV1d64SJfU&t=2389

Your quotation is incorrect. (sorry a friend told me that there was false information posted in response to my original post) As you were.


He did not quote anything or anyone?
"
Ondrugs#1147 a écrit :
"
Viperang#2664 a écrit :
"
arandan#3174 a écrit :

This mechanic was never intended to be played this way; if it was, then obtaining locks would've been somewhat deterministic.
Don't push things to the absolute extreme and then complain when something goes wrong.


https://youtu.be/EyyKfOqzGbs?si=B0z4_qPV1d64SJfU&t=2389

Your quotation is incorrect. (sorry a friend told me that there was false information posted in response to my original post) As you were.


He did not quote anything or anyone?


Devs have stated they intended for temple to be played 2 ways, 1 - kill the big bad at the end, and 2 - build a nice layout of rooms and skip bosses so you can just replay your temple.

Someone optimized #2, so they released a patch that broke it. Then they got a ton of feedback about how already built temples had an advantage over everyone else so they patched again. Then they added a hotfix that seems to have killed lock drops.

TL:DR - It was designed to be played that way but then they decided it was counter to the vision, nerfed it, and have been radio silent ever since.

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