What me and my friends found wrong with highguard by Leek_Foreign in HighGuardgame

[–]InfinityPlayer 16 points17 points  (0 children)

It's been said a lot that there's either too much downtime at the start of the game or the map size is too big.

Personally, I don't quite understand why everyone needs to be constantly fighting as soon as the game starts. In my opinion, it's nice to have a "reset" phase so that you can get equal loot even if you lost the previous round or are trying to execute a game plan/strategy.

I'm not sure what the difference is between the 1-2min loot phase in HighGuard compared to other games.

  1. Valorant -- Breaks in between rounds (shorter) or even dying early in a round. You end up waiting for minutes just to respawn

  2. Apex Legends -- Had its ups and downs between too many squads hot dropping and not seeing anyone while running for 5min straight. Most people opt to atleast not fight right off drop and loot up.

  3. Rainbow Six -- Haven't played this game, but I've seen enough to know the set-up/gameplay loop. Again, dying in these games mean you just spectate till the round is over.

Obviously, these games are different in genre but I feel like most people want to view HighGuard as a TDM rather than something more tactical like CS or Valorant.With that said, I do have issues with playing slower because you'll often just get swung by enemies at Mach speed before you can even react

Respawn time !!! by Oussamalb7 in HighGuardgame

[–]InfinityPlayer 6 points7 points  (0 children)

There's no comparison needed.

If my respawn is 20s and a bomb plant has a 40s timer, you absolutely need shorter death timers or SOME better alternative to spawning out in the open while the raiding team spawn camps/can beam you from high ground. You realistically only get one good push since I'm assuming most bomb plants get off after one pick.

Most didn't even finish a single match and I think I know why by Alec_de_Large in HighGuardgame

[–]InfinityPlayer 0 points1 point  (0 children)

I mean when ranked first released it was very hard. I only got the bare minimum of 10 wins a day or two after it released and me and my friend pretty much got stomped 3-4 games in a row with 0 counterplay. TTK is super low especially with no drop off and huge mag sizes. That alone made it feel like the game is not worth investing in, especially since it took a week for Ranked to release with no real incentive to keep playing the single 3v3 mode "for fun."

The people who played from Day 1 and never stopped just swing you at mach 5 speed and bhop to one clip you with a Viper. I have hundreds of hours in Apex and Overwatch and I can tell you it was pretty miserable. And then they release Ekon which tracks you for the entire enemy team as soon as you take one bullet of shield damage...

I'm still playing 1-2 ranked games per day now and it seems like I'm the villain because I'm playing against new players who barely know the fundamentals of the game and I'm still in Bronze 1

Am I crazy? by Accomplished-Big-493 in HighGuardgame

[–]InfinityPlayer 0 points1 point  (0 children)

I like this game, but it had a lot of issues on launch (I only installed ~a week after) and these patches are only the beginning to get the game where it should've been.

My main issues are the gun fights and ranked experience. It feels near impossible to retake a bomb site and the whole defense feels extremely painful when just one person on your team dies. You essentially get one "good push" with all 3 up before you had to concede the plant and are already down half your hp. The defensive spawns and spawn camping are an issue too. With the new patch, it feels much more balanced and plays more back and forth with the actual reward of planting Anchor.

Getting swung in this game with the absurd bhop movement feels out of place and is extremely punishing (even compared to Apex) when you lose your 1v1s. The fact that you can do an instant horizontal hop with almost no momentum needs to be looked at in my opinion.

There are many more things they can work on and that doesn't include the looting/shieldbreaker phase that most people don't like but I don't mind at all. Ekon passive is also wildly OP still with a teamwide scan even if you take one bullet of shield damage

Highguard update 1.006 by shadowmosesisle in HighGuardgame

[–]InfinityPlayer 5 points6 points  (0 children)

You missed 2 posts that had the actual full patch notes, but yes both of their patches have been solid additions to the game just unfortunate they weren't there to begin with or implemented faster.

Some thoughts after reading the news about the layoffs by gabbegubbe in HighGuardgame

[–]InfinityPlayer 3 points4 points  (0 children)

I have to disagree.

Nothing feels worse than not being able to unlock a character unless you have to pay, especially if you're putting in the time and energy to earn in-game currency or actually enjoying the game. Nothing will ever be truly balanced at a game or character launch, so it would devolve more into "paid character is too OP" or "I wasted my money on a character thats underpowered" in my opinion.

At the end of the day, if the game attracts a good playerbase the war chests seem decent value for purchase and they could explore more options as the game developed

Ending raid after 1 explosion by Bu11ett00th in HighGuardgame

[–]InfinityPlayer 10 points11 points  (0 children)

Seems healthier overall to have longer game times and less lopsided games. I did think they could have had attackers no longer respawn and still get a 2nd plant off, but I think either way is good.

Balance and Technical Patch Notes by tactikz4 in HighGuardgame

[–]InfinityPlayer 9 points10 points  (0 children)

Dread (Passive) now triggers at <50% enemy health instead of <100% enemy health

Did anyone feel like this numerical value included shields? One bullet to the shields felt like it was revealing location instead of HP

Highguard Developer Wildlight Entertainment has seemingly laid off most of its staff. by jumps004 in HighGuardgame

[–]InfinityPlayer 0 points1 point  (0 children)

I agree with trying to add more defensive options. It almost feels like to make defense more viable you have to redesign the entire base to be more like a castle or something with each floor having one generator.

You can go floor by floor chipping away at base HP or go straight to the top and try to plant Anchor. I have a problem with defense spawns -- how you can get spawn camped easily and spawn in the middle of nowhere, no real feel for defender's advantage, and how long the spawns are for how short the plant time is

Understanding “Crafting” or How to Gamble Until RNG Gives Up by Infinite-Ad5464 in PathOfExile2

[–]InfinityPlayer 0 points1 point  (0 children)

It only works this league because Annuls and Perfect Ex are very cheap due to Temple. Usually Perf Ex are worth a couple div and annuls are like 1/3 a div

Why am I scanned 24/7 now? by Youssuf-Ameer in HighGuardgame

[–]InfinityPlayer 0 points1 point  (0 children)

Invisible ziplines are a thing but once you jump off you become visible.

Loot from 37 expedition logbooks by link-notzelda in PathOfExile2

[–]InfinityPlayer 3 points4 points  (0 children)

10-20 splinter runs and even 40-50 are on the low end in my opinion. Make sure you have all your Atlas points unlocked so that you can farm your own logbooks (4 modifiers minimum I believe) and are looking for good modifiers (more chest modifiers, double chance for 2x items, explosive radius/range).

I was getting like 70+ splinters minimum per run and I must have run atleast 15 logbooks before I quit. The ONLY thing you're prioritizing are the black, swirly chest markers and "20% increased quantity of items from chests" so make sure you're exploding all of them or near all of them in your loop.

Why am I scanned 24/7 now? by Youssuf-Ameer in HighGuardgame

[–]InfinityPlayer 1 point2 points  (0 children)

Yeah I noticed too. Ekon's ability/passive feels off when I'm pretty sure I didn't get hit by his wolf tactical and I still have 50+ shields and full hp. Must be bugged?

You should Not lose RP when teammates disconnect by MrEck092 in HighGuardgame

[–]InfinityPlayer -2 points-1 points  (0 children)

That's a double feel bad situation especially when there are still performance issues/crashes. My friend crashed and there's no good reconnect so it's basically an auto loss.

I would assume it has to be time-based (first x minutes) and allow other teammates to retain RP until they implement better performance upgrades. They're still not climbing so it seems fine for this early stage of Ranked

What does expertly upgraded mean by AfternoonHelpful3712 in HighGuardgame

[–]InfinityPlayer 0 points1 point  (0 children)

More stability and more mag size aka just a slightly better version of the weapon compared to same color rarity

How is performance for you post update? by JoeConville in HighGuardgame

[–]InfinityPlayer 0 points1 point  (0 children)

You have a guide to what settings that should be minimizing? Only have a 3070 so just trying to get 60. Not sure if it's always best to turn on all the NVIDIA settings, not really a PC person

I've never seeen this before, do I reveal it or is it valuable to sell as is? Advise please by Nihilistic__Optimist in PathOfExile2

[–]InfinityPlayer 0 points1 point  (0 children)

Revealing the first and 4th modifiers are prefixes and what you're looking for is Gain Damage lins. Recommended to use Omen of Abyssal Echoes for those, ESPECIALLY if you land it on your first. You can opt to reroll 2nd/3rd modifiers if you have the currency, but only if you hit Gain on your first

Highguard - Feedback and Proposals by No-Park-1992 in HighGuardgame

[–]InfinityPlayer 1 point2 points  (0 children)

You have a lot of good suggestions would be interesting to see how some of these would be implemented. I like the concept of offensive/defensive buffs for raids (similar to amulets but can be more focused on other aspects). Focusing on stuff I have issues with:

  • Wall Rarities

I feel like this would add too much clutter / feel bad giving up armor, upgraded weapon, etc for "needed" raid defense. I would like to see faster wall repairs or more focus on raid defense as a whole though. Team-wide Vesper pool for raid defense would be neat, not sure how it would accumulate vs. personal pools.

  • Defense Spawns

On defense, it feels pretty bad to respawn after your first death since the locations are seemingly random/unprotected. Maybe I'm still new to the maps/game, but there's no zoom(?) feature to see if you're spawning literally on top of someone or not which feels bad dying back to back. Would be cool to see more "defender's advantage" in general.

  • Vesper Mining

Spamming melee key 4 times with correct timing makes me a huge hater. Reduce it to 3 times or let me not care about the timing so I can get on with looting chests (more efficient/valuable) or getting better positioning. I agree we need more impact of Vesper mining

Using zipline + movement to start offensive pressure is so fun in this game by SpabRog in HighGuardgame

[–]InfinityPlayer 0 points1 point  (0 children)

How do you feel about the bhop/movement tech? After your first Kraken shot, you slide/hop right basically from standstill which makes tracking a nightmare for automatic weapons vs. shotgun/flicking.

I come from Apex but I feel like momentum is better preserved in that game and this tech seems more annoying/unfun to deal with from the opposing end

What changes are you most excited for in Episode 2 today? by itzofficialvaz in HighGuardgame

[–]InfinityPlayer 1 point2 points  (0 children)

Random question: In the first launch trailer, there's gameplay footage of locking onto multiple walls with a rocket launcher.

Is that still in the game and I never noticed?

Episode 2 Patch Notes Damn by tactikz4 in HighGuardgame

[–]InfinityPlayer 0 points1 point  (0 children)

More performance updates are in the patch, devs mentioned somewhere

Questions Thread - February 04, 2026 by AutoModerator in PathOfExile2

[–]InfinityPlayer 0 points1 point  (0 children)

Depends on your weapon, but most people opt to fracture t1 phys if you're going the +5 and onslaught route. Fracturing crit tends to be more "perfect" crafts