[082] Feedback and Suggestions for the new Monolith Of Fate

It did a sneaky edit on my previous post, just in case you didn’t notice

With that change icould also live with the system staying as it is.

Hey Heavy, i also agree with Andrew on this one.

I really like having the option to manipulate how i deal with mods and bosses by using the beacons/vessels/shades nodes to remove mods.

When doing so, one has to pay a price: investing time to set it up, getting other unwanted mods/rewards along the way to get to those special echoes and of course not using the beacons to scout, etc.

I really think that it offers more deph to the web where you now have “more options” and do not just race in a straith line to the boss.

THAT BEING SAID i also agree that having more modifiers should equal to higher rewards so there would be an interesting incentive to stack modifiers instead of trying to get rid of them. With such a system we would have both options as viable ways to run a timeline. And more choices are always good.

Great feedback, Bruder!

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Agree on your arena comments. They need to be less common and then considering that they take much more time to finish than most other types of echoes the reward should be higher. And of course Wave Counter needed!

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My concern with the Vessel and Beacon thing is that maybe some players want to do them but don’t want to lose modifiers.

Maybe add a rare one that refreshes the modifier stacks?

I have only had 1 arena node and it was crazy hard. A lot harder than the other Mono levels. I liked the change of pace, but the waves may have been coming too fast.

Generally I feel like Arena is easier than normal echoes.

The only thing that can make arena pretty hard is increased movement speed for enemies, because they start to swarm you before you can kill one pack.

I have found Spires Echoes to be far more prevalent than Arena echoes.
I’m finding that on average I get 3 or 4 spires echoes for every arena echo.

I do agree that a wave counter would be nice.

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So with the recent changes (0.8.2G) to reduce the required timeline stability to enter the 3rd quest echo in conjunction with the new system, that your timeline instability does not get reset to 0 after killing the timeline boss…

Farming Quest Echoes/Timeliens bosses is way too fast… i really don’t like that change.

The initial decrease from 1350 to 1000 was “ok-ish” but not needed IMO.

Now from 1000 to 750 + the “not reset to 0 system” is too much.

I think they should increase it to 1000 again and keep the “not reset to 0 system”

i thought this was also the case before the update, i think i have noticed this some days ago.

i had another ‘shower thought’ today, what if:

  • echoes are bigger, with some more complex and nested tasks to complete
  • the echo- web would be smaller (and maybe with more possible paths to take after completing)
  • and rewards (items, stability, corruption) get reasonable adjusted in quantity

this is just some idea, not something i definitely want to see, but i think it is intresting.
but i found how it is atm also not really intresting. Just rushing to the oblective as fast as possible and then spending more than 2x the time needed to complete the echo with sorting loot and planning the path on the echo web.
or maybe a mix of both would already spice things up, some fast echoes, some more complex ones with possible higher reward quantity.

Edit: or maybe just some more time intensive objectives:

  • full clear the map
  • a plague evolved: kill all the rats on the map
    stuff like that and with reasonable adjusted rewards

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