It would be interesting to add more bonuses if you finish a Monolith in the shortest time possible.
The faster you are and more rewards you get.
1st example:
Finish an Echo in 20 minutes and you get an extra stability bonus.
2nd example:
Finish an Echo in 15 minutes and you get an extra stability bonus and:
-additional experience
-gold
-increased damage for the next Monoliths (set a limit)
-increased damage for a certain duration of time (next 5-10 minutes)
You could also add bonuses and penalties that you select at the beginning of any Monolith of Fate and which last for the entire duration of that Monolith.
Or each Echo has a different bonus and malus.
Like âYou do not regenerate health but you have increased melee damageâ.
These penalties and these bonuses could be âchosenâ by the community if there was the option to create custom leagues (as in Path of Exile).
When cosmetic items will be added they may be added as rewards after an Echo ends in the shortest time.
I think this probably goes against the natural pacing of the game. The fact is Monoliths already reward you too heavily for rushing them, thereâs no need to add even more incentives to this currently. Maybe as an alternate mechanic within a monolith or type of echo this works, but as a change to all echoes I think this would be bad for gameplay.
Any player in my opinion has to achieve the goal (finish an Echo) in as many ways as possible, otherwise itâs boring.
Obviously the more difficult the Echo is (in different ways) the greater the rewards must be.
I mean, the core system of the monolith system is solid. Itâs something to be built on. I can see other things bring brought in that reward faster gameplay, but another game has already implemented something like that (poe deliriums or whatever the black portals are) and it cause build identities to change just to work for that mechanic.
This works when the goal is optional and not mandatory to the monolith mechanic. All Iâm saying is that changing the core of the monolith to reward on clear speed is bad design and should be used for modifiers to the monolith to be introduced later.
Iâd like to see a âBreakablesâ bonus.
If you break at least 75% of the breakable objects (crates, barrels) you get a bonus, which scales up to 100% of items broken.
The problem is that this would be hard to gauge for your class and build, Finishing without dying is already hard enough.
Maybe if there were secondary objectives and quests you could do in an Echo that were possible to do as any class, that would be something that would be neat to add.
Iâm also for non-combat challenges like puzzles and labyrinths. Maybe you could time those to where itâs your mind that is being timed rather than your characterâs movement ability. Throw an extra minute on there than what they should take for their size / challenge rating at walking speed and let people noodle it out. I know people are not huge fans of puzzles or mazes, but I think one here or there would break up the monotony of grinding, especially if theyâre optional. The classic playing chess against the computer gag would be pretty neat too. I would love there to be a short chess-based puzzle that pops up during one of these. Maybe get a nice loot chest or two at the end if you do it right, or get a debuff until the end of that Echo if you fail.
I really hate timers being tied to rewarding content. POE really went off the deep end with timers and I hope it doesnât crop up in LE. Fast clear speed already generates the best rewards by default since faster clear = more loot per hour. Anything beyond that feels unnecessary.
I donât because itâs much faster (in my opinion) to close that dungeon and move to another one, rather than wasting time looking for mobs to kill.
However mine was just a suggestion to make dungeons less boring and repetitive, I donât think itâs wrong.
Itâs not enough to change your build or class to make the game feel ânew and freshâ imo.
You get more progress from the bonus, than you do from a new mono. And clearing full is just a matter of how you path around the echo, and does not involve âhunting aroundâ, since you do not need to vacuum every single monster (most will get you the full bonus). You also accumulate less Echo Modifiers this way, making it easier and thus, faster.
I just think people have a misconception that finishing an echo fast and doing another somehow gets âfasterâ progress, when the opposite is actually true.
I know that I get more bonuses if I kill other mobs (not all, those that are used for the bonus).
But as I said itâs boring for me, so I prefer to close that echo and start a new one because for me itâs faster.
You have a different perception than mine, thatâs all.
Thatâs why I had proposed to add a timer or more bonuses and mechanics, because it can become boring to complete an objective in one way or at most in two ways.
In the beginnig we rushed through the monoliths without killing enemys because it wsnât worth killing them. Now you get extra stability for killing enemys but you are still faster if you simply do the objectives and ignore the enemys up to a certain corruption your build can handle.
If anything I want the echos to be more worthwhile like kill 75% of enemys on the map to get the reward or explore 75% of the map to get extra magic find or something like this. Right now you rush trough a echo like itâs nothing.
And it not works.
3 monolith with 3 rewards and more stability or 10 monolith with 10 rewards, path/corruption progress and same stability? Of course the second one.
Dunno why I even want to stay on echo, may be for some shrines some times. The best|optimized|rewarding course now is rushing for reward.
After few minutes, I think current system meets the needs of all type of players and donât need changes. Wanna rush? Go with it. Donât wanna rush? Clear location as u wish.