Problem: CoF prophecies are fun, but one of the things detracting from that fun, is that it’s very hard to avoid CoF sometimes proccing tons of stuff inside a dungeon or place where it’s impossible to cart out the valuable stuff, because we have too little space.
Solution: Have CoF Prophecies “completion tokens” (in a dramatic way!) instead of loot. When we are back at town, we should be able to then click on completed tokens to get the loot to drop.
Those tokens could be 1x1 items, or it could just mark the prophecy as completed, and show a “pending prophecies” button in the lower-right (like the weaver points to spend button), and take no inventory space at all. An argument could be made that taking CoF should not make our ability to loot worse than MG, so just using the prophecy window is preferred.
This will also modestly help CoF players earn a bit more gold… not nearly as much as some MG players, but more mind you.
I like this idea… I have always played CoF… and sometimes I will go a while without picking up any prophecies, then spend all my favor in one go… so pretty common for me to just get spammed like crazy with loot, and have to decide what I want then and there rather than just keep moving through an echo for example.
To be honest, I would personally prefer an alternative mechanic to prophecies for CoF. I dislike them a lot. They promote a “start and stop” style of gameplay that is very annoying to me.
I accumulate favour. Then I stop playing for an hour so I can roll prophecies on and on until I get the ones I want.
Then I go back to playing the game. But every 30 minutes I stop for 5 minutes to evaluate the lootsplosions that happen.
Then I finish the prophecies and I stop playing the game again for another hour because I have to reroll them again.
Not to mention that prophecies often force me to jump around timelines even if I don’t want to.
Personally, I’d rather have a more passive system. Something similar to what we now have in the weaver’s tree. Imprints are a great idea. But we could also have a CoF tree that let us block affix groups (like melee or minion) and favour other groups, so that the blocked affixes are more rare on your drops and the favoured ones drop more often.
Same for item types (drop more wands and less 2H weapons, drop more gold rings, etc).
This way we’d still have loot based progression, but it would be more targetted and it wouldn’t force us to stop playing the game all the time.
I like this idea in general, although maybe there are some downsides I haven’t thought of. If it’s implemented it should definitely be optional.
I will say that the new unique item filtering options solves a LOT of this for me. I need to play some more to see how it feels on higher corruption. But right now when I have a unique prophecy pop, about 80 percent of it is hidden by my filter, which is a massive improvement for CoF.
The CoF prophecy mechanic is interesting and unique… and it would be sad to lose it into another completely passive tree.
That said, I do find that I only sporadically interact with CoF… Lately, I’ve turned to burning favor on set pieces for cash and set-affixes, and glyphs to try to hit more glyphs of envy… because it lessens my loot management load.