i find it ironic, that beyond cof’s passive bonuses, i feel the weaver tree’s imprints do a whole lot more than the current prophecy system.
Incredible work Andy! Right now the COF prophecy selection system is by far the most irritating part of the game for me and many others. Once you start pulling 1-3 million favor a day it takes hours of hitting refresh to load up. Nobody likes sitting at a screen hitting reload manually which does not even have chat viewable and doing that for hours a day.
And why the heck are my 9 billion badges not showing? I have read many posts on this including a good one from DJ and I have no badge section in my profile settings options at all.
You can also Submit a Request to support via LE’s support site, which may or may not be faster than the Customer Service section of these forums.
For the late endgame I’d agree, but you initially have to find the item to place into the Weaver tree. So the prophecy system can certainly help with that, especially in conjunction with other gameplay mechanics, namely the Nemesis, Farsight Turtle, and Gauntlet of Strife, until you get a version of the item imprinted that’s nearly perfect and prints similarly perfect versions of said item.
While that’s generally the case for Unique items, if we’re talking about multiple tier 6/7 Exalted items then you generally have better chances of getting those via the Nemesis system and then upgrading them with imprints.
However, if we’re talking about items found in the Dysis telescope (idols and consumables) then there’s no better alternative to the prophecy system for those.
But yes, imprints do eventually become more powerful than prophecies for the majority of items in the game.
Thanks guys! I got it to give me one of my many lol. I have tickets in for the rest.
if i m being honest, back when EHG was asking for opinions, i was on the side of the game being balanced around single player experience. its very hard to balance for both experiences.
the weaver tree while quite good for solo players was even better for MG players as now they had ways to organically get items that they wanted. it felt like a bigger buff to MG more than CoF. also theres another issue where weak players on MG could farm gold to buy boss exclusive drops. but if you’re CoF you’re just locked out of those items until you got better and finally kill the boss.
A selfish bump in an effort to keep this topic alive, at least until Season 5 arrives when we’re supposed to see MG & CoF improvements. I’m curious to see if any of these suggestions make the cut. Hopefully Trasochi, Karv, and the rest of the design team can find some redeeming qualities in here. ![]()
Not so selfish as some may think. I missed this thread the first time around and found it thanks to your selfish bump
I like your idea even though i haven’t read it all
You have my vote.
UI looks great, I like a lot of ideas - especially lenses being baked in. I get so sick of buying or losing in my clutter and then having them take up the limited incentory space.
I mentioned the other day when choosing say rune prophs it can take 45-60+ mins to stack out all your slots and within that time you actually time out of the game because you’re not moving (due to poor code I assume, reported, probably not fixed)
Fingers crossed they contact you and work on some of this stuff ![]()
I believe the team has looked through this before, but going to make sure it’s put in front of them just in case. There was clearly a lot of effort put into this, and it’s well laid out - Definitely deserves the time to look into! Always love seeing submissions from you and appreciate time the effort you put in!
Just a few comments from Mike I’ve found interesting on the topic of the S5 CoF improvements.
In a Reddit post titled " Rerolling Hundreds of Prophecies for 1 Belt Drop Prophecies Still Feels Extremely Frustrating", Mike said:
Yup, this is the core driving feedback we are addressing in the rework we are planning for it.
Followed by this interaction where one Redditor suggests:
And Mike responds with:
Sorry but neither of those requests will make sense after the rework.
Then, in another Reddit post, Mike responded to someone questioning if changes would ever be coming to the CoF Prophecy System with the following;
Check the roadmap
Edit: and we’re taking it down to the studs.
Very intriguing stuff and it certainly sounds like more of a rethink of the prophecy system as a whole, which likely makes my solution less relevant but the problems it looked to solve the same. I’m quite interested to see where they take it and how they solve its issues, without introducing new ones.
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Thanks @AndrewTilley, once again you provide us with stuff that EHG should have provided here. Very grateful for you brother.
I also wouldn’t say that it “likely” makes your solution less relevant, as many of those changes they are looking at may have been driven by your excellent work.
Mike’s answers are quite interesting. It might be, like you said, a rethink of the prophecy system, or it could even be a rework of CoF entirely by dropping prophecies altogether for a different system.
I would personally prefer the latter, as I hate the prophecies mechanic and how it constantly removes you from the gameplay for long periods at a time.
Yeah, EHG could very well be targeting full reworks of the systems themselves rather than refining what currently exists. Both solutions certainly have their own merits. Though, I’d argue, you could still make a prophecy system work without constantly removing you from gameplay for long periods of time. An easy enough solution could be to have emissaries of both factions exist in the Echo of a World location so that you don’t need to constantly revisit the Observatory or Bazaar. This, coupled with improvements to both factions that target their specific pain points, could make their overall experiences more enjoyable. Obviously, in this scenario, having a single NPC to interface with rather than multiple would already address one of those many pain points for MG.
That said, EHG does have more resources and less technical limitations than they did when the Item Factions were first unveiled so perhaps a complete rethink of both implementations is warranted.
In either case I welcome anything that improves these experiences for the player.
My personal preference for CoF would be a passive system where you could tweak your drop chances. I’ve suggested this before, but we could have some tree where you could say that you want more minion affixes to drop, or no melee affixes, or more 2h axes, etc.
Not only would this system not require interacting with, after the initial setup, it would actually be customizable to your build. One character could be boosting minion stuff, while another could be boosting spell stuff.
I guess the best solution would be to implement both systems and let players choose the one they like the most.
Oh man, this would be incredible. CoF getting access to “drop sliders” accessible from everywhere would be SO much better than the current time sink.
Similarly, I did some initial prototyping of a system with more passive elements in the weeks following this post. The UI got a bit unwieldly when I included options for everything so I kind of went back to the drawing table and narrowed the focus. It did eventually look better a few iterations later, which also incorporated ‘prophecy-like’ rewards you selected. So, in the end, it had both static and dynamic rewards that the user selected. The static elements being more passive upgrades that increased specific item type drops and the dynamic elements requiring more constant player interaction that rewarded specific items. Though, I didn’t end up following through with finishing it and I think I may have deleted it during my data purge when re-installing Windows a couple months back. ![]()
However, I do recall struggling with making a system that didn’t tread on already implemented systems (i.e. imprints, the item type drop increase blessings, or the bonuses provided by the faction ranks themselves) while still incorporating Favor. The latter requirement kind of forced those ‘prophecy-like’ rewards into the system as a totally passive system you rarely interact with after initial setup kind of makes Favor irrelevant. Though, I clearly didn’t fully adhere to those requirements as the static elements kind of mimicked those blessing types, even if they did offer more player control in comparison.
We already have a working blueprint for how such a system could work, which would be the PoE genesis tree (itself being based on the atlas tree). It allows you block some affixes, boost other affixes, boost item types, etc.
It shouldn’t be hard to adapt that into something like the woven tree and then add some stuff to give it the EHG unique spin.
Let’s see what they come up with next season. I hope it will be good enough to remove the current friction, at leat.