CoF Prophecy System Rework v2

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.

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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.

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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. :sweat_smile:

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.

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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.

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sorry TLDR;

Did already someone suggest to see Prophecies on the Map?
Like an extra line beneath “Harbinger Defeated”
Just like: Prophecies for this Timeline 12

or make it possible to sort Prophecies and dont just have them in the aquiered order.
Sort after

  • Corruption (high<–>low)
  • Timelineboss
  • Itemtype
  • MoF, Campaign, Arena

Yeah having them on the map would be interesting, though it could be an issue having potentially up to 48 different prophecies displayed on it. :sweat_smile:

I did suggest having a CoF Faction Window Sort & Search in my previous version of this system rework, and I did link to it at the end of this one as something I’d still like to see.

That said, Mike (an EHG dev) did respond with the following when such a suggestion was made on Reddit:

Sorry but neither of those requests will make sense after the rework.

So clearly the upcoming CoF rework in Season 5 is going to change a lot, or at least enough about the system that it makes such a change not needed.

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Wow, thanks for all your work and the answer.

I didnt hink of every Proph displayed, more like in the screen, when you hover over the Portal where the checkboxes are and the Exclusive Rewards are displayed
Timeline conquered
empowered
Harbinger

an extra line for CoF could be
Open Prophecies: “5”

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Thank you and yeah, that seems quite more possible than what I had envisioned. :smile:

However, as previously stated, all of these suggestions may not even make sense after the rework so we’ll have to wait and see. Definitely looking forward to it though. Hoping for some big improvements that resolve many, if not all, of the pain points that currently exist within the system. :crossed_fingers:

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