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. 
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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