How I would prefer COF

To me I feel like COF has a lot of hassle involved but not enough rewards to significantly feel like we’re tailoring our item acquisition in a way that makes us feel that we dont lose out for not going MG.

The number one issue to me is HASSLE. i want to go braindead and farm stuff that I WANT. rolling prophecies feels cool until you run a buttload of prophecies and still dont get what you want.

to which i will say COF can be expanded on GREATLY.

for starters we need to replace lens with COF trees. similar to the weaver tree but it should have many different independent start points so players can quickly start seeing bonuses that they actually want. one example is in torchlight infinite where their iteration of poe’s atlas tree is instead of 1 huge tree, they have many different trees that you can freely dump points in based on what you specifically want.

as solo players, there are a buttload of different weapon types. and honestly, i think instead of customizing a huge ass loot filter, why not GIVE PLAYERS WHAT THEY WANT.

not directly handing it to them no. but instead, let players specify what they prefer. in poe, part of the atlas lets players CULL/disable an extra content while buffing other content’s chance of occurring. we can do this too.

Axe node A - If a weapon were to drop, it cannot be an Axe. Additional drops that would drop Axes are disabled.
Axe node B - 10% chance if a weapon drops, an additional Axe would drop.
Axe node B2- 10% chance if an axe drops, an additional Axe would drop
Axe node B3 - 10% chance when an axe drops, the rarity is increased

This can work with MANY other things such as relics. Heck the weaver tree actually has some mechanics that can be replicated into this COF tree.

ideally players could even get to a point that most of the items that drop are at least the item type that they want.

such as culling gear based on item slot, where players can choose to cull helmets/chests etc and hone into the gear pieces that they want.

we can also have nodes which improve rarity, FP, LP, higher chance of obtaining rarer uniques.

The beauty with all these nodes is i really dont need to care about going back to COF base to reroll all the prophecies over and over again. I WANNA KILL SHIT. i want to play the game!

The next question would be, what do you do with all that favour? its in the name of COF.

COF is all about fortune! Roll of the dice! RNG! so give us RNG based activities that are FUN. and not tedious.

ideas i have.

  1. Expand on the gambler. Cof Gambling NPC. Let players spend favour to gamble more items. perhaps make it cheaper too.

  2. Forge of fortune. In this forge, players can spend their favour for many different things, such as:

  • rerolling an item’s mod rolls (poe divine orb)
  • directly rerolling a unique item’s LP
  • randomly giving an item more FP with incremental costs and a limit
  • forced T6-7 mod on a piece of gear that doesnt have any T6/7 mod. The mod will be random
  • randomly changing an item’s base type to another base without changing it’s mods/values
  • randomly changing a unique item of one base type to a different unique of the same base type.

The final bonus that COF faction can give is “BOSS PITY”. whenever a COF player kills a boss. the boss will drop a new boss currency that corresponds specifically to the boss. more of such currency can drop for bosses that are harder.

One of the COF NPCs now are able to transmute the boss currency (lets call them souls) to make the souls into an exclusive boss drop that corresponds to the boss’s soul. So if you fight Lagon 3-5 times and still havent dropped his sword, you can go to this trader and transmute 5 lagon souls into the lagon sword.

another idea boss exclusive gear can also be transmuted into souls.

this should cover many areas that COF players may feel lacking.

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Overall I like your suggestions (I myself have suggested passive systems before as well, since I also heavily dislike the gameplay style of “play for a few hours, then stop playing for an hour to go to observatory and reroll prophecies”.
I’ve suggested before that we should have a tree that allows us to do this passively, like “more minion affixes”, “less melee affixes”, etc.
Imprints actually look like something more fit for CoF than general play and something that CoF should have had from the start.

I disagree with the crafting suggestions, though. I don’t think crafting should work differently for MG or CoF. Both factions have ways to deal with the entry point (getting items), which can be fine tuned, but the crafting experience itself should be the same for both.

As for what you do with favour, you could simply have more targetted options in this new tree, with special nodes that affect your drops more significantly (for example, 50% chance to drop a specific affix that you would choose) but that would cost favour when triggered. If you have enough favour, it will spend it and you get the special drop, if you don’t have enough favour, you get the regular drops.

As for the boss souls idea, I’m all for it as well, although how that would work for bosses that have minimum requirements for drops (Shade or dungeon bosses) is kinda tricky. You’d need several different currencies for those bosses (or only drop them at T4/200c+, I guess).

Either way, having an alternative to prophecies is always a good idea to me. I hate mechanics that force you to stop the game to go focus on something else where you’re just managing something (a town, a prophecy map, whatever) and would much rather have passive bonuses that allow me to keep playing without having to constantly stop.

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MG is functionally and objectively the worse faction to choose unless you’re solely focused on the initial progression towards Aberroth.
Anything ‘beyond’ is CoF supreme territory.

Yes, that would be one viable option.
The lenses plainly spoken suck. They should solely influence the reward basis, not the content basis.
If I don’t want to play Arena I shouldn’t be forced into it repeatedly, the same goes with campaign Prophecies… who even had this grand idea of putting those out over and over again?

That’s the core issue. Monolith stage should stay at the monolith stage. And forcing someone into content is bad.

No other existing diablo-like does this, not a single one! PoE has side mechanics which you can entirely avoid, the exception being exiles and tormented spirits, which are ridiculously old by now. Don’t want to run incursion? Don’t click on it, ignore it. No Harvest? Just don’t enter it. The map can be finished fine just without.
Torchlight Infinite, same thing, don’t click on the stuff you don’t wanna interact with, just run past.
Not even D4 does that, you just run and blast enemies anyway, not like they have any sort of reasonable content beyond the base game presented.

Yes, it’s called Player Agency and is a major aspect of game-design. The more agency the better, the less agency the worse.

If a MG specific crafting mechanic gets implemented then fine, but standalone not acceptable, would cause a too large disaprity between the factions.

Interesting system, gradual progression one.

Yes overall to the concept, details should be majorly adjusted though.

This system should generally exist for the majority of content which enforced high repetition for success, not solely bosses, which are a bit of a problem for CoF despite all the changes, albeit a miniscule one by now at least.

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Yes, exactly this. You articulated almost exactly the things I agree and disagree with on the OPs post!

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Unless you need the thing that that mechanic provides (eg, harvest crafting) or a unique that it provides, then you are forced into that content.

Then don’t pick arena prophecies, or use a lens that makes them not spawn. You aren’t forced into it.

Now, I agree that the lenses shouldn’t be needed to remove the content that you don’t enjoy.

I meant in the manner that you can’t avoid it like a arena node. If your nodes in a direction all happen to spawn as arena nodes you can’t avoid them. You first have to progress far enough into the game to even get the option to remove them from your web.

Until I can avoid them I am, which is the whole point.
It’s not like I can avoid it from the get-go, I can only as I play along, similar to a reward. That positions this content as punishment as your reward is avoiding it… kinda not optimally presented, shouldn’t be the case.
As for the PoE comparison… yes, I agree that it’s a bit similar, but PoE uses a ‘scale method’ for content. You got a baseline percentile for things to spawn, those are affected by blocking other content, increasing the chances for others to spawn. While not optimally created it at least has a clear-cut function for access behind it. The old PoE system where you had no choice sucked, people told GGG it sucked and the same methodology still sucks, nothing changed there.
EHG uses that exact same methodology of ‘showing it down the player’s throat’. If the vast majority wants to avoid specific content because it’s not enjoyable then make it optional from the get-go, not as a reward. Simple as that.

Which is the issues for the lenses. They enable methods which should be a checkmark and not an unlock.

There’s a weaver node in the tree that removes arena echoes entirely, so you can already avoid it.

As I mentioned, unlockable, not get-go.

Which is a difference.

Betrayal is the only league mechanic in PoE which is ‘in your face’ like that, but given the low prevalence it’s at least acceptable, and as mentioned… scale-based balancing methodology for content, so it has a function at least.

But it’s still a net-negative for many people, it shouldn’t be a situation in the first place, for either game.

Yeah, personally I’d put that node at the start, that way you could take it as your first weaver point.

I don’t know if it should be the first one, but the content locking ones should be readily available in 5 points, at most (you get them easily enough anyway).
And they definitely shouldn’t be locked behind content enabling stuff.

If you want to lock arena keys, glyphs, runes, etc, you have to take the super beacons node. This is a bit dumb, imo. What if I don’t want super beacons but also don’t want arena keys because I don’t like arena and I already locked arena echoes out (on the other side of the tree, which is also dumb).

The content locking nodes should be a cluster close to the start and you shouldn’t have to take any other nodes inside it that enable or disable any other content. Just radiate all content locking nodes directly from the cluster entrance and let players choose what to turn off.
You can place super beacons and super arenas in some other place.

I know the tree is still new (and even GGG had to tweak theirs for a long time) but this seems like basic functionality to me.

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