Let Us More Easily Choose Our Endgame Content

I have been loving playing the last few weeks, but I have some issues with endgame. Mostly with repeatable content not being as smooth as it could be. Here are my grievances;

  1. Having to travel separately to each Monolith to check progression and corruption is frustrating. There should be a menu to view the progression and corruption levels of all locations. In the same vein, having to locate a dungeon on the map and travel to it every time you want to do it gets a bit annoying when it’s meant to be some of the most repeatable content in the game. Dungeons need their own section in the map interface you can just click on and see all you have unlocked, and travel to them if you wish.

  2. Randomizing the content of the maps we have to run instead of letting the player choose leads to less enjoyment. The different directions you take in Monolith webs should lead to different content, and the type of objective should be stated in each instance.

  3. Killing the endbosses again should not require you to run through 5-10 minutes of level 50 content. We played it, we enjoyed it, we are probably going to play it again, and yet you force us to overplay it everytime we get a “Death of” Majasa/ Lagon prophecy. Have you gone and killed Majasa again yourself after doing the entire campaign and the monoliths? It’s ridiculous. The bosses and rares in the campaign that are included in prophecies need to be treated as repeatable content and smoothed over so it is not an all-round terrible experience to revisit.

Thank you for reading.

Agree with the first one, but not the second.

For the 3rd, it’s half the effort to get there (and rushing past campaign zones is a change of scenery vs only dungeon/monolith bosses) and on fights like Majasa you can enter, kill her, then leave the ‘wrong’ way and reset her without always running, in case of multiple fulfillments.

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Damn, the Majasa procecies are among the easiest to do when you can beat her quickly as you know exactly where to find her. Not like exiled mages for example.

Also, for your point #1, you can easily travel to a dungeon or the arena by right clicking on one key when it is in your inventory (not working if the key is your stash). It brings the map over the place and you only need to right click the check point to travel.

Trying to understand here;

There could easily be shootoffs of content to choose from, like one could be a random path and others could be chosen or something. Could I ask why you disapprove of having the choice to customize it?

I am pretty sure there are monoliths that look very similar to those stages if not exactly so. I would think revisiting levelling content is a way to remind yourself of how you’ve progressed and to enjoy the fights again when you are stronger. I wouldn’t agree with the design choice of “players will enjoy the scenery” because I don’t believe that 99.9% of people will care about the scenery. They will most likely care about repeating content in a roundabout and tedious fashion, though. Do you personally actually enjoy the scenery when you go back and enjoy running through those two areas?

Didn’t say they weren’t easy, said it was a terrible experience to revisit because of all the nonsense you have to repeat, and the cutscene being unskippable.

Well that’s handy! Probably something they should teach the players or make more obvious with a tooltip, eh?

Edit: With Majasa and Lagon you have to also factor in that people repeating them are going to be spamming Monolith content and have many different prophecies going at once. It’s much simpler and more time efficient to stack Monolith prophecies than it is to do content that won’t naturally drop anything you want. If Lagon and Majasa are going to be ignored until people stack 10 prophecies for them because it was more efficient than a reroll then it kind of defeats the point of them even being there. If they are “too easy” without spending 10 minutes running through meaningless nonsense that is even easier, then maybe they shouldn’t be in the pool of prophecies, or maybe if they are they should have another, more easily repeatable version of the fight that’s harder to beat after you’ve beaten them once.

It is in the tooltip actually. Just hover the key to see it at the bottom :slight_smile:

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True enough, my fault for being a spud then. It still makes way more sense to me to have it on the side of the map interface so you can go there then grab your key. I don’t exactly pick up a key then drop everything and say “time for a run”.

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I am not saying it could not be better. But they already did a somewhat good job to make it available.

This is one of the big plus of this game: so many information are available in the game without the need for an external guide or tools.

  1. One idea brought up was to include echo corruption and stability on the map, which I liked.

  2. For the moment, I don’t see enough variety in the content to warrant such a change, but it’s a good idea for future content updates. Or do you have considerations based on the currently implemented content, like “north are more enemies of faction X, to the west faction Y?”
    The objective is (probably) randomized on entering of the echo, because if you leave and re-enter, you get another objective. If there are changes to determine the objective beforehand, EHG would have to save this information for every node in every players’ timelines. It might not be much information that has to be saved individually, but it adds up, I guess.
    After considering the point about the objectives being shown - I think it could lead to me running the same 3 objectives over and over again until the game feels more stale. Surprise and enforced variety might be a good thing in the long run. Not sure - pro and con for both perspectives.

Because then everyone would just do a certain side of the web because it’s faster/easier/more suited for a certain build. Having to weave around the inefficient nodes is part of building a web. If you could filter out all the (for you) good nodes, then do them in a row, what’s the point of the web?

Come now, players never enjoy anything if the internet is to be believed!
There are already lenses to ignore campaign, and the difficulty of the prophecy is so easy, it becomes a speed issue over damage/survival. That’s the change that some people could enjoy.

I disagree. I actually do the same thing for monoliths as well, I currently have 5 Black Sun / Rahyeh prophecies I’m completing at once.

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Agree with point 1.
Disagree with point 2.
Take it or leave it with point 3.

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Yeah, I fell like it’s basically essential. When you go to do target farming or prophecies you need to know what everything is up to. Checking each Monolith manually is tiresome.

My idea was to have similar objectives along the same path, I know it is currently randomized completely but I would like to see it shift. Say at the start, you have 3 choices, one is Spire, one is find and kill, the other is ambush, and as you go down these paths your choices to change content for variety will remain open via the different offshoots along that path, and you will be forced into variety to get to the rewards you want on the web.

I guess that’s why they’d choose this way over customization, but I like to believe that when given a choice players are better off in general, and through collecting the information of the content the community prefers as a whole, the devs learn.

Agree with #1, except for the Dungeons bit, because Keys already cover it.

Disagree with #2, because:

I don’t play CoF so no opinion on #3.

It wouldn’t have to be implemented in such a fashion and I believe painting any suggestions of web customization as “easy mode” is disingenuous and irrelevant to the discussion. As I stated in my question;

And as I have later elaborated here;

It doesn’t have to be the terrible thing you imagine.

I’m just saying I think your point of it being “a change of scenery” is a little bit out there, don’t you think? Sure, it’s an easy prophecy that’s pretty meaningless and you just turn up and get it. That doesn’t mean you make people jump through more meaningless hoops before doing the meaningless content. That’s not difficulty, that’s a waste of time. You really believe it wouldn’t be any better to just have a more difficult fight scaled to you that’s more enjoyable to repeat and unlocks after killing the boss once? I think it would be awesome just in general for every campaign boss, without even considering prophecies.

Like I was telling the guy you just quoted, I didn’t mean customizing the difficulty. I meant the objectives and type of content. I want it to be displayed and for there to be a choice.

I wish I would share your optimism regarding people :wink:

If given the choice, people often won’t go for the choice that benefits them long term. Like, going for a walk every day instead of running another 5 echoes. And I’m not better than the average person in that regard, so I certainly don’t claim some high ground here ^^

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Hey! I go for walks inbetween casting and using my traversal skill.

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I knew what you meant when I wrote my comment.

This is what was said:

And in my post, it says nothing about difficulty modifiers or efficiency, it says things about choosing the objective you want to play, all which take about the same time to complete. So pray, tell, how is your comment relevant if you do understand?

Because this:

Is very, very wrong.

Ok, so which ones take sufficiently longer than the others on an average?

Surely you have the average completion times of a good mapper in each objective handy for me since you are so adamant?

Because from my understanding it is completely random how long it will take. Spires can spawn only one, and it can be right in front of you. Ambush maps can be dense, and spawn the ambush right away. Patrol maps are generally simple. “Kill enemies to find the x” maps can be completed without killing enemies if you run straight toward the objective. “Charge the x” maps are generally quicker than any of those.

Please mate, I’m all eyes and ears waiting here with baited breath.