Making Monolith Rewarding- Patch Idea

Hello yall. I got an idea that i would like to workshop with you all.

This idea is based around a concept of progressive rewards in the form new and specialized skill slots that are on specific gear items, that are guranteed to be provided to the player at each corruption threshold, per each unique monolith. Said in simple language, each monolith has 4 items that are gonna be given to you once you hit empowered, at 200, 400, 600 corruption.

Now you have 1 specific slot per unique monolith, and you can slot in any combination of skills that you have unlocked. So if you wanted all 4 from say (husk of gaspard) you could put them all in.

I have made a list of various skills, trying to keep their theme.

Abomination

● Aura of Decay: Acts in all ways similar to poison aura, but this does necrotic damage and applies damned

● Raise Ghoul: This transforms all your skeletons into ghouls. Ghouls have much higher HP, and defense, but move slower. Ghouls keep the elemental conversion of the skeletons. Ghouls also spawn volatile zombies after 30s up to a cap of 3 zombies per ghoul, and keep spawning them at that rate.

●Bone Feast: A heal that heals 20% of max hp over the span of 60s. Spell cast is instant if a minion is on field.

● Lord of Abomination: Similar to how wraithlord turns wraith, this turns your big bad zombie into a larger more aggressive one.

Stolen Lance

● Lead Arrows: Makes arrow shots (multishoot, puncture) act as if it was shooting large thrown spears (sentinel). Arrows pierce enemies and knock them back. Lead arrows can apply all elements at 100% increased effectiveness over the base.

● Winged Ruin: Grow a pair of wings and fly to a location (traversal). As you travel you gain frenzy, and heal 5% health and remove all conditions. You are invulnerable during flight

● Hunters Mark: You put a mark on an enemy, enemy recieves marked for death for 25sec. Damage dealt to enemy has 10% physical pierce

● Argentian Fury: You gain max stacks of Adrenaline and haste for 12 seconds. You gain your entire armor bonus as ward and half your dex or strength (highest) x 2 as mitigation from dots for the durarion of haste. You can not be stunned or knocked down.

Black Sun

●Radient Malice: (aura)[once on it stays on]. Your void damage for purpose of damage is converted to lightning. And all lightning damage against you is converted to void. You heal 1% of all damage you deal

●Radient Ignorance: (aura): Your Lightning damage for the purpose of damage is converted to Blood [physical]. And all physical damage you take is converted to lightning. You heal 1% of all damage you deal

●Radient Suffering: (aura)Your physical damage for the purpose of damage is converted to Spell tag. All spell damage you take is converted to physical. You heal 1% of all damage you deal

●Radient Wisdom: (aura) Your spell damage for the purpose of damage is converted entirely into damage over time tag. All dot damage you take is taken as spell damage. You heal 1% of all damage you deal.

Blood Frost Death

●Agonizing Burn: (aura) Your Spell damage that is cold, is treated as fire. And you take all fire damage as cold damage. Heal 1% of all damage done

●Blood Aura: (Aura): physical spell tags are converted to fire for purpose of doing damage. You take all physical damage as fire. Heal 1%of all dmg done

● Banner of Ruin: Your Minions that are either fire, necrotic, or cold, gain +4 to their size category up to theoratical max. They spawn smaller versions of themselves every 20s, up to 3 times. Then they all explode.

●Cloak of Death: for 2s, you take 400% increased damage, after those 2s, your cloak explodes outwards in 50M circle +%spellareatag, you gain 5% of the value you did as ward for 15s.

Ending Storm

● Wall of Storm: (aura) Your wall of fire, is converted to lightning or cold. It also turns every 3rd spell you cast into lightning or cold, and they alternate.

● Squal Siren: You summon a siren (functions as Dryard minion) but the minions health and damage scales entirely of either intelect, dex, or strength (highest) + your max hp/2.

● Tidal wave: [traversal]: jump on a wave and ride across, enemies in the wave are dragged with wave [small / medium], and take 100 cold and 100 lightnjng damage per M travelled in wave. [Max distance is 500M]. While in wave, add your entire armor value to your endurance threshold.

● Eye of Lagon: Lagon gazes into the area. Enemies are feared, and forced to run away taking 8x longer then normal fear duration. Once fear expires, enemies are frozen, those that can be frozen are afflicted with 30 stacks of chill and 45 stacks of frostbite.

Fall of Empire

● Plated Steel (aura): you gain +15% resist to all resistances

● Aura of Greed: (aura) you gain +15% more health steal from all sources

● Aura of Husk: (aura) You gain +25% movespeed but loose %10% max hp

● Hartons Harpoon: The harpoon takes 2s to load, and then fires. If it lands on an enemy, jt summons friendly void creatures who heal you. Max amount creatures is 25

Reign of Dragons

● Drake Hatchling (blue): Summon a medium sized dragon as a companion. It deals lightning damage. (Scales with your %lightning damage)

● Drake Hatchling (red): summon a medium sized dragon as a companion. It deals blood damage. (Scales with your max %physicalspells)

● Drake Matriarch (green): Summon a large dragon as a companion. It deals poison damage. (Scales with your max %poisondmg)

● Drake Lord: (white): summon a large dragon as a companion. It deals retaliation damage from all sources. (Scales with your %damage reflected, where flat reflect adds hp, and %reflect scales damage)

The Last Ruin

● Channeled focus: (aura) Your channeled spells gain the dot tag, if they had a dot tag, they also get the spelltag, if spelltag exists, but not the others, gain which ever is missing.

● Hexblade: (aura)Your [right click] is converted into a :heart:hit​:heart:, in a small cone as if it was a malee attack, and beneits from scaling tag (area of effect). Scaling of stats remains unchanged

● Evade: for 5s, your able to dodge dots and channeled, regardless of surfaces, ailement, hit etc. You also gain haste

● Gaspards Lament: Your traversal skills create a large rotating blades around you, that scale of your highest stat.

Herot

● Torpor: (aura): your cold damage is treated as lightning for purpose of doing damage. You take all lightning damage as cold. Heal 1% of dmg done

● Frostburn: (aura) Your cold damage is treated as fire for purpose of doing damage. Frostbite is converted to ignite. You take all fire damage as cold damage. Heal 1% of all damage taken

● Blades of Cold: Your malee attacks gain their %hitspeed into %frostbite. Your attacks also convert all sources of leach into ward at 4:1 rate

●Lance of Herot: You gain haste (5s)and all your cooldowns reset to 0 outside of special ones. You dash in a zig zag, and are healed to full health.

Spirits of Fire

● Searing Flames: (aura) Your malee attack gain %hitspeed into %ignite. Your attacks also convert all sources of leach into ward at 4:1 rate

● Fuming wounds: (aura): Your fire damage is treated as void for the purpose of doing damage, and your ignite damage and %ignite become %to inflict time rot. You take all void damage as fire damage.

● Cold Iron Blades (aura): your malee attacks gain %hitspeed into %shock and chill at 50% effectiveness for both. Your malee attacks %ignite becomes % frostbite and %stun at 50% effectiveness. You convert all stacks of leach into ward at a ratio of 4:1

● Spirit of Wrath: (aura). You gain +100% movespeed, and 20% more endurance at the cost of -45% health regan and 50% health leach.

Ok, overall the start of the pitch is something I’ll put into the big ‘oof’ category, simply because the situation of farming each individual timeline separately is actually a problem. Every time someone switches a timeline it’s an automatic ‘downgrade’ for rewards, and since those rewards are 99% similar it doesn’t feel like having any substance in re-farming each one separately.
So putting a system in place which specifically enforces that situation to be kept is a big ‘no’ from my side, no matter how the system is set up itself, simply for the fact that it hinges on a problematic issue in itself.

As for the idea direction in general: Yes, a system of enhancing pre-existing systems is always nice, adds a layer of complexity and depth, so overall there. I didn’t read through the whole list of effects, just a few examples. Some of them seem very good for uniques as well, for example the ‘Raise Ghoul’ one, if adjusted accordingly to power level.

As for implementation ‘soon’… I can’t say anything about that personally, it wouldn’t make sense in the current state, it’s a interesting idea, it’ll be something I can comment about only when we see… 1.3 earliest I would say? If it makes sense starting then. The current power level of gear is already too high in many cases, hence without appropriate content any addition there wouldn’t make the situation better but actively worse. It’s something to be kept in mind ‘for the future’ though.
Especially with the sheer power level you’ve presented in your examples, a combination of ‘Spirit of Wrath’, ‘Winged Ruin’, ‘Argentian Fury’ and ‘Aura of Husk’ would cause any Low life Build to be basically immortal. 125% movement speed, traversal and turning the negative of the life regen and leech into a positive. So the provided things are utterly broken, we can maybe see them… in Cycle 10? A bit later? So a few years from now earliest, if not quite a bit later depending on power-creep.

Overall idea nice, time-based positioning is awful though and I recommend suggesting it or something like that when the time becomes relevant to make it a viable system to even be considered.

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I tend to agree that doing it this way is not ideal. Getting to 600 on all timelines is painful and tedious.

I am not sure how else to suggest it without it being op. As an average player won’t hit corruption 600 (In my opinion) less so on 4 different timeless in one season. On legacy, that is a very different beast.

Maybe then make it a reward from a merchant for rep currency. So that you could unlock it, but one timeline had to be to 600 [for cycle anyway]

Yeah, sadly so, the corruption grind is plainly spoken… a bit of a mess still. It’s tedious and un-fun in the current state, definitely worth to find a better system before long. It’s not a major issue yet but it’ll hinder the future progression of the game if not handled.

As for potential implementations… first of all Mike revisited the comment about the general area which is a overall goal for each character, which is still 300 corruption, so working around that would be the best. It also makes sense in regards to the current content we have, which also seems like the content following in the next while will be ‘branchind sideways’ rather the enhance the progression-length.

With that in mind… Mike also spoke about the active plan of more factions being implemented, non-mutually exclusive ones to the pre-existing factions. So this system could be something which - in accordance to the respective state of the game at that time - provides something in the direction you’ve suggested as the rewards, that would make decent sense I think.

Also limiting it to enforcing a specific corruption level is also something which is definitely doable, we already have that with prophecies in CoF that require a specific amount of it after all, so that would be a decent ‘limiter’ to make sure people can’t ‘by mistake’ in some way skip over the proper progression pacing which EHG tries to establish gradually.

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