Mechanic Refreshes

The mechanics in LE seem to age really fast. But I think there are some easy ways to freshen them up a little bit without too much trouble. (I think, idk, I don’t code your game I’m just trying to sell you on some ideas).

Mages - This mechanic seems to have aged pretty badly over the few seasons it’s been around. And I don’t think it has (much) to do with the mages themselves, but more their rewards.

The only real item of note is ladle. Merophage while unique doesn’t really compete, sierpins is very niche build (and not amazing anyways), and cuckoo…well isnt great. Experimental affixes have some usages, but with the crafting now entirely in the WE and I can get 25 mages there, the random encounters feel a bit lack luster. Also maybe time for an update to the rarely used experimental affixes. Time for some new ones perhaps? At least ‘fix’ the old ones.

Would really like to see the unique pool expanded for mages. Give them more items like beasts have access to. Give em some good stuff outside of ladle and update the ones it currently has to be a bit more competitive like y’all did with minion and primordial uniques this season. Adding even just one or two new/good chase uniques here.

Also think a little update to the combat part. What is there already has variation, but maybe like a 1/10 chance to spawn a void mage and has its own special loot pool/unique it can drop. Maybe have the roaming omens find mages in prisons and have a little crossover like weaver can do. The wardens need a little more spice too…since they are jailers, have some sort of ability that roots/stuns the players instead of just being a very basic 3 skill rotation.

I know there is a little lore already sitting and waiting on the Wardens and Judges and Welryn. But maybe this could be a little breadcrumb leading into that while putting a little refresh on an ‘old’ mechanic

Beasts - I enjoyed this mechanic a little more than the population seemed to have. But I think there is some minor improvements that could be done in the evolution section and their rewards.

Some of the skills are locked behind other skills(some even locked behind locked skills), which makes sense. But there really isn’t any indication for the player to know this. There also doesn’t really appear to be any sort of reward difference for taking on the harder/more powerful skills.

I think a small rework in the UI letting the player know that by choosing “Feathered Wings” there are two skills locked that would have better rewards. So then you have this “Tier2” skill “Razorwind Feathers” available with better rewards/modifiers. Which then unlocks the “Tier3” skill “Phoenix Wings”. Which has even better rewards/modifiers. This would give a reason to take on actually dangerous skills, and let the player have a little more ‘depth’ of knowledge and planning. Maybe even just a flat loot multiplier would be fine too. Beast drops x2 amount of feathers/bones…w.e. Or even specific T3 skills have better chances for specific unique drops or havoc runes…something. It would give us a better reason to really pay attention besides ‘i need fangs only ever pick fangs’.

Nemesis - Overall a very successful mechanic…but I wonder if its time to give it a little more. Like maybe having the cold nemesis have greater chances to add/upgrade cold affixes. Would have to add in all the types of nemesis…but it would give the players a little more control over what happens and when. Gives us another/better option for exalt farming which is currently really not fun.

Weaver - Honestly the tombs/cemeteries feel a little too big, and the idol crafting at the end doesn’t feel rewarding enough. The faction takes a bit too long to level. I don’t enjoy hunting cemeteries to place any WE’s for progress. And truthfully the worst part is the RNG on weaver gear. It just feels awful. I would love to see something added to where the players can influence the weaver will a little bit…like instead of having 1 rune…have 7 runes for each element. And I can spend a fire weaver rune to add a fire affix. Or attack weaver runes…or health runes. Something to help tone down the massive RNG on them. They just don’t feel good since the new shine has worn off. Instead of having just an idol crafting station…have a weaver rune station that can do this…have it charge runes and/or memory amber…or sell the specialty runes…have a specialty crafting station in the Haven of Silk.