Problems :
Today most player’s respond that these echoes doing one after another get too boring and no real goal in ehoes that started. Most players skips pack’s of monster’s to do objective(s) . All areas is not random generated similar like in game Diablo 3 RPG Nephalem Rift , also do not proper campaign skip even from level 1 only if you have completed campaign. Most player’s this endgame system get very boring very fast in current state. Also have after three completed core echoes in echo. You will have face orobyss one of five versions.
I suggesting some changes that makes more fun this boring endgame system :
— Adding more bosses than Orobyss(five different flavors of it do not count ) , this mode should at least 8 different bosses.
— Remove blessing’s system as that too vague by replacing with different system.
— Add Boss Shard’s system . I will explain below.
— Pernament bonuses after boss is defeat .
— Limit 1 boss per echoe could be defeated and gained bonuses.
— Objectives needs to be three at least and one of them requires to kill certain amount of centairn type monsters or any type monsters. Good echo objectives example : Get 2 hands sword drop , Kill 50 monsters and Defeat mini - boss monster named specifically .
— While doing echoes in echo . Each echoes provides items . i suggest add some player stats bonuses like : Strenght + 2 , Mana + 1 , - 5 HP (NOTE : Bonuses do not have to be always positive) . That possible if you manage to do on first try without dying. if you die only left reward is items based. While you move and choose these bonuses on each different echoes you completed. These are temporary stats while in echoes.
It can become permanent stats bonuses after collecting enough boss shards and opening Boss echo. Only after defeating boss first try bonuses of stats collected becomes permanent and carries on every mode.
Boss Shards
Each boss will have six shards and after collecting six shards in your inventory from doing echoes in big echo(these have level). Boss shard as item reward of chosen echoes, limited to 1. Bosses will grant permanent bonuses for character . These bonuses are picked by player doing echoes. These will go to next echo and still applies in any other activity.
I think these changes makes more enjoyable playtime in MONOLITH OF FATE.
In my opinion the Monolith + Blessings is as good as is but… it is simply lacking varied content like PoE has done with their maps and league mechanics being baked in.
Can I ask what you find vague about the Blessing system? Imo the only thing that’s vague is that the blessing a timeline rewards for clearing it is unknown unless discovered earlier or using a 3rd party tool aka a website, which EHG is opposed to yet this obfuscation exists for seemingly no reason.
I do agree that map randomization is a big issue and contributes the most to feeling bored out of your mind after awhile.
As for the rest, it just needs something similiar to PoE league mechanics being added over time and hopefully in a way that doesn’t bloat the game as much.
Disagree. The best games take what is good from other games and leave out the bad. It doesn’t have to be a carbon copy. Hence why I said, similiar.
It’s already known that EHG is planning their own Leagues but it’s called Cycles, they’ve shared multiple times that it would be similiar to PoE except it would consist out of maybe adding new (sub) classes and the likes.
Curious as to what you would propose to add in varied content that would change each season and in turn will keep players coming back to a different state of the game.
Agreed. But the accumulation of similar smells bad to me.
I was a huge player of Diablo 3. When I started LE I felt a bit lost, but quickly I became happy that it’s another game with another flavour.
But we can disagree, no problem.
Out of curiosity, where is the line between similar-enough-to-be-in-the-same-genre and too-similar-in-a-bad-way? There’s a lot of overlap between D3, PoE, LE & GD because they’re all in the same genre (as well as all being swords & sorcery compared to sci fi).
I don’t know.
I suppose each one has their own line, plus there may be an objective line that competent game designers can draw.
What I feel is that “add this this and that like in XXX” feels more like copying than “add this this and that because it’s the obvious way and all others do this way”.