Monolith of fate - More risk & rewards

Currently I find that that the risk and rewards in the echoes are rather bland and mild, with most of them involve in entering an echo, clear ASAP and leave for rewards. Varieties should be added to avoid the same repetitive feeling over and over again, which would make the players numb.

The good side is that in LE, we could apply modifiers to echoes and their surroundings, which directly impacts the monsters and rewards in the echoes. LE is not the first ARPG, which is why we do not need to reinvent the wheel in order for the game to become more successful. A few ideas are as the following:

Delirium – Completing a delirium echo will modify a large area of echoes around it, making them into delirious echo while changing their rewards and modifiers. The players are unable to view the modifiers and rewards while the monsters are much stronger compared to a normal echo. Completing a modified delirious echo will carryover the reward to the next delirious echo, ie clearing 1st delirious echo has a rare scepter rewards, the 2nd delirious echo has its own reward AND another rare scepter reward

Metamorph – Metamorph fragments are droppable from a rare metamorphed monster, carrying a modifier from the monster (monster buffs). These metamorphs items can be assembled to create a metamorph echo, where all the monsters carry over the modifiers with each fragments have their own item rewards, %item rarity and %exp). New echo objective can be added to the game, which the players have to hunt the metamorphed monster.

Breach – We have the void in the game, so we should use it as a unique mechanic. New voidbreach echo could be introduced which randomly spawns in the game. Completing the voidbreach echo will apply a modifier called voidbreach to a large area of the nearby echoes. Killing monsters in a voidbreached echoes has a chance to open a void portal, summoning void monsters unpredictably with added rewards.

Legion – A large group of echoes are interlinked together, with 2 sides fighting each other. Each sides have their own sets of rewards, and clearing one side would increase the opposing side’s rewards, monster modifiers, and monster quantities. The player has the option to clear both sides back-to-back to balance the risk and rewards or clearing one side first, increasing the risk and rewards from the opposing side.

Ritual – A ritual echo that is connected to its surrounding echoes and allows the players to skip it and enter the surrounding echoes. Clearing the surrounding echoes are considered as ‘sacrifices’, which would increase the modifier and rewards of the ritual echo.

Blight – A defensive echo which is similar to arena but the players have to defend npc. Various types can be applied to blight echo, such as defending villagers who wont fight back, defending a garrison with soldiers npc, defending a siege with castles and towers.

Essence – We have a lot of affixes, what prevents the monsters from using them? Essence echoes have monsters which are modified by item affixes which drops them after being killed.

So… just copy PoEs leagues almost directly?

You missed Betrayal and Heist the worst leagues potentially added

PoE has/had good ideas but EHG cant just copy them almost 1:1. Scourge mechanic exists in Temporal dungeon but has no escalating damage buffs

It’s not really copying 1:1. The unique thing about LE is the echo, which is why more mechanics should be introduced instead of just the current objectives. The stuff that I gave were ideas and examples of how to implement extra mechanics into the echoes.
And if we’re talking about copying, where does the line stop? Everything could be said as a copy to another mechanic

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I will assume that the legal issues are taken care of (naming several mechanics the same their poe counterparts would be a bit sketchy).

There are no hard and fast rules of what is too much copying, almost everything is a copy of something else at least to some extent.
Given that these mechanics interact with the echo web and don’t exist at a map level, the end result will be very different compared to poe.
As you noted, your suggestion is more of a transposition of poe mechanics to LE rather than a copy.

That being said, I don’t think addresses the main problems with monolith right now, namely, that the echos themselves are very boring to complete.
A lot of the proposed mechanics seem to be “complete a bunch of normal echoes with additional modifiers for a reward”.
Adding mechanics at the web level means that the echos themselves will still be largely untouched, but there will be another metaprogression added to the monolith (in addition to corruption, stability, and general navigation of the echo web randomization of the rewards and reverting completed echoes).

Personally, I would much rather have more variety in the individual echos.
Similar to the blight suggestion, i think the winning strategy woud be to add new kinds of echoes with different objectives, and unique rewards (in poe each league has ist unique drops).

Well it kind of is when you blatantly call it the same mechanic as from the game its inspired from, I didnt read the description and think ‘oh Ritual league’ you called it that

Soulfire dungeon has the same reward mechanic as Ritual or even Expedition (you spend special currency at a vendor) but because its packaged differently its not the same

You also mention PoE’s later leagues, go back and look at their first set of leagues, they were basic

EHG would probably need to start small adding in things like unique monsters per zone/packs and grow. Some of PoE leagues defined the game for later, ie Strongbox/Shrines/Exiles almost everything began as an experiment

Also many of those league mechanics mentioned people actually dislike or even hate/skip entirely

I personally skip Metamorph/Blight/Legion and Breach mid league+, they are a waste of time and I hate doing them, even Ritual gets skipped when im mapping for XP, Metamorph is so overtuned you can die with 20k ES to those fks

I’m just inserting a name which would be familiar to those who would play PoE so that it would simplify the understanding of the mechanics. For example, the ritual is based on killing enemies which would enable the ritual to be used (in PoE). But in LE, my suggestion is that the killed enemies would contribute to the modifiers of a single echo (I just named it Ritual Echo which can be changed by the developers as suited). Thus this suited to “you decide your own risk and rewards”.
Adding more unique monsters / packs doesnt really change anything since we already have a lot of monsters which are technically the same thing and gets killed by the player. Adding mechanics which modifies those monsters, in which the player could control the mechanics would be more satisfying imo.
Another example I would give is targeted farming. For example, in the essence echo, the echoes contains monsters which are modified by lightning affixes. This allows the players to choose whether it is worth for them to farm it depending on their build. Affixes includes resistances and added damages etc. which would makes a lightning damage based char would be less effective inside the echo, and improving our lightning resistances would help our survivability in the echo. But the drops are lightning affixes items / shards, which would benefit lightning-based characters.

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