Monolith scaling very end game

Hello and welcome to the LE Forum!

I fully agree with everything that you said here.

There are a lot of very similar and like minded opinions about this and many things already have been suggested in the past. I really hope we will get a balance pass on MoF that will include things like you suggested here.

This could also be used to solve the issue of a lot of people complaining that the corruption grind feels very tedious, because I think the first few hundred corruption increases (from 100-~250/300) feel very sluggish, because you don’t really notice a big difference between 100 and 150 for example.

The whole progression curve could be smoothed out a big, make the very first corruption pushes already more noticeable while simultaneously making the top end scaling more interesting.

My biggest gripe with the current system is, that the difference between one echo and another can be HUGE because of ONE single echo modifier.
Because these echo modifiers also scale with corruption to a certain extend.

I think if the devs move some scaling from the individual enemy echo modifiers to the base corruption scaling would smooth out things a lot more.

On top of that there are a lot of enemy echo modifiers that have a hard cap (like GB or Crit), while other have infintie scaling.
On top of that there are a lot more modifiers that impact hit/crit builds and basically none that affect DoT/Ailment builds.

Throwing in some more enemy echo modifiers that would only affect DoT/Ailment builds, like Enemy has chance to avoid ailments or Enemy take less damage over time or Enemy gets damage reduction per unique ailment on them would spice up the mix of modifiers a bit more.

This all together with issues of the echo web creation are the top 2 things that I would like to get changed for a much more enjoyable top endgame experience.

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