…so hear me out and read it all please, so you can understand why you have to increase the Monster density in Echos:
Because even if you kill all mobs, you can’t get the bonus objective. Not even with the new League-mechanic, when going into their mini Dungeon. That can also happen with weaver Dungeons, rarely, but still happens. It’s frustrating when you farm Tomes of Exp and don’t get the full value from completing the bonus. It happens legit every third echo. I don’t even know why you put bonus objectives for killing more mobs, but you can’t even reach it with killing all mobs. Please, i beg you, it will also be more fun, when there are more mobs.
Isn’t that more a reason to tie the count of monsters percentile-wise to the bonus objective during pre-loading rather then simply increasing the density?
Sure, solves it as well, but can also lead to even more overpopulated echos then they are sometimes now. The disparity between near empty feeling ones and those swarming you non-stop is fairly glaring.
Well, or reduce the amount of monsters killed, to fill the bar. But more monsters is also a side fun effect!
I wouldn’t care, just let me fill up the bar in every echo with idk 80% monsters killed.
I don’t understand what this means. Your echo rewards aren’t tied to the bonus objectives. All the bonus objective does is give more timeline stability.
You will literally get the same reward if you clear the echo or if you finish the echo killing one mob because the spire/patrol spawned near you.
As for not being able to finish the bonus stability, I don’t think I’ve ever had that happen. But I’ll admit that it’s not something I pay attention to, not being something that is actually worth pursuing. You get more stability overall by simply rushing objectives than by wandering around to clear the echo.
That being said, it should be a percentage of the available mosnters and I was under the impression it was.
Regarding the monster density itself, I’d say that current density is fine. As we get more mechanics added they get more crowded.
Besides, you have an option to increase pack size in the woven tree, so you can already increase the density.
Not true, if you don’t have the bonus, you get 3 Tomes & if you have it, it gives 5. So i don’t believe you, what else would make it to have 3 instead of 5?
I’m fine with the current density too, i said they can also just lower the amount of monsters that need to be killed, to fill up the bar.
That’s beside’s the point, when you start out you don’t have those.
It’s random. Or do you think bonus stability gives bonuses to echo rewards solely for xp tomes?
I often get 5 tomes as a reward as well and I never fill stability.
But just as a precaution I did search their discord and all the answers point to the same thing, which is that it has no effect on the reward or on the chest.
Which makes sense. You don’t have a secondary objective to fill the bonus stability. You simply get more stability the more mobs you kill.
No, i thought for all rewards obviously, but Tomes hurt the most if it was true, but i guess it’s not.
Well, then they should still either remove that bonus entirely, or make it fill up with fewer Monsters killed, or increase the Bonus you get per Monster kill, or however they want to do it.
Just my opinion, why have it in the game when nobody is doing it, and/or you don’t have enough Monsters to kill to even fill the bar.
My original point is still standing!
Some people like to explore and clear echoes and those get rewarded with bonus stability, letting them get to the boss in fewer echoes. Others don’t care about it and ignore it. Either way you usually always have some bonus stability from it, even if you don’t fill the bar.
What shouldn’t happen is clearing an echo and not having a full bar. Since you opened this thread I paid more attention to it and I had one where I cleared it, including tomb, because it spawned with dungeon packs. And I didn’t get the full stability bonus.
This feels like a bug or an oversight.
Anyway, for farming XP, the best you can do is rush objectives, unless you’re in a xp echo and you see a tomb. Then you should go in because the tomb chest always gives you the echo rewards as well.
I get that, when i’m new to the game i do explore everything, and after i play most efficient.
Well yes, that was my initial point, it happens every like 3-5 echos, so something is not right. It’s not like it’s new, i just wanted to address it now, because it’s like this since forever.
Before we had all the extra mobs from Tombs and Ancient Skies, it was even worse than now, and when its % based, then it will never be fixed.
I take that to heart now, because i obviously thought rewards are tied to the Bonus-bar you fill up. So thanks for clarifying that for me, much appreciate your time and effort!
Have they changed it in 1.3? Historically, the mob kills only affected the loot from the chest at the end of time, the bonus objective just required completing the mono without dieing.
And you’d only require ~80% kills to get max stability.
I always get max, or near max stability & it varies whether I get 3 or 5, so I’d say it’s just random. Ask the devs in Discord if you want to know for certain.
I mostly only get about half stability and I also get 3 or 5 randomly.
There have been answers about this on discord, but none was answered by a dev (although some were answered by mods). They all say the same thing, that this bar doesn’t affect anything other than extra stability.