I’m in agreement that it shouldn’t be this slow. I don’t think it should be a quick easy thing but at this time I just think the progression is a little too slow, maybe just a small tweak is all that’s needed.
it isn’t just the speed that is the problem, monos themselves are boring, - they lack decisions both in the map and when playing. We lack means of manipulating reward generation so that the points before fighting shade have meaning.
But I agree 20 curruption and a bunch of stability is very little, it feels like they don’t WANT you to grind out shade for faster stability gain in order to farm bosses with how stability gain drops after shade.
That seems really excessive… With a good end-game focussed build, you can get to 300+ in a about a days grind…
I did it with Kryces MA Shield Throw build and other than getting a little boring it definitely didnt take that long and I was still clearing monos at a fast pace that leads me to guess it wouldnt take more than another day or two to push to 500 odd… Definitely not a month.
If I wanted to get to 800 corruption (making that decision after perhaps having a stroke!) I am sure that it would take longer and I will probably hit a plateau where my dps is not enough to progress fast enough anymore… at which point I would stop and decide my build was as good as its going to get…
I do not see the point of pushing corruption to 800… I dont understand the logic and it makes no sense to me…sorry.
Same for me, but who am I to judge?
I understand that some players want the highest numbers possible. Some others want even better drops. And so on.
Personally, I like diversity. I play a char along the campaign, then I want to play the next one. Many of my chars did not even reach the Emperor of Corpses, I got bored before. Very few got to empowered timelines.
But if some people want to push corruption, why not?
Honestly, if they want to do that then thats up to them… The concern that I have is that these become serious outliers and their experiences are not things that 99% of players would ever have…
The infinite scaling of the Mono system also means that pushing to these extremes will have unexpected or exponentially negative consequences that I dont think need to be addressed… It reminds me of the challenges of flight engineers/plane designers had when they wanted to break the sound barrier… none of the problems they had to overcome were ever experienced by sub-sonic flight and would have been unneccessary in slower (relatively) planes…
anyway… if someone wants to push crazy Mono corruption levels then sure… be my guest… but any feedback at those stratospheric levels are unlikely to apply to anyone else…
800 would probably do for my aged heart as well, but I do understand the OP’s point.
On a new character increasing the corruption level in empowered monos every time is a painfully slow process. I do think that some echoes having a higher increase amount depending on the modifiers has some merit. Or maybe randomise the amount a little more.
I usually find branches with 2 echoes when further out from the nexus, so having 1 with an average increase & the other with a much larger increase would be quite an improvement for me personally. Getting to expose 3-4 echoes & them all having the same increase value seems quite shallow now, when I’m faced with going all that way out again doing tons of runs just to get another 20-30 increase.
Its subjectivce on the build, how fast the player clears monos or if they rush each echo or do a full clear or how many cups of coffee they have between echos or how long they play each day or if they need to pee/sleep or have food…
Of course its subjective… surely that doesnt need to be said? Odd distiction to make…
Saying that it takes a month to get to 800 is probably also hyperbole to make the point they are probably trying to make but I didnt harp on that…
I think it is a concern on what the game should be balanced for but even still that point is mute when understanding that corruption is entirely controllable, and also assuming the average corruption gain for each orbyss node is about 5ish corruption (grinding optimally is usually ranging from 2 - 10 and that’s being generous on the high end), for 100 corruption that is a MINIMUM of TWENTY FIVE Orbyss fights with a potential maximum of FIFTY FIGHTS. No, that is tedious, overstays it’s welcome, feels tiresome for progression for both those that want better rewards and higher difficulty.
This is a good change objectively and hurts the game not at all. Simple change? Add four to every corruption gain and decrease at empowered monoliths for natural corruption progression, 2 becomes 6, 10 becomes 16. Minimum of 7 fights for 100 corruption, max, 18 fights with an average of 13. Also acknowledging that many people will wait to increase corruption too much as to prevent things from getting too hard, means that such a change is only good but is still low enough to allow controllable corruption levels while also allowing for better feeling more natural progression for players in timelines.
This isn’t a full fix for monoliths current problems but helps alleviate some of the more glaring ones at least with progression.
I may well be in the minority, but I don’t mind the slog on my first character to push corruption. That said, I would like to see the catch up mechanic apply account wide.
If I take a build the long way to 500 corruption, I want to be able to get the bonus corruption on subsequent characters. I still have the option to do shades with lower base and/or bonus corruption if I am uncertain of a build’s capabilities in order to slow progression on my own, but I don’t want to have to grind each character as though it’s my first to hit MoF.
-EDIT- Sorry, ezj2002… this was meant as a reply to the thread as a whole, not to your post directly. I hit the wrong reply button