My issue with modifiers in the Monolith of Fate

I agree with a lot of the thigns you said here Senoca.
Some of the ideas and suggestions you gave are something that I have not heard before like that and its definitely interesting.

I do fully agree that enemy modifiers feel like they sometimes increase the risk without appropriately increasing the reward.
I am a bit torn on this, because I do like that enemy modifiers do dicate the difficulty a lot.
Because you can stratgize around them and going certain paths, letting them run out before doing desired echo rewards, to prevent dying from too high diffculty etc.

But in practice its really bad because corruption scaling vs. enemy modifers scaling is so far off and there is another thing that I truely dislike which plays together with this.

Once you uncovered a big portion of th echo web, the echo web creation becomes very linear and thus removing the whole “strategy” component and planing different routes etc.

I made a seperate thread about this a while ago:

I thin the Monolith of Fate System is a very robust and solid system with A LOT of potential for the future. It is very modular and the possibilities are endless with what the devs can add.

But I think its really important to get the baseline scaling and risk vs. rewards down first, before they add more stuff.

2 Likes