I don’t know if this was already talked, but new mods on idols like %gold drop, %rarity or even %exp bonus could be a nice thing to go for, espacialy with the new lightless dungeon where gold is important.
Also, talking of dungeon, it could be nice that some monolith reward could be keys for the soulfire bastion, the lightless arbor or the soul sanctum instead of only arena keys.
I really like the idea of a “Dungeon Key” reward in MoF.
Regarding gold, rarity and exp, this already exists on blessings.
I would not like these types of bonuses competing with character stats.
While I don’t mind adding more sources of these, these should be strictly separated from any kind of character power.
I could see stats like %Inc. gold, rarity or exp for something like a leveling system beyond lvl 100.
Slowly accumulating bonuses that you can distribute between these few stats.
I agree! Would be good to have that option if, say, your gear was really good at that time or simply leveling an alt.
The idea of sacrificing power for utilitarian gains isn’t an old concept, but I always ask this when I am ravenously curious: Why are you opposed to mixing them as a choice? Ty in advance!
Ah so like paragon in d3, but … well, better. I would wager level 100 isn’t going to be attained by even half the playerbase even after launch. But… should that be a problem for those who do? To be clear, I like this idea. I feel EHG can put a EHG spin on it and make it great.
In short: “don’t make players trade off fun against efficiency”.
There may be some other perspectives, but generally speaking the received wisdom is that it’s fun to make gains by optimising a build to push harder difficulties or faster clears. Then on the other hand if it turns out that you can best gather resources by instead gimping your power/clearspeed to swap in a bunch of econ mods, isn’t the game basically telling you to not have fun?
A secondary big killer is that when econ mods prevail, build diversity inevitably falls. Each mod/item dedicated to a farm multiplier is a lost pathway to differentiate or enable unique builds. There will be whole genres of build that just don’t work with X blocked slots. For example farm idols (if strong) would kill Smite-on-throw builds, since they simply cannot spare idol slots.
I don’t like the idea of a "mediocre build being the most efficient way to play the game, just because it has some gold/itemrarity/exp gear equipped and clears content that is not the hardest and most rewarding content, but the content that is the fastest to complete to gain those things.
I want players to be rewarded for creating the most powerful build and then it automatically will become a efficient way to play.
Even with this mindset, I know there still will always be a “most efficient” way to play, but things like these will just make it worse.
Anykind of endless progression system should never come with direct power.
Thigns like target farming certain bases etc. is indirect power, but you as a player still need to make choices of what equipment you want to take, equip or craft.
Endless progression systems that grant power will just foster a enviroment that will incentivice botting.
And it will exponentially increase the gap between the player that spends 20horus a day and the player that spends 2 hours a day playing.
I don’t mind people getting rewarded for playing more. I am my self a player who play more than the average player.
But people with less time should still have fair chances to keep up with the players that spend extraordinary time in a game.