Paragon/Achievement System

Intro:
Hey all
I definitely think this game could use some type of paragon system because the way the game was created we basically get to play almost all subclasses, so having something that motivates us to do so will be nice since it can get kinda boring having to level up again and again and again, specially corruptions!

Suggestion:
My suggestion is to do an achievement/points system. As you play the game and complete some achievements you get a point to spend in this general/global stats that carries over to every char. Nothing too OP, but good enough as an incentive

Some exemples of achievements:
When you complete the full story you get a point,
When you unlock the legendary timelines you get a point,
When you get to level 100 you get a point,
When you complete for the first time a t4 dungeon you get a point,
When you complete t4 arena for the first time you get a point,
and so on

Some exemples of global stats:
1 point = 1% specific or all resistance,
1 point = 1 health/ward gain on hit,
1 point = 5 health or 10 armor or 25 stun avoindance,
1 point = 1% block chance,
1 point = 10 or 20 corruptions in all timelines,
25 points = 50% more dropped gold,
50 points = 1 passive point,
and so on

Now, you could fulfill the achievements for each subclass, meaning you could have for exemple 10 achievements for each subclass, getting up to a 150 points total, making it more enjoyable to play all classes and actually wanting to play the full story instead of skipping it right after getting all idol expansion and passive points

This topic comes up every so often.

Personally I would prefer if a system like this were eventually implemented that it doesnt apply power creep as you have described.

I would prefer if it added utility type bonuses - like hitting level 100 in one char, gives the ability for other chars to unlock monoliths faster or skip campaigns or run one dungeon free per 24h period or allow for additional monolith corruption increases in alts like it does across timeslines on one char now… Anything similar that doesnt affect character power but motivates trying other chars without the boredom that is sometimes evident levelling alts.

My main reason for this approach vs power boosts is that power related bonuses will eventually need to be counteracted in the game balance and I’d rather that didnt happen - balance is hard enough to fix already (and is already a problem).

Well, we know that further progression system(s) are eventually coming after 1.0. Judd hints at one here during his most recent interview with Zizaran. Then Mike responds to a question about this remark during the May 5th dev stream here.

Though, if I’m being honest, it just sounds like the Favor System – which has been touted as some kind of late game meta progression system that’ll be separate from other systems. Mike has discussed some high-level conceptual ideas about it in a few dev streams where it was brought up.

So yeah, something will eventually be coming on this front post 1.0.

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