Players' suggestions for the implementation of the 10000 corruption in the online season

Hello, fellow players! After investing over 500 hours of game time, I am proud to announce that I have finally reached a corruption level of 10,000 in the online seasonal server. My game ID is YIYIYIFAN, and I play as a Necromancer specializing in summoning Ghost Lords. I am a Chinese player, and this post is written with the assistance of AI translation, so please excuse any inaccuracies. Next, I would like to share some of my experiences in achieving this corruption level, hoping to provide some reference for other players and the development team.

1:I am very satisfied with the speed at which the development team addresses any bugs and issues. It’s great that they always respect and consider player feedback.

2:I have noticed that the drop rates for corruption level 10,000 are not entirely matching my expectations. They seem similar to those at corruption level 5,000. Perhaps the team could consider checking this, as I have encountered some numerical errors at corruption level 10,000. Could this also be reflected in the rarity of drops? Or does corruption level affect rarity in a curved manner? In my experience, drops become satisfactory around corruption levels 3,000 to 5,000, and further increases do not necessarily improve them. (After reaching corruption level 10,000, I found myself heading to the Hall of No Light, as the drops there were significantly better.)

3:If I hadn’t set a goal for myself, I don’t think I would have persevered to reach such a high corruption level. The Fate Nexus content is indeed sparse and boring, but I do not agree with its closure. The Fate Nexus is like a large tree, and the development team can add more branches and flowers to it. For example, introducing levels and bosses that only appear at certain corruption levels, or implementing randomized event-based node paths that lead to random or semi-random rewards, similar to exploring a maze. There could also be reward pursuits along a timeline, where certain reward nodes are only discoverable by taking a specific route. In my opinion, there’s so much potential for interesting and enriching content. The Fate Nexus offers a unique gameplay experience distinct from other games like D4 and POE, and I believe it has a promising future. I hope the development team continues to work on it.

4:Although the character models don’t align with my aesthetic preferences, many of the skins and pets are beautifully designed. I eagerly await more skins, and I know most of the people I’ve talked to also appreciate the skin designs. (Personally, I’m partial to the Valkyrie or swimsuit skins.)

5: When considering balance, the development team could consider differentiating between roles, such as those suitable for map completion and those for boss fights. Identifying which roles excel at specific content would greatly enhance the utilization of each class and open up more opportunities for cooperation within the game. Many might argue that solo play has been the norm in similar games for years, but collaborative multiplayer offers a captivating and unconventional aspect. In summary, perhaps considering a multi-directional balance or emphasizing the strengths of certain playstyles could be more interesting. After all, is it really ideal for every class to have balanced strength despite having unique skills?

6:As a summoner player, I have to say that the AI of summoned creatures is rather poor. While it’s evident that the development team has implemented some AI, I find it somewhat unreasonable. It seems to require the player to fight alongside their summons (e.g., using a command to direct the summons to attack, but they often return to the player’s side after a certain distance and do not attack while moving). However, as a fragile Priest, I often find myself fixing the position of my Ghost Lord, teleporting him to a location, and then retreating, which feels quite cumbersome. We need summoned creatures to have a more proactive attack range to ensure the safety of the player, especially for melee summons.

7:I understand that the development team respects player feedback, but having both Fate and Merchant on the same server is not ideal. If the team plans to continue updating the game, I suggest separating the servers for these two factions and no longer allowing faction swaps. This would resolve many of the current issues, and I believe Fate players would not be opposed to this change as those who truly enjoy it would not want to switch factions. Those who dislike it can simply create a new account.

8: The Ambush Rats often cause significant lag for everyone involved.

9: A quick one-click equipment swap feature is necessary as players often need to switch gear based on different needs. A gear showcase or wardrobe system would be greatly appreciated.
10: Quickly killing the timeline BOSS and then exiting does not consume stability value, and exclusive equipment will still drop. Please fix this issue as some hackers are already preparing to exploit this vulnerability to quickly obtain a large amount of exclusive equipment.

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A developer in last weeks (friday) dev stream. Said a load out system wont be coming to last epoch.

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Devs have anticipated that good builds would reach 500 corruption, not 5000, let alone 10000, so they probably never tested the drop rates there.

You are using multiple items that offer a buffing mechanism that are clearly overtuned, and not setting a cap on ward retention for cold resistance and flat damage to the wraithlord after consuming a minion is a mistake in my eyes and was probably never intended to be used to this extent, so no surprise that you reach untested corruption levels with this setup.

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