I welcomed the introduction of the bonus stability mechanic to motivate players to kill mobs. But this effects only characters that are early in monolith progression or farming for a blessing. Players after a certain LP unique, exalted, or idols still face no downsides when objective rushing to get to the loot pinata asap. Which imo is contrary to the genre gameplay.
So an idea i had popping up in my head lately was following:
remove the loot pinata of the specific rewards at the ‘echo of a world’ reward room and give (rare) enemies inside the echo a drop chance for the chosen reward type.
positive consequences:
- rewards still scale with corruption and now also with quantity of enemies killed
- motivation to clear echoes of valuable reward types
- shift efficient playstyle for loot farming from objective rushing an echo to killing mobs that drop the rewards