*Repost* My take on how to improve echo experience

TLDR: the idea to add consumables to change and boost individual echo experiences.

This is a repost as original one is no longer about this concept in the replies. Try and think of this as more about changing the echo experience vs just focusing on a way to juice echo drops.

So my idea I doubt is original and is probably has a similar rendition in another ARPG, with that being said I only play anymore for ARPG’s so I didn’t know.

Features that are within LE that inspired/relate to this concept stem from: woven echo placement system, dungeon keys and charms, folly woven echo’s ability to add amber to surrounding echos, the choice to spawn a harbinger in timeline fights, the woven tree ability to add dungeon drops to general echos, and prophecies.

The general concept is adding dropped non tradable consumables that can be selected to alter the next echo you enter.

The simplest version in my mind is incorporating an echo modification placement spot above the start echo box within the echo web. Prior to selecting start you place the consumable echo modifier. Once you enter the echo it consumes the modifier and you gain whatever it gives. I do believe to ideally prevent obvious exploitations is if you die and fail the echo you lose the ability to place a modifier. As I can imagine people would find the most effective area and just keep renter if the echo and potentially gaming the system to make the echo broken.

A more advanced system would be an autonomous system you can turn on and off and it will automatically consume the selected echo modifier to buff the next echo entered.

As for my ideal version of the system it would allow for multiple different echo modifiers to be consumed at once and will apply all effects of consumed echo modifiers. Just note I am a glass cannon only or ganon for short. I can easily die 3/4/15 times before I complete an echo at times. And I hate the idea of losing the abilities to use echo modifiers on death but I realize it’s probably needed to avoid exploitation of the system.

Originally when thinking of this idea I wanted to incorporate the ability of adding more modifiers to the amount of corruption reached, but then considered could this become an issue. And I came to the conclusion that this system could be viewed as a must pay and restrict build freedom of players. As they may be forced to play a build that is strong enough to reach the required corruption for max allowed modifiers. Opposed to playing a build they enjoy or experimenting with build ideas. Out of fear of missing out on drops and being punished for playing their way.

So I reworked my brain and thought of what’s something players keep asking for but has yet to be implemented into my brain. And the conclusion I came to was in game achievements. Opposed to locking the ability to add more echo modifiers per echo through essentially build damage output. For example kill your first empowered boss any corruption gain access to the echo modifier system. Kill one of each dungeon boss gain a second modifier slot. Kill normal abberoth gain a fifth modifier slot.

I believe the incorporation of “my idea” and in game achievements is a two fold bonus. First being it give the achievements weight opposed to an arbitrary check list with no real purpose. As well as I believe it would promote player’s to experience different aspects of the game and help players discover useful area they may miss from being new to the game. For example if one of the conditions included completing the turtle woven echo and re-rolling at least one unique of lp amount one or more.

So a few examples of what consumable echo modifiers could be:
*add ten cashes to the echo. (Just to note this whole post started because I’m sick and tired over group play basically only being troves speed running)
*add three random enraged timeline bosses at low health and increased damage with increased boss lp chance
*chance to spawn normal roaming abberoth with four randomly placed champions protecting his health.

  • increased mob spawn packs but all mobs are now deadly.
  • spawn 3 empowered cashes and one mimic cashe all look the same
  • all mobs are now (x) spiders/siege golems/immortal eyes/ruined mages.
  • all mobs now drop at least one exalted chest piece but the echo contains fewer mob packs
  • imprint slot (x) has increased chance to activate but imprint (y) is disabled
  • mobs but one mob can no longer take damage and you now need to find the hidden mob that can take damage before death clock with time (x) runs out
  • players move speed is set to zero and all mobs now advance towards the player
  • more loot lizards spawn with increased drop rates but killing a loot lizard now gives all mobs (x) more damage and can stack an unlimited times
  • killing enemies adds (x) buff to players stacks (y) times but now killing a mob adds persisting dot (z)
  • all mobs are now champions but all champions cannot drop loot (champion imprint can still activate)

I’m going to stop here as if I don’t I won’t :grin:. If you made it this far and read the whole thing my hat is off to you for giving it a read. And as always hate or loving my ideas is all gravy. if you say any feed back it’s much appreciated positive or negative as I try to apply it to my future posts.

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this was orginal post

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Perhaps I misunderstood you due to the language barrier, but your idea seems to be to create a tree (atlas from POE) for Echo?
If so, let’s be honest: the linear (horizontal) progression of Harbingers is already outdated, and we really need freedom of choice in leveling. Killing a Harbinger gives you 1 (or 2) points in the tree, and we have the right to spend them as we see fit. I’ve been thinking about this idea, and I find it amusing that in such a tree, the player can only build one continuous line that can’t intersect itself. (But that’s just my thoughts.)
Your modifiers look funny, but they won’t be included in the game due to a 100% guarantee. Only a slight chance, unfortunately.

So no its not a tree, if your familiar with the current dungeon system and how they added charms to them last season think like that.

in my mind you would have a box, kind of like how u can place woven echos or charms into a spot. this spot would appear on the echo web screen. you could in my version select from one to five different consumables. And these would alter echo you load next. the consumables would just be a random global drop you got while playing echo’s.

If that’s still not clear ill try and think of another way 2 explain.

Okay. Why bother with it? Maybe it’s better to invest in affixes, which we have 50k+ at the end of the season, into Echoes?
If you invest in defensive affixes, monsters become more durable and there are more of them (more monsters = more drops). If you invest in damage affixes, then monsters deal more damage and their loot is more valuable. This can be used in all sorts of ways and come up with something truly interesting.

i unsure if you understand point of my post from language barrier. this is not about making your build better.