Shrine of Reset

I was just running a False Temple when I thought (and not for the first time) that it would be great if there was a shrine that would reset the timers on any other shrine buff you were currently carrying.

Obviously there would be times when it wouldn’t be useful at all (if you find it when you have no timed shrine buffs on you), but also times when it’s amazing because you have all the best buffs on you, with varying amounts of success in between.

I’ve never bothered to suggest it because I figure someone else probably already has, but tonight I thought I might as well some and suggest it just on the off chance that no one else had.

I guess a second suggestion might be to have a section of the forums where we could see what suggestions have been made not by searching for search terms (because who knows what keywords someone else might use) but by what area of the game the suggestion’s related to. So for example, my suggestion above would be listed under suggestions related to Shrines.

Interesting idea.

The major shortcoming though is: Nobody reads the shrine text. People just click it and don’t bother unless something providing rewards suddenly pops out.

It’s the same issue which GGG had with their shrines, the overall situation is that the shrine effects are neither extremely OP nor are the generally detrimental, this leads to people simply ignoring it and getting just ‘a nice extra short buff’ from them.

Would mean that the impact it can have with shrines that have substantial important and varied effects that make a vast difference to have or not have simply isn’t available. It would only be another ‘ok, it exists’ thing to have.

Good idea… not worth the effort to slap in currently.

While your point is true, it doesn’t matter. The nice feeling you’d get of, “Oh, sweet, my buffs are lasting way longer than I expected. I must’ve hit an extension shrine” is the benefit, and you don’t need to have read anything to get to experience that feeling - if you’re lucky enough to have it happen when your buffs are ones that really work for your character.

I guess I should point out that this probably would also only benefit players in one specific condition, which is when you’re playing content below your character’s peak corruption window, which is what I’m doing right now.

I got bored playing my online MG character so I went to offline mode to see if the new gear in this release could help one of my offline characters push farther into the game. It’s my own build, so not only was the character weak before this release, it’s weaker because this release stepped up the difficulty level a bit, and also it meant needing to redo the Weaver Web faction grinding all over again, and that last part was much more of a pain in the ass than you might think when you start off with a lvl 100 character and just start trying to grind empowered monos without having had the chance to start building the web earlier in the game.

So long story short, one of the things I’ve been doing to make it more palatable to rebuild this character and work on the web has been to run non-empowered monos. I’ve improved my character’s gear over the last two months and I’m now at a point where lvl 100 monos are annoying enough to be annoying, but I can relatively breeze through lvl 90 monos.

So when I’m running through these False Temples right now I’m not really caring so much about loot drops, I’m mainly doing the amber farming strat, and I’m trying to do it as quickly as possible so I can complete my web and get back to lvl 100 monos. Because my character is a touch OP for lvl 90 monos I’m able to basically run from shrine to shrine without needing to fight the trash mobs, and only need to pause for maybe a second on rares or 3-6 seconds on Champions (especially when twinned). So if I get the right types of mobs, and the first 2-3 shrines are the right ones, I can start running through the map without needing to stop at all (except to pick up anything that does make it through my filters) … but typically I can only get about 35%-45% of the map done that way before the ‘good’ shrines run out. I can still run the map relatively easily, pausing for the rares and Champions, but it really would feel nice to be able to have that boost reset and complete 70%-90% of the map.

Granted, I’d only be able to achieve that because I’m running a map below my character’s level, but when you’re just grinding amber I don’t think that’s a terrible thing. And yes, the shrine’s value would almost certainly decrease the farther you push into corruption (as it becomes rarer to stack shrines). But it could be a lot of fun in specific situations.

Although now that I’m thinking about it … I wonder if EHG could code it in such a way that such a shrine could only appear if your characters are 9+ levels above the zone you’re in. If so that could help people like me who are trying to bring up a new character (or rebuild an old one from scratch) while not diluting the shrines players would get later in the game.

Before I see that I’d want to see a way to actually cancel the shrine effects. Some are annoying and don’t do anything for you except for very few builds (like the phys rotation beam or the phoenix flame) and some are actually detrimental, like getting bleeds from the amulet because you used a spell shrine, or the drain health ones for a low life build.

Preferably have a way to not even activate some of them in the first place, but at least being able to cancel should be the minimum.

1 Like

Yeah, that’s the issue though, isn’t it?

If you don’t read what your buff does or how long it lasts… how would it provide a nice feeling to get it extended? It was meaningless before and hence is meaningless after.

As said, nice idea… sadly the setup of the shrines on their own doesn’t support it well.

EHG could setup the shrines to be meaningful interactions which enforces engaging by stopping and reading… but then we fall into the next issue, which is interruption of the core gameplay loop, something that’s deadly for this type of game. Whenever players are enforced to get ripped from their ‘blasting immersion’ it changes the premise for our brain and leads to mental exhaustion as the situation suddenly shifts from one need to another. And shrines would make that too prevalent to be positive, especially since there is a overabundance of situations already switching up the gameplay without having a choice to design it yourself this way.

I’ll say it plain and simple: If your character struggles with anything below 150c then your build has failed and something is going very very wrong.
Even the awful builds can comfortably run 150c nowadays.

In this section of the game the only 2 design issues currently available are the sudden difficulty spike from traversing towards empowered while formerly running non-empowered. And the second is the introduction of exalted items which are drop-only and change the whole itemization progression from a fluid situation to one absolute disaster afterwards.

Yes, that would be an actual good introduction.

Either that or proper design to mandate thinking about taking one. Hence severe upsides and downsides as mentioned above. With a solution for the mental exhaustion aspect as well, whichever form that takes.

But you’re 100% right that in the current iterration we need a cancel button for buffs.

You don’t need to have read it. Why do you think you would have needed to have read it? Do you not have a sense of how long these things buff you for by now? I’ve seen your handle on these forums for at least a year, I have a hard time believing you wouldn’t be able to tell.

Why would you want to do that? At all? Given that you know exactly what the problem would be with doing that? It feels like you’re arguing just to argue. “Why would I want $5 when I could be punching myself in the face?” Are you being serious?

Yeah? So? This doesn’t negate my suggestion in any meaningful way. People playing those exact builds you’re talking about would still go through a similar thing that I’m going through if they choose to build a new character, or rebuild one that’s already at lvl 100 but hasn’t built out their Weaver Web yet. In any case, I don’t know what the upper limit will be for this build yet, I’m still in that transitional process of building it.

… are completely irreverent to this thread???

Okay? Start a new thread for that as a separate suggestion and let people vote on that. That, as a separate suggestion also does nothing to negate my suggestion. ??

Why? Why must people stop to think? Why do YOU care whether or not I care to stop and think? Why do YOU not realize that both can exist simultaneously? In the situation that I’m choosing to play in right now, I don’t need to stop to read anything. Later in the game when I’m pushing higher corruption maybe I will need to. What I need to do later in the game does not need to change how the game works in the situation I’m discussing here.

it sounds like you guys want to have completely separate conversations that don’t need to be related to this thread/suggestion at all.

I think his point is, rightly so, that people don’t really care about shrines. Most players click on them on the off-chance it will be a lizard shrine, but the vast majority of shrines don’t actually do anything for you.
So you click them in passing and when a bunch of lizards don’t spawn you just keep playing in the same way. Nothing really changes.

So most players wouldn’t even notice if they hit a reset shrine because they already don’t care about the effects, so having them extended for some time is irrelevant for them.

They might not even realize it was a reset shrine, since you tend to usually only have one shrine effect around (except for shrine objective maps) and hitting the same shrine will already reset the duration.

This is something that you might notice when doing the campaign where your character is weak and a shrine is a nice boost but that you quickly stop caring about.

1 Like

Yes. Exactly. This wouldn’t be that noticeable most of the time, but I’ve said exactly that multiple times already in this thread. I know it’s a niche case, and that’s actually probably one of its selling points - because it could be beneficial in a specific situation without throwing the rest of the game out of balance. As mentioned above, it would also be perfectly fine if EHG could code this shrine to only spawn if your character is 9+ levels above the zone, further reducing how this shrine could affect late game play. It’s a specific suggestion for a specific situation in which it could be a noticeable and enjoyable thing.

1 Like

Not really, I literally ignore them existing unless the shrine drops me some form of loot or spawns loot mobs.
They only have meaning during progression before end-game (empowered) at best, often becoming useless even before that.

If it has no weight it won’t occupy my mind, they’re - sadly, and that should change - not impactful at all, the buffs.

I’ve stated why below:

Wasn’t in direct answer to you… sorry, easy to overlook hence, should’ve included it above already.

It actually does.

The game has a boatload of issues… why use resources for issues which basically nobody has as they bypass it so it won’t even become a issue?

You can do such stuff when the core problems of the game are solved, on the side, it’s polishing, and as I said… nice base idea.
But polishing happens after the foundation is solid.

Which is what makes it relevant though? They’re the foundational issues. Yours is a top-end one.
Which is hence mandatory to fix first? The foundation.

As I stated, it’s one of the options.
This mandates there is more then one. The route EHG takes as long as the respective downsides are appropriately handled is not important, but it’s one possible direction.

I hate all minion shrines on non-minion builds, especially more squishy characters. Since enemies don’t have predictive targeting, it’s quite easy to dodge projectiles if you know how to move and approach targets, but if projectiles fly loose because they are aimed at the summons, you suddenly run into them.

Cancelling would be very apprieciated.

1 Like

I will say one thing, though:
We already have shrines and we already have shrine reset (when you click the same shrine).
So adding this is actually very low effort and has some case benefits (especially for the more casual playerbase).

The only downside of adding a shrine is further dilluting the pool making the lizard shrines rarer.

Then why are you even here discussing this topic? Just ignore this conversation, as you already ignore the shrines.

Prioritization of suggestions is a meta topic that neither adds to nor removes anything from the discussion of the suggestion itself. I could understand - and would even welcome - you arguing against my suggestion if you thought the suggestion would imbalance the game in some way that hurts the game for everyone (and even then I’d say to suggest ways to improve my suggestion, not detract from it), but if all you’re here to do is complain that it would take away resources from some other suggestion then not only are you not adding anything of value to this conversation, you’re actively distracting from it.

For the one individual type of shrine you’ve found a second instance of, yes. My suggestion is to have a shrine that resets the timers on all of the shrine buffs currently on you.

I’m not so sure about that. I suspect the different shrines have percentages dictating how often they show up, because at least anecdotally it seems those show up less often than any other type of shrine. If so then EHG could bring this one in without affecting the drop rate of lizard shrines. While it might reduce drop chances from other shrine types it would be an overall boost to player performance because of the nature of the suggested shrine.

What’s wrong with throwing in some low-hanging fruit that some of the playerbase might enjoy? I also do programming for my job, and sometimes at 3pm on a Friday when you’ve got two hours left in the week you don’t want to start on the next big task that you know is going to take you a few days to hammer out. There’s a time and a place for low-hanging fruit. If you’re asserting that that this entire class of effort is necessarily a bad thing I would definitely have to disagree.

I was saying the opposite, actually. I’m saying it’s low effort and it has no big downsides to it, so it could be easily added.

3 Likes

Thank you for the clarification. My apologies for the misread.

1 Like

:man_facepalming:

You do realize I’m solely pointing out the issue related to your suggestion? While also working towards finding solutions and timeframes when EHG can potentially implement it?

I mean… it’s not that hard to see, so how about stopping the thoughtless comments?

Yes, which is why I stated the main problem your suggestion has, namely the perception of importance of shrines for the majority of people playing the game. Plus potential solutions for this problem to make your suggestion a viable one.

Sit back, take a deep breath and re-read what I wrote, you’re barking up the wrong tree.

:man_facepalming:
So… you wanna tell me pointing out resource allocation inside a Forum of a game where the developers had to sell their product solely because of faulty resource allocation is nonsensical?

That’s baffling plainly spoken.

Yeah, they’re weighted.
But bringing them in without changing the lizard shrine quantity isn’t happening.

The number of shrines total wouldn’t change, only what they provide.
Since another choice is there the pool is inherently bigger, hence the weight of the lizard shrine would be lower in total to the complete pool of all shrines.
And even if specifically the lizard shrine would be an exception then all others would be less, which is also not good.

The alternative is more shrines, which is simply crowding the maps more and taking away from the individual outcomes even further then already is the case.

With another issue of the weighting causing all other shrines to be less available, so the option for a reset shrine to happen when you don’t have another shrine effect even present is quite likely. The prevalence of shrines simply isn’t high enough in total with the exception of some specific maps.

Like the idea but it would probably only work with Falsey~ (hate this map anyway ptsd lmao)

I do like the idea of changing up shrines or adding a weaver node that gives you a selection of specific nodes then a higher % chance of them spawning cos man some shrines I just plain out right hate and I’m sure some of the ones I hate other people love. I’d love a higher chance of the ones I like - kind of like higher chance for nem to spawn or ceme’s to spawn, just with shrines. Easy to implement with a list you can tick to chose one on. I think any more than 1 might be quite oh peeee.