Hi, guys.
I have several ideas. I hope one of them might be a good hint to improve the game.
Skill Node Point Affix
I am considering a new affix bonus, which I am referring to as the Skill Node Point Affix.
It provides one or more skill points on a specific node of a designated skill, in addition to existing skill point affixes found on equipment. The targeted nodes are located at the terminal point. It seeks to increase chance and possibility while cutting down on skill point waste. I suppose it would be fascinating to offer bonuses for passive skill nodes as well.
I guess one of the corrupting item mechanics might be of this type?
Damage immunity while accessing nemesisâs inventory
It provides you with immunity, a significant damage barrier, or a temporary big quantity of ward. Creating a large walled area that separates the area of distant enemies and Nemesis would be another effective method for this aim.
It is really annoying to be interrupted when trying to check Nemesisâs inventory. One of the main components of this gameâs farming is nemesis mechanisms. It is about farming! Please stop tiny mobs coming one by one during nemesis event!
Circle of Generosity
CoF has been my first choice. I love this original drop buffing concept.
However, I occasionally feel bad and disappointed when I receive equipment that I am unable to use. Circle of Generosity is kind of COF, which allows for random presentation while halving the initial item drop chance and quantity. You can give someone you donât know any un-crafted gear, and anyone can give you a gift at random.
There are limitations on the target gears. Exalted gears that are not idols are ok if they have two or more exalted affixes. A unique equipment can be sent for less than level 50 with three or more LP. Presenting a unique item at Level 50 or above requires at least two LP. When receiving, the item could be corrupted or downgraded perhaps. The recipients are entirely at random. There are just four options available when receiving: melee, ranged attack, and minion or caster. You first send a present costing favor, then you can receive , pass through or extract some favor.
I love CoF concept and have no interest in following market trend. Iâm happy someone can get and make use of my 3Ex items Iâd never use, by chance.
Narrative Screen Saver
Narrative is valuable to the core player base. While âcasualâ players might not be very interested in storytelling in this type of arpg, core funs are highly interested in the backstory, concepts, or even rejected ideas or artwork. As usual, these kinds of things are bundled into a âart bookâ that some followers purchase, but no one ever sees the contents.
The game simply disconnects and kicks us out after ten minutes AFK. The void can be advantageous to the old screen savor concept. Narrative screen savor begins while we kicked out if 10-min or whatever time passes.
It tracks playerâs progression. The campaign screen savors are all accessible if the player completes the campaign. Monoliths go next. A screen savor DLC would contains EHGâs peopleâs voices, background stories, hidden npcs, and rejected concepts or artwork. Itâs seen more often and better to releasing an art book end up never seen. If the body back to nothing, we will be able to see and remember it.
Thanks.
Have happy holidays and the great new year.
That would lead to a whole can of worms. What would happen if you had +skill gear that would bring you to the requirement for the next node (for example, one that requires 3 points in the previous one) and then you removed a point bringing you below the required 3 points? What would happen to the following nodes which are now invalid?
Would you be able to get more points than the limit? As in, getting 7/5 of a 5/5 node? Because that would require lots of rebalancing since those nodes arenât supposed to go above their value.
And if not, then how is that any better from generic +skills which you assign wherever you want and arenât limited to just those nodes?
Lastly, this would massively increase the affix pool, making desired affixes much rarer to get.
Iâd rather have the game pause. Damage immunity would lead to cheesing, where people would kite around champions or mages and then open the nemesis UI and wait for their minions/auto-attacks to kill them.
This bonus can be seen as turning a node into another starting node in the skill tree. Connected tree elements to this node are all valid if the pathsâ point requirement are fulfilled. If you remove certain points, the removal is caused on from this transformed start node firstly. The center tree is prior to the new starting node for protecting skill points.
That would never happen. Limit is limit.
Yes. That increase would be a problem. I think it could be good for new championâs mods, unique affixes or corruption.
I agree. Whichever makes it less annoying is welcome.
This is something that constantly bugs me. I donât know if this is the fix but when youâve got characters who have wide area range skills and they proc things from 2 screens over who come to see what the deal is while youâre looking at the Nemesis spawn, itâs really irritating.
I agree that the pause feature is the best solution; however, damage immunity while accessing Nemesisâs inventory seems more feasible in terms of development.
Pausing seems the best and simple solution to the nemesis issue for single player. We should leave multiplayer as it is. If you still want damage immunity, it could be possible to lower damages for both sides to zero instead, while pausing looks less buggy.
Well, like I asked before, whatâs the point of it then? You already have +skills which give you skill points in any node you want. Why have a plethora of new affixes that all do less than the existing one?
Ok, It can be described as like similar to PoEâs anoint where you can enable a farthest notable node without any passive points, or itâd be nice to enable a keystone. I should have referred it first. Still does it sound bad?
If you have a way to limit it so that you can only have one, then no. PoEâs works because itâs a single limited keynode. It can have some impact, but you canât simply assign a dozen at will.
So youâd need a way to ensure you couldnât take more than one per build. After all, those are usually further away due to balance, since theyâre stronger or more desirable than the previous ones. They force you to spend points in them if you want them and theyâre usually opposite on the tree. You usually have to choose between getting one of those desirable nodes or the other.
This would remove the choice since you could just take both.
I think this idea works in PoE for several reasons, one being the previously mentioned limit of just 1, another being the fact that their nodes arenât cumulative (meaning you only get 1 point, not x out of 5) and the fact that the passive tree is huge.
On a smaller skill tree I donât think this is a benefit overall. Instead of having to make a choice between 2 different paths with desirable nodes (which leads to different builds), you just take whichever path is more optimal and grab the free node anyway (which leads to a single build).
At a point where most builds already have 30+ points in their main skill; this doesnât seem necessary, tbh.
Ofc the allotted points shouldnât be restricted to one, imo. In certain situations, it can and should be four or more. The reference for PoEâs anoint is merely for convenience.
The amount of variations for a build that now requires 30 skill points may increase if it becomes less demanding. Instead of the present gears that grant skill points, we CAN select different ones. I suppose this benefit follows the essence of the game, which enables us to generate slight build variation in a favorable way.
For an additional example, corrupting a gear with a volcanic orb +skill affix could result in a new affix that opens a new skill node called fire walker while +volcanic orb is removed. This makes the orb follow the caster then enables the node and connects to the tree. It sounds fun, doesnât it? How about kind of this?
I want to start with a simple concept, something enjoyable.
on a different note, one thing i resent GGG for is they innovated a lot but at the same time are worried about about exploits that the game became worse for it. for example altars. they spawn up in map and give you 2 options. if you dont clear 2-3 screens of mobs, youâre not safe to take your time to read em. i would say GGG is the first online d-like that implemented pausing, yet they refuse to give players ways to pause the game when reading such things.
when i play LE and experience the same thing with nemesis i just feel sad. one can argue that thats the nature of live service multiplayer games, where they have to consider âif in a partyâ it could be jarring if the game paused abruptly. but the cost is the single player experience. it makes the game worse and the devs have a convenient excuse for not making the game better.
autopause should be a feature pre-considered and built in. but now its as tho something unheard of.
to be honest i really dont like +1 to skillpoint type mechanics. it usually lends too much power for the players.
you dont need to make up terms for mechanics that dont exist. anyway i believe youâre asking for the wrong thing.
what you should be asking for is to allow players to have more control over what drops. if i know i only want to play acolyte, i NEVER want to see a primalist item drop. i dont want to do any silly conversions. i should simply not see primalist items dropping to begin with.
item filters are a crutch. but the devs cant really solve this because theyre worried it might make SSF âtoo easyâ compared to MG trading. Cof/MG is one of the biggest innovations and best thing to happen to LE. but if i m being honest, i m still of the opinion that the game would have been better if the drops were catered towards SSF and FUCK TRADE.
i never want to use trade if i dont have to. d-likes love dropping shit you cant use because it encourages trade. it can work. but balancing 2 economies is not easy. in any case, LE now has such a shithole amount of players that i would argue that its about time they considered making CoF have droprates adjusted to highly cater SSF. if the game dies at least we still get to play the game in a somewhat enjoyable form offline if they actually do this.
That would have been Diablo 3, actually. And I want to say that TLI also has pause, I think, but I havenât played it long enough to know for sure.
Not really. PoE2 did it just fine. If youâre in a group and you pause, the game doesnât pause and everyone else keeps playing while youâre not moving (and can die).
However, if everyone in the group hits pause, the game does pause. So if youâre playing with a friend and you need to go to the bathroom or do dad stuff or whatever, you can both pause until youâre back.
Autopause is trickier in group play. It opens the way for trolls to start joining public games and then autopausing them until everyone leaves.
One could argue that pause isnât as necessary in group play, since youâll have the rest of the group to defend/warn you of danger.
The issue isnât making SSF too easy. Itâs that LE is a game geared towards altoholics and they like to see drops for other classes. And there are plenty of those.
Personally, in a game like D4 I will play my favorite class for a while. Then I consider that I have to farm gear from 0 with another class and I have zero will to do so.
I love when something else drops that makes me think âThis would be great to create a new build around itâ.
I do agree that the game needs better target farming. Something like PoEâs Genesis tree but passively for drops would have been ideal for me.
I thought that CoF + gift feature might make another dopamine or funny drop source.
For loot dropping, I really donât want to filter everything out other than for my build necessarily, but itâs good to drop gears to help motivate creating an alt. Ofc in this way, weâd get really lots of great dump gears but canât be used just now. I am kind of happy pack rat species. Some of thousands gears in my stash would be used, others not. I believe there are many of this kind of people in this genre. Or you donât buy a unique stash tab, do you? I love watching gears in my tabs. Am I not good at playing this game genre? Iâm sure Iâm enjoying. Some nuts buried by squirrels might be eaten as intended while others rotten, or some can sprout. Trade is not my line. Iâm happy someone can get a nut I forgot to buried where.
We kinda already do the affix nodes. We just spell them out explicitly so you donât have to memorize the difference between weapon master, weapon specialist and weapon smith.
The nemesis issue is a tricky one. I think we havenât done something like this because of the cheese potential.
CoG is a cool idea. Itâs a whole other concept though and would have to be implemented as a third option. Itâs actually pretty similar to one of the alternatives to the whole split system that we considered back when we were brainstorming ideas.
I really like the idea of the narrative screen saver. It would still require to boot you back to login but it is very cool and Iâm always looking for ways to get more lore across.
Thank you, Mike.
Maybe I should have posted it on â99 bugsâ thread. I have no idea about the cheese potential, but I hope the problem get a bit priority and tackled while there are tons of issues on the list.
Iâm curious about âthe ideaâ. Anyway, CoG is also a brainstorming idea. Hopefully it might morph into a beautiful form or a part.
Yes! The screen saver must be chill for a pastime or coffee break. Itâs a good and easy sample of storytelling in game.