Small ideas

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 nemesis’s 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 Nemesis’s inventory. One of the main components of this game’s 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 don’t 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. I’m happy someone can get and make use of my 3Ex items I’d never use, by chance.

  • Narrative Screen Saver
    Narrative is valuable to the core player base. While “casual” 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 “art book” 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 player’s progression. The campaign screen savors are all accessible if the player completes the campaign. Monoliths go next. A screen savor DLC would contains EHG’s people’s voices, background stories, hidden npcs, and rejected concepts or artwork. It’s 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 aren’t 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 aren’t limited to just those nodes?

Lastly, this would massively increase the affix pool, making desired affixes much rarer to get.

I’d 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.

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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 paths’ 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 champion’s mods, unique affixes or corruption.

I agree. Whichever makes it less annoying is welcome.

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This is something that constantly bugs me. I don’t know if this is the fix but when you’ve 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 you’re looking at the Nemesis spawn, it’s really irritating.

Exploitable.

Instead auto-pause during access should be a realiable method.

I agree that the pause feature is the best solution; however, damage immunity while accessing Nemesis’s 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, what’s 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 PoE’s anoint where you can enable a farthest notable node without any passive points, or it’d 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. PoE’s works because it’s a single limited keynode. It can have some impact, but you can’t simply assign a dozen at will.

So you’d need a way to ensure you couldn’t take more than one per build. After all, those are usually further away due to balance, since they’re stronger or more desirable than the previous ones. They force you to spend points in them if you want them and they’re 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 aren’t 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 don’t 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 doesn’t seem necessary, tbh.

Ofc the allotted points shouldn’t be restricted to one, imo. In certain situations, it can and should be four or more. The reference for PoE’s 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, doesn’t it? How about kind of this?
I want to start with a simple concept, something enjoyable.

agreed.

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, you’re 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 “if in a party” 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 you’re 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 “too easy” 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 haven’t played it long enough to know for sure.

Not really. PoE2 did it just fine. If you’re in a group and you pause, the game doesn’t pause and everyone else keeps playing while you’re not moving (and can die).
However, if everyone in the group hits pause, the game does pause. So if you’re playing with a friend and you need to go to the bathroom or do dad stuff or whatever, you can both pause until you’re 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 isn’t as necessary in group play, since you’ll have the rest of the group to defend/warn you of danger.

The issue isn’t making SSF too easy. It’s 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 “This would be great to create a new build around it”.

I do agree that the game needs better target farming. Something like PoE’s Genesis tree but passively for drops would have been ideal for me.

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I thought that CoF + gift feature might make another dopamine or funny drop source.
For loot dropping, I really don’t want to filter everything out other than for my build necessarily, but it’s good to drop gears to help motivate creating an alt. Ofc in this way, we’d get really lots of great dump gears but can’t 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 don’t buy a unique stash tab, do you? I love watching gears in my tabs. Am I not good at playing this game genre? I’m sure I’m enjoying. Some nuts buried by squirrels might be eaten as intended while others rotten, or some can sprout. Trade is not my line. I’m 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 don’t have to memorize the difference between weapon master, weapon specialist and weapon smith.

The nemesis issue is a tricky one. I think we haven’t done something like this because of the cheese potential.

CoG is a cool idea. It’s a whole other concept though and would have to be implemented as a third option. It’s 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 I’m always looking for ways to get more lore across.

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Thank you, Mike.
Maybe I should have posted it on “99 bugs” 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.

I’m curious about “the idea”. 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. It’s a good and easy sample of storytelling in game.