Some ideas

I’d just like to propose a few ideas. I get that with ‘seasonal’ games people seem to focus mostly on blasting to endgame and going from there, but I think the campaign mode can still be useful/fun, so I’m spitballing some ideas to improve fun/reward for both:

  1. Add some more side areas/ secret bosses / dungeons to the campaign. Let them be farmable. I’m taking inspiration from Grim Dawn here, but don’t lock the dungeons behind keys that are not directly available at the dungeon. E.g in Grim Dawn you enter the dungeon, beat the mini-boss, then get the key for the ‘real’ dungeon and you can craft more of them. It seems people just use the LE dungeons for campaign skip mostly, but I’d like them to be rewarding and interesting to play and farm as I wish during (and after!) levelling. Some of this might come with the finalisation of the story, don’t know, but I’d like more to find while progressing. Not all of us just want to blast to endgame to complain it’s boring afterwards.

  1. Add seasonal achievements (inspired by PoE challange goals for seasons, but less onerous), for instance:
  • Enter empowered echoes with all main classes (not sub-classes)
  • Find all the uniques in the game
  • Find a 4LP item (or just 3LP?)
  • Reach L100 with at least one character
  • Clear all dungeons at lvl 4
  • Beat Arena lvl XX
    Rewards could be cosmetics (available to all at later time), titles, a special ‘leveling’ elixir, etc. Or unlock specific colour dyes for your pets or cosmetics, that’d be cool.

Thinking of things that will push people to explore content and I guess helps with retention too.


  1. Add some monster specific items, so you can go farm them. E.g. if I want a poison base-type item, I can go farm the snakes in Majelka, or if I want void weapons I go farm ruined era.
    You could allow us to add modifiers to campaign areas to improve the farming experience, like density, added bosses, etc, sort of like monos but though campaign areas and perhaps dungeons.
    In line with this, I think it would be good to expand the monster types, with players only meeting some of them later in the endgame where they pose particularly challenging mechanics or damaging projectiles etc, without needing to be bosses, kinda like D1/D2.

  1. ‘Challenge mode’ - where you can complete a mono (or campaign area) with specific modifiers and build loadout (specific class/skills), then challenge others to complete it (either public or through friends). This could help in exposing interesting builds and diversity by using non-meta ideas and pushing them with healthy competition. It also allows people to have a ‘target’ for their builds if someone sets a decent challenge, without it needing to be just clearing max corruption.

Just some ideas to spice things up without just being ‘more to do pls’

Those two are contradictory. :stuck_out_tongue:
Not only are some uniques extremely rare, like red ring or ravenous void, which most people won’t find during a season, but there are also uniques locked behind Uber Aberroth, which the vast majority won’t kill.
Not only that, but it creates an inequality between MG and CoF, since MG can simply buy the ones they’re missing.

Yeah fair enough. Just thinking of ideas. Perhaps sets maybe, if they’re all obtainable in general play?

That would give CoF an advantage, since they drop full sets.
Item collecting of any kind shouldn’t be part of the challenges, because of the inherent differences between CoF and MG. Not unless it’s part of the easier challenges. Like dropping 10 uniques.

I wish they’d change that personally, feels cheap to just drop the whole set at once.