I’ve seen many of the typical lamentations regarding late game character progression: hitting a wall in terms of the effort:reward ratio, feeling the stagnation of your loadout, finding that echo rewards no longer seem meaningful or at least reliable enough, etc.
Understanding that this genre needs some element of perpetual “chase”, but people still want to feel regular progression with the time put in, this is clearly something difficult to balance. My ideas are meant to just be examples of possible ways to make endgame processes more interactive and enticing while addressing the aforementioned frustrations. But they don’t have to be taken strictly - if you agree only with the spirit of these suggestions but have different ideas for implementation, please still engage with this topic by commenting your alternatives!
I think one problem is layers of RNG gating meaningful upgrades - each individual mechanic the game has isn’t bad, but stacked RNG leads to exponentially increased times between workable loadout improvements. Example: maybe you’re trying to get LP on a maw, so you expand an empowered mono with a dozen echoes until a shade fight every single time, and it might not drop at all. Then, every six tries maybe you get a 0LP maw. Every 24 tries maybe you get one that is 1 or 2LP. Finally. Then you do Julra and only get the bottom choice affix(es) you want on it. Oops - that’s a lot of wasted effort. Getting a bad roll in the sanctum feels awful. I may or may not be making this post after getting 3rd and 4th choice affixes on a maw and titan heart craft one after the other.
What are some ideas for accelerating the grind without subverting existing systems?
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In boss-specific cases, as mentioned above, a simple thing would be to improve how quickly bosses can be attempted. If the pure RNG sanctum crafting system is to be left alone, then we should be able to roll for 1 or 2LP drops more often. Adjust the stability requirement mechanic for fighting monolith bosses, allow a few re-fights of Orobyss if desired before the timeline resets, etc.
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Other uniques: targeted rewards in monoliths could have a reduced 0LP chance and correspondingly higher chance of 1/2LP, (with 3/4LP left as-is) when compared to random drops from mob kills. This would also make hitting those nodes feel more enticing too! The idea here is to bring additional incentive to seeking them out.
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Or, what if the nodes for “unique item” or “unique or set [type] item” actually rolled 2 items for you to choose one from? Accelerate the hunt for what you desire. Beyond a certain corruption this could roll 3 choices instead. This is another way to add interactivity to farming and give monolith nodes more identity when compared to random drops from kills.
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On that note, the weapon type nodes are already pretty crowded in Reign of Dragons, making it that much more tiresome to find what you want. Perhaps such targeted nodes in that mono should roll an even higher number of weapons to choose from than suggested in point (3). Or it could be that whatever weapon type you’re wielding the most while killing things in that node has an appreciably higher chance to be generated!
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As for farming desired purples, I’m having a harder time coming up with something now. But something should be done in the spirit of the above suggestion to “boost” progress. It could be something like how the blessings for specific item types work, but in this case for specific affixes or at least subgroups of affixes that can end up exalted. Maybe a suggestion like in (4) could be used to tailor your distribution of drops from exalted node rewards (getting more 1H vs 2H, etc).
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Another thing for purples - it can feel pretty bad to get a highly desired item roll then lose 20FP on a single improvement. The current FP system is cool and I understand if the average FP consumption for each affix tier should be left alone, but maybe the FP consumption range could be narrowed modestly.
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Shared stash is currently good for holding generic purples for other characters to pick from. But it can still be pretty tiresome looking for the exalted helmet/armor/relic node rewards in order to roll for improvements to class-specific purples. Maybe those nodes should be made more accessible too.
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Alternatively, or in addition to above farming suggestions, improve the odds of good sanctum crafting. Here is another “add interactivity” idea - spend a rune of ascendance to gain a bonus feature for legendary crafting. If 1LP, you can ban 1 affix from the pool. If 3LP, you can pick one affix to guarantee. For 2LP idk what’s more appropriate, one or the other, or something else? For 4LP, perhaps this would generate the item and 1 copy with affixes/bonuses rerolled, and you pick which to keep.
The point with all this is that suboptimal late game drops/rolls/crafts should be only moderately disappointing, but leave me still wanting to continue the journey. Instead right now they currently leave me overwhelmed because of how much time it seems I may have to spend again just to try for the improvement again. After spending a ton of time to still be where I started because a rare 2LP and rare T7 were simultaneously borked, it currently just makes me want to exit and go play a different game instead. With given example ideas for bringing more directionality/interactivity to the hunt, I think the grind could feel a lot better.