Monolith Arenas
- There’s no reason to have a clear fighting space in a non-competitive area meant for endgame farming. What happens here is the arena mode in the Monolith of Fate becomes a loot-less waste of time versus non-arena Monolith Nodes.
- Full item drop rules should apply here.
Non-Endless Tiered Arenas
- There’s no reason to have a clear fighting space in a non-competitive area meant for endgame farming.
- Full item drop rules should apply here.
- The break between 5 waves and loot drops and the option to “move forward or stop now” should never exist in Tiered Arenas. This should only exist in the endless mode. The reason you are using an arena key is to COMPLETE the 40 waves, not to play 5 or 15 waves and stop. Apply this logic to any other dungeon, that’s silly.
- Select an option of which difficulty/items to add in before changing to the next scene each 10 waves. A break can exist to pick up items and stash them as usual. The break after 5 waves should be removed.
- The increase in difficulty for higher tiered arenas should result in a massive increase in drop rates in relation for similar corruption-to-health/damage ratios that exist in monoliths.
- Add a wealth explosion (similar to a single wealth shrine) each 10 waves.
- I don’t care how you do it, but these loading screens need to speed up if you are gonna transition the player to a new arena every 10 waves.
Endless Arenas
- Endless Arenas should NOT be available until after you’ve cleared all four tiers of the regular arena mode. I cannot suggest this enough.
- Remove the loot barrel drop on every 5 waves, consolidate it for every 10 waves instead. Have waves move continuously until the 10th wave.
- If you are going to remove loot drop off of all the enemies, at least provide a gold explosion every time you clear 10 waves and reveal the loot barrels. Gold explosions would be equivalent to a gold monolith completion multiplied by the wave/corruption modifier.
- To properly gate and test players progressing the arena, there should be an arena boss and arena boss map within every 50 waves with full loot drop.
- Every 50 waves you clear should mark a CHECKPOINT. When you use an arena key of memory, you should be able to select one of these 50 wave checkpoints to start from.
- The UI for progressing to the next arena level should be an arena flag in the center of the arena. This way you can collect your loot and interact with your stash before selecting the flag and moving to the next set of waves.
- The UI when completing 10 waves should notify you if you have progressed the leaderboard for Class and Overall rankings. (i.e. if you cleared wave 290 for example, the system would say your 1 player Mage Ranking risen to #24 or something while showing you what wave #23 is at.)
- Since enemies are aggroed upon spawn in arenas, this means all the ranged/siege enemies all are using their max attack range. Whenever enemies spawn in the arena, circles should appear on the map, similar to when you are in a monolith and get ambushed, you will see those circles on the map appear. This allows players to react and even charge in to attack the ranged units.
- UI should Show the player the health/damage modifier of the enemies within your wave or the Corruption equivalent of the wave. It can help the player gauge what their limits are. (i.e. wave 250 being like 1500% damage and health increase)
TLDR - There’s a lot of things that need fixed, adjusted and rebalanced with the different arena types and in no way should they actually be similar to each other like they currently are.