I recently finished leveling my first character (A poison Aura Lich) to lv 100. I just want to give my thoughts on endgame as it currently stands and make some suggestions for the future. I know they are planning more endgame systems, so hopefully some of those address these concerns, or if not, that they take some feedback into consideration.
It’s kind of anti-climactic at the moment. You don’t even get a little fanfare for reaching lv 100 and there’s no real fixed end boss or goal like fighting Shaper/Elder was in PoE.
The pacing, or perhaps the way rewards are structured, at endgame is kinda off. So as things stand, there are effectively 3 things to go for as concrete goals: You can complete different timelines to get all the blessings, you can try to push your corruption for a timeline up as high as you can go, or you can push arena stages as high as you can go.
The problem as I see it is that only completing the timelines for blessings directly gives you rewards needed to fill out your completed build, but as an incentive it’s essentially orthogonal to the other content objectives.
-
Arena is completely separate content from Monolith and yet you’d want the blessings to do as well as possible in it and until you can self sustain the round 80 golden keys, you need to run echos anyway to even be able to play arena. So while it can’t stand on it’s own as a separate endgame playstyle, doing it gives you essentially no progress beyond basic gear and xp progression, which it isn’t even clear to me if it’s meant to have some enticing reward structure since it says that nowhere and it doesn’t seem to give any more just at a glance.
-
Near as I can tell, it doesn’t really matter which timeline you do corruption pushing in, but you do have to pick one and stick with it since it takes a long time to build up and it doesn’t carry over to the other timelines. You’re not really going to significantly build up corruption in any timeline by just going through it the handful of times needed to get the blessing you want. (Unless you are extraordinarily unlucky, in which case you have my condolences)
In either case, it kind of feels like you’re not really meant to do these 2 progression goals until you’re done with the blessing stuff because spending time on them directly competes with the time you spend on the blessings, but while the blessings are a capped thing, the other 2 are boundless. This I guess would be fine if I got through the blessing acquisition relatively quickly, but honestly here I am with a lv 100 character that while it isn’t completely maxed out is good enough that I just want to move on, and my highest corruption at the moment is 119. Like even if I wanted to push corruption, it would take a lot of slogging through content that is now trivial to me while I barely get any fun gear upgrades anymore. At least with say, D3’s Greater Rifts, there was a constant challenge to beat the time in order to advance and you were able to skip up difficulty quite a bit if you could keep winning the run. Here I’d need to just keep running echos with no challenge for me until I find increasingly far away Oro fights.
So I guess the takeaways from this:
-
The difficulty scaling is off at the moment, the incentive structure for the game has you spend way too much time at difficulties which will not challenge your skill or build. (This one I’m a bit less confident on because obviously difficulty in these games is conditioned on what you end up building. Maybe I just happened to play one of the more powerful/safe builds, although I wasn’t really going out of my way to find one, I just liked the look of what lich was doing with it’s life and I found a build that did that.) By the time you get to the point where it’s reasonable to spend your time going for harder difficulties, you’ll likely find yourself bored of the character. Again though, that’s just a personal preference thing.
-
The game could use some more concrete goals and achievements to work towards. Infinite scaling is cool in it’s own way for the sake of leaderboards and stuff, but for someone who’s more interested in just having fun with a character and trying to achieve something with it, having some cut off point where you have some big finish then the game pats you on the back and tells you it’s fine to hop off here if you want helps make me want to push towards that goal and makes it more satisfying to stop rather than just ending once I’m sufficiently burnt out.
-
The game could do better at having it’s systems either better stand on their own if that’s the goal or to have them better integrated if that’s the goal. As things are now it’s just weird that there’s one activity that’s kind of given primacy over the others but it’s not the main objective you’re meant to push yourself on.
-
I’d like to see bosses and challenges which work a bit more like raid bosses from WoW rather than just being a bunch of variations on “dodge the thing.” For starters, the bosses we have now don’t even always hurt enough to kill me if I do stand in the fire, but that’s a balancing thing and while those bosses should be more lethal to actually be real challenges, that’s not where I’d be happy to see boss design end. I much prefer fights that require some strategy, gear, and build optimization to do well. The simplest examples of these kinds of mechanics can already be seen in bosses in PoE for example. The Shaper has puddles that track you before dropping and will eventually fill up the room to act as a soft enrage timer. This both checks your DPS and you get to manage your limited space as a resource by placing the puddles better. There are also add spawning phases in the fight where if you don’t kill them quickly enough an NPC that’s helping you goes down and you wont have their help for the next phase, so you have to be good enough at AoEing them down, maybe using some control tools to keep them off her, etc. Those are like the most basic examples I can think of, and while there are some limitations to designing these mechanics when you can only expect one player to be dealing with them instead of a raid group, (Although who knows, maybe we could get some multiplayer bosses? Maybe dreaming too much there.) there is probably a lot of design space out there to create some memorable bosses that will be worthy mountaintops for players to climb for.