I find a tomb of the erased in almost every map, but as others have said there just isn’t much reason to do them after you have gotten your enchantments. I think these events should be more rare and the loot inside them should be more rewarding, in addition to maybe adding more utility to the crafting station at the end cause its kind of a dead mechanic after a few uses.
I agree that we could have more rewards (you do get amber and at least a couple champion drops, which is not nothing though), but you can either just keep imprinting on other idols for future characters.
Or failing that, since you feel you won’t get much out of it, you can just not go in? No one’s forcing you to. It’s not part of the echo objectives.
Much like I often skip exiled mages or loot caches I see on the minimap if they’re not in the way.
The catacombs are very rewarding, enough so that I actively seek them out rather then beelining through an echo.
The woven idols are prevalent there and have extremely powerful affixes. The amount of woven echoes inside is substantially higher then anywhere else (and I don’t think all of them have been done by most people yet to unlock the maximum potential of the weaver tree) while also giving the option to enchant one of the class-specific idols to further enhance them.
They’re very rewarding overall.
As for prevalence… yes, they should be less prevalent, in the current implementation they’re not enhancing the end-game variety but solely make echos longer, which is… well… a detriment simply said.
A better implementation would’ve been to give echos ‘themes’. For the ‘basic’ echos at least.
Meaning one has the catacomb and hence is heavily leaning towards that… the next is leaning heavily into champions but hence having no catacombs… another into exiled mages and another into loot lizards. As examples.
This would cause a broader variety of experiences while also not devaluing the specific mechanics, rather enhancing them by showcasing the variety.
Further enhancements would lead to player agency based mechanics to pick and choose a focus similar to arena echos (or removing them) through some means. I think that would be the optimal course to go overall to give different types of players the most in terms of enjoyment.
When i see a shrine or chest, thats just going there and clicking a thing, but a tomb is a whole new echo inside of an echo basically so it becomes a much more inconvenient detour. I do admit that the tomb has a lot of loot, but im not convinced that it is more rewarding than just finishing the map moving on to the next echo, which is what i try to do, but sometimes my ocd gets the better of me and i see a flashing circle around it and feel compelled to go in. Maybe if they were smaller and more condensed without dead ends It would feel better, so you can pop in an out real quick, and we would still have the cemetery as a larger version of it anyways.
It’s the exact same issue which GGG ran into years ago with their content broadness. Everything was seen in maps randomly and people actively ‘burned out’ from playing the game really really fast because of it. That was by the Atlas passive tree was implemented and further onward the scarabs in the new form as they are currently existing. Pure player agency.
Because if you get things put before you as a player which offers a reward then bypassing them means ‘missing out on potential rewards’… and that feels bad. Actively with purpose abstaining from said rewards in favor of others is fine, but if things get put in front of you it feels actively exhausting for many to simply ignore them… and hence they do it, also exhausting them.
It’s a bit of a weird issue but existing sadly, just something which EHG didn’t look out for, but the concept is kinda abstract, so it wasn’t expected for the first iterration anyway, we’ll see in the future how that’s handled.
I agree a lot, this goes the same as Loot Lizards, I still think they need to be even mroe rare and mroe rewarding. Also Exiled Mages, the same.
All of this “random” content is much too frequent and gets tiring.
I skip Tombs entirely rn, even though i could use some good Weaver Idols, I rather do Prophecies. I was actually suprrised that Weaver Idols have prophecies.
Tombs can be buffed significantly based on your weaver tree, stuff like double champions, more champions, and champion loot scale reall well with tombs because they already have those. You can also spec tombs for 100% rate nemesis/mage.
There is also lots of stuff like lizard nodes, nemesis nodes, etc, that reward looking for certain content and juicing it above other content.
The only thing we are missing is content blocking. And the tree needs a bit more expanse to it.
I agree with most of above. I feel no need to complete the Weaver tree because there is already more than enough of everything. I got my 3 idol upgrades on the 2nd mono so the rest is just waiting for a better drop that I don’t really need for a long time yet. I would suggest 30%-40% reduction of stuff.
Content blocking nodes on the weaver tree would be nice. Right now you can get more of everything but not less.
Sure, but that was just an example. Besides, I don’t know what the formula for stuff in the echo is. It’s possible that mages are competing with other mechanics for chance to show on echo and blocking them would make all others be more consistent.
Why fight them if you don’t need anything from them?
That’s what GGG did with their system fantastic for example, the Weaver Tree is a similar setup as the Atlas Tree in PoE after all.
What was done there is to block content someone doesn’t want to run to improve the chances (or could also be magnitude of reward) for others instead. Hence focusing your playstyle to achieve a specific goal rather then everything a little bit.
I agree we’ll need that at some point. But for now, I think just a rebalance on how many different mechanics can show in a map would suffice.
Remember we didn’t get the ability to lock content in PoE before all primary chore mechanics were added and the atlas tree, only 3 years ago.
Last epoch is still finishing to add their chore content, then they’ll start adding seasonal only content, and that’s when they’ll probably start thinking about player agency on locking content.