You designed such a cool system in which I have to make meaningful decisions to manage the difficulty. Used to be that I was timing the difficulty mods so I don’t overdo it on monster defense or damage. I was timing things to expire at the same time and expire before I engage in bossfights. I was saving “easier” mods to use right before hitting the shade of orobyss.
Also I loved the dilemmas of “This one has a really bad mod but really good reward”. Now I just go for good rewards every time because mods don’t matter nearly as much anyway. Boring!
There was so much cool stuff going on with mod management while doing monos.
Now it’s just shit. I don’t even read what I pick. It’s flat, boring, brainless. You made a cool system and scrapped it. Very disappointing. Any chance of bringing back the cool stuff?
You mean the busy work instead of playing the game?
The game has infinite difficulty, scale it up if its brainless.
im loving it 100x more now that I dont have to go “oh fuck I picked up 200% inc void monster damage, guess I shouldnt have wanted that exalted helmet node my bad” proceeds to die 5 times to the monsters now doing 10k a hit
The new system promotes understanding your line and pushing to it, instead of it being “simply dont take bad modifiers ever because they will just simply kill you”
Depends on the modifier and class, if i am a warlock and I get a modifier [like i did] enemies have +60% health and +60% damage, the difference is that now i get one shot, it matters not if the modifier was : enemies deal 300% crit rate if the hit was going to kill anyway.
The point is, that modifiers should not exist, as it does not matter what the modifier is, if its possible to scum until you get a good one, or one that is less harmful. Each corruption should be a LINEAR increase in damage and resist, so that one can calculate the viability of a build from a spreadsheet.
Yes any build can clear corruption X/Y, one person may have gotten enemies recover health /s and another may have gotten something not dangerous like “enemies have higher stun avoidance” cause your never going to stun anything in game anyway.
I like how it is, with loot filter I can just go into echos again and again and again and yes I just look at the reward icon, nothing else, so maybe something has been lost, but I know I don’t want to do lots of reading before an echo and planning. just want to kill monsters, receive reward, kill monsters, receive reward.
It was never possible to fully avoid bad modifiers and go for only good ones. That’s why the old system was so good. You had to take bad ones or you simply wouldn’t get anywhere, so it was about managing the unavoidable risk through smart choices.