how to make endgame great - part 2 Ritual/Expedition/Breach/Delirium
Lets talk about Ritual, Expedition, Breach and Delirium on maps. My issue with these is that they feel too generic: they all feel like a large, undifferentiated monster mass trying to overhelm me by sheer mass. If one endgame mode would be like that - fine, but its all of them. It feels more like a stat check (do I have enough dps to mow them down while my defense lasts?) than engaging gameplay. It feels like these modes were too quickly imported from PoE 1 without the time spend to develop more quality content. My wild ideas how to make them feel more like unique, distinct experiences:
1) Breach has this cool mechanic when using a breach stone that you enter the breach world and in that worlds things like a bridge exist that only exist while being in the breach. My idea would be to make this a feature of breach maps and expand on it: there would be essentially 2 versions of the same map - one normal and one while being within the breach and the latter would contain new features like bridges leading to otherwise unaccessable areas, breach chests, maybe traps. The feeling should be in really entering the dangerous parrallel version of the breach and exploring it within limited time. The breach time (but not the time increase per defeated monster) could be a little expanded to allow for that. 2) Expedition needs more interesting modifiers: the rewards don't feel exciting and the modifiers are too generic, basically often leading to either more damage taken or less damage dealt. Also modifiers like "monsters become immune against physical damage" aren't interesting, because its an obvious choice: it is safely taken as a fire mage and has to be avoided as a physical damage character. I would whish this to become a mode were I can build my own encounter and that can include activating ancient vaal traps, special mob groups, good synergies between rewards also being good synergies for the monsters (e.g. I choose more treasure quantity + more logbooks found in treasures while the monsters packs get added someone who generated poison clouds and fire aroww archers), the terrain significantly changing through the explosions (rocks blocking a path / restricting area, water flowing into canals) and more. Also features from the exploration logbooks like underground areas could be imported into the maps. 3) Ritual needs larger areas to kite mobs and allow for more movement based gameplay - much like the Rituals in act 1 have larger areas. It would also be really cool if an actual ritual would be performed: there could be a summoning ritual (similiar to Sekhema) were stronger and stronger monsters get summoned until the summoners are killed, a line drawing ritual that restricts space through drawing lines that deal damage when touched (dodging in the right direction would get you across, in the false direction/distance leads to on top of another line dealing damage), a sacrifice ritual that benefits from monsters killed while its active (it stays active for a few seconds, then goes off for a while, encouraging playing defensively while its active and killing monsters while its off), ... There may be better ideas, I still thing having actual rituals would be cool. Also the crafting currency is too inaccessible for normal player. The drop rate should be significantly increased. The item rewards are also bad - I never found a single good item in Ritual so far. 4) Delirium feels like it doesn't add much - just a giant fog and some additional mob spawns. I don't really know what to do about it. Maybe just increase the number of Delirium bosses and their spawn rate. Maybe the mirrors could be made more interesting: the mirror shows something upon being discovered by the player: it could be a portal that the player can enter, it could be a chariot that will launch a charge attack and manifests physically if hitting the player (but vanishing if not), it could be a hand trying to grab the player and pull him towards the mirror... 5) Last but not least: if you design a zerg-like enemy swarm, I'm sure that can be made more interesting than as it is currently. Maybe there could be swarm hosts spawning the swarms of small enemies, the small enemies try to sourround you and some larger mobs try to deal the damage by targeting you with an area attack (which you have a hard time escaping while being sourrounded). Thats just an example for a set of synergistic enemies. Feel free to share your own ideas how to make these map types more interesting. Dernière édition par Elena#1466, le 27 janv. 2025 18:44:05 Dernier bump le 9 févr. 2025 05:44:14
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