Some Recommendations for future changes / QoL improvements
Some ideas here on what I think could be improved for QoL enhancements for campaign & endgame, be good to see what others think & what others would also recommend to change.
Campaign Improvements • Meaningful Side Quests o Add optional boss milestones / quests with fixed-stat selectable rewards. - E.g. Killing executioner can select a weapon of choice at map level o Focus on character progression over just loot quantity. • Character Progression Incentives o Introduce milestone-based challenges with guaranteed rewards like e.g. completing all ACT 3 content rewards a choice between: - Uncut Skill/Spirit Gem - Support Gems - Jeweller's Orb - Other progression-focused items Endgame Enhancements Character Progression via Boss Kills • Map Boss Milestones: o 10 bosses → Uncut Skill Gem (Lvl #) o 20 bosses → Greater Jeweler's Orb o 30 bosses → Uncut Spirit Gem (Lvl #) o Every 50 bosses → Random tier loot (Gems, Orbs, etc.) • Rare Monster Kill Rewards o 100 rares → iLvl # ring o 200 rares → iLvl # amulet o Every 500 rares → Random iLvl # gear (ring, amulet, belt, charm) • Scaling Rewards from Other Monsters o Magic monsters → Armor o Normal monsters → Weapons (with scaling kill counts based on difficulty) etc... Gold Utility Suggestions (since gold is practically useless except for Alva random rolling & unique strongbox) • Use gold to re-roll map types (up to 3 times, increasing cost with each re-roll) o This will help to remove unfavoured maps but keep modifiers placed (e.g. breach) • Use gold to add one implicit map modifier if none exist (e.g., boss, breach, delirium). o This will help for those maps that did not benefit from a tower buff Wayfinding & Strategic Navigation • Introduce path indicators to Citadels & unique maps via coloured dotted lines: (use shortest path to closest objective from current player location so it does not just show them in every direction) o Blue = Iron Citadel o Orange = Copper Citadel o Red = Stone Citadel o Dark Orange = Unique Map o White = Normal / Corrupted Nexus Waystone System Enhancement • Utilize the 3 extra map slots for extra bonuses in addition to waystone to enhance maps: o Monster level +# o Increased Rarity/ Quantity o Increased Pack size o Reduced XP loss on death o Increased XP o Etc.. • For Tier 16: Set Monster Level = Player Level -2 (capped at up to iLvl 84 drops) to maintain XP value and difficulty scaling. Loot System Targeted Loot Sources • Mobbing = Currency/ Character Support Enhancements o Map types clearer to state which currency type is enhanced (similar to Local Knowledge passive) • Map Bosses = Valuable items (based on difficulty e.g. Tier 15 = T4+) • Breach, Delirium, Expedition = As-is • Pinnacle Bosses = Valuable items (based on difficulty e.g. T0 = T4+. T1 = T5+ etc..) • Corrupted Items - when these drop please change to max quality & socketed then randomise (will make loot from Trial of chaos and exiles more viable in some cases when mostly it's just binned). Loot Tiering Clarity • Reverse tier numbers: e.g. T1 = highest o Promotes clear tier indicators on item prefixes/suffixes Difficulty & Reward Scaling Monster/Boss Scaling • Mobbing = Easy, fast-paced fun • Map bosses = Harder with better rewards (modifiers for scaling difficulty rather than having to review every skill / item) • Pinnacle bosses = Highest difficulty with best rewards (same with modifiers as map bosses) Pinnacle Boss Death Penalty Rework (recent T0 changes have been great and should be expanded on) • Unlimited T0 retries, but death on higher tiers drops you progressively: o T4 death → T3 → T2 → T1 → T0 unlimited o T3 death → T3 → T2 → T1 → T0 unlimited o T2 death → T2 → T2 → T1 → T0 unlimited o T1 death → T1 → T1 → T1 → T0 unlimited o Rewards scale based on final cleared tier This addresses bugs and unavoidable one-shots without punishing progress entirely • Passive Tree Optimisations o Introduce presets to enable fast re-specs (can even add as microtransaction for additional quantities) - Quickly swap out character passive tree to play different builds and can revert if required - Quickly swap atlas passives based on map types being farmed • Skills (Build) Optimisations o Introduce presets to enable fast re-specs (can even add as microtransaction for additional quantities) - Save Skills & Socketed Gems with saved presets (e.g. Bow build swapping to Spear etc..) - This is a QoL improvement to save time and enable more build crafting without consuming so much time to respec etc.. Dernière édition par cookey1988#5555, le 29 avr. 2025 à 14:34:05 Dernier bump le 29 avr. 2025 à 14:11:28
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