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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