Vaal temple just not worth the time for casual gamers

So, The Vaal temple. It is a problem. First, you have to get 6 shrines to even enter the temple, meaning you can only do a new temple run every 6 maps. Already, this has a larger time sink than any other mechanic in the game JUST by that single fact. Then there is the strength of the enemies IN the Vaal temple. They are SIGNIFICANTLY stronger, even at base, than the counterparts outside of the temple. You add in some juicing? A white mob will hit you for 1/2 your health through decent armour and res (damn vaal guards with their bombs that you cannot always SEE where they are). So, you have a LARGE time sink mechanic from the get go with hard hitting mobs. You would think there would be good loot even from a relatively unjuiced temple set up right? wrong. If you are LUCKY half the rooms will have a workbench, that puts out a currency item or lets you do the equivalent... oh wait if you are running twink(ish) gear you cannot USE the workbenches half the time anyway because your ilvl exceeds the zone level during campaign. So, it actively encourages you NOT to keep items for alt characters because you won't be able to use the mechanic anyway. And then we get into the final problem of the temple. After you clear it once, a certain number of rooms fall off. Yes, people are figuring out how to keep the "good" rooms, but it still feels bad EVERY TIME you interact with that console to see 3-5 rooms disappear. And yes, I have had a temple with 5 normal rooms disappear on me, NOT including the special "one time only" rooms from the architect chambers. So you have a massive time sink to begin, that you lose progress on each time you run it. It is the exact opposite of a dopamine rush.

But, there are a few easy fixes to make it feel GOOD for casuals to interact with. First, reduce rare and unique mob HP by about 10% (when end act bosses have literal fractions of the HP that these Vaal bosses have, that is a problem). Second, reduce the DAMAGE of these mobs by about 10%. Small numbers, but enough to make them feel felt. Third, ONLY have the temple lose rooms when you have over 8 rooms (NOT PATHS) placed, OR you kill Atziri (or the architect pre lvl 75). These are good places to allow people to feel progress while still allowing some level of reset capability. Fourth, EVERY SINGLE ROOM needs to have a workbench of some kind (or a boss mob). Fifth, remove the damn level restriction for the workbenches in campaign, it makes literally no sense at all. We already cannot take them with us before act 4 for the regal/exalt/alch benches, at least let us USE them on secondary characters. And finally, ensure that every temple run there are at least 3 rooms that can be placed (i have had runs with 5 path blocks and 1 room block). that last one might feel overkill, but we need to swing the pendulum the other way because right now the mechanic is DOA for most casuals.
Dernier bump le 24 déc. 2025 à 20:35:29

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