Hoping Darkshrines are added to the new leagues and core game, anyone else?

Ah yes, leveling gems to get them to 20 so that you can use them on at level 1... I'm not sure if I've ever had a level 20 gem. I've had plenty of q20 gems through trade and GCPs though.
The more I think about it, the less I believe it is possible to implement in a decent way the Darkshrines.

You cannot have the current pseudo-random method of generating effects, as it pushes part of the population to overuse (if not abuse) the most powerful effects.

The suggestion has been made to make the effects be shuffled every week/player, but even then chances are part of the population will manage to warp the game through the overuse of some interesting effects.

And even if we do go full random, we'd then need to remove or rework a lot of effects (mostly the permanent shrine effects and some excessively rippy effects, it's about power rather than value).

Finally, the shrine would require an update of its mods every league.


=> It's not something I'd be comfortable having easily accessible in every league. The idea of making it available through a unique map looks ok, as you are removing any power issue, and the possible wealth impact would be mitigated by the value of the map itself (just like with the vaults of atziri). But outside of that, you can quickly find uses that warp the leagues around them.

PS : Maybe we could make DS actually take uniques with fixed outcomes rather than rares (and an extra-good outcome when you put in a legacy item)?
It could really be hard to implement well.

But I must say that I vastly prefer them compared to normal shrines.
I must admit that I never liked shrines in any arpg though.

I'd like them to be added to the core game - like every 20th shrine is a dark shrine.
At least current shrines should be changed to be active for the whole zone - not feeling rushed by an alleged boon was very nice.
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Whether or not you're all comfortable with the overpowered effects being available, it's still the most fun league game modifier since beta. What it would need to stay permanent is a way to balance the effects so that the darkshrines make the game harder more often than not. That means don't allow a 100% chance for a permanent buff, but perhaps give all the monsters diamond shrine as well as the player, or have the chance for the effect to spawn monsters around you instead. The best part about darkshrine isn't that it balances gem quality a bit, the best part is that it's a rare-sink inside the dungeon, and it's a fun way to gamble away junk without losing momentum in-game.
It doesn't balance Gem Quality at all, it skews it so far in the other direction it's even less balanced than the current system (Which I have no problem with).

Yes, getting a gem to level 20 and then reverting it back to 1 for the Quality takes a while, but, it's meant to. And it doesn't take that long, otherwise it would be more efficient to GCP them to 20 rather than vendoring.


Fun or not, the current Darkshrines would need many many tweaks before they'd be even remotely acceptable in permanent leagues.
Well,

I agree with the randomness idea but how about this:
They can arrange the outcomes buy how extreme the effect is (arranging them into tiers). The better the item sacrificed, the higher the chance of getting a high tier effect. However, it is still random. Now, the high tier effect might involve getting the better items, or it might produce a really bad effect like all mobs in map get beyond etc.

Edit: this way it is not player controlled but there is still an element of risk/reward and of course.. temptation...
Last edited by Eldyrus#3182 on Nov 13, 2015, 10:02:40 AM
I don't really see the point in having quality gems be so much harder to get than any other kind of quality gear but I also don't like what darkshrines did to GCPs. I think if they were added to the core game as is, GCPs would need buffs to compensate.

I like darkshrines overall though. The risk/reward aspect is really cool since you might buff the zone or you might get the desired effect and you have to collect items that give the desired effect. I think they'd need to either display possible effects or go full random if implemented into the core game though. The learning curve that they add is pretty steep.
Last edited by DichotomousThree#0868 on Nov 13, 2015, 10:19:50 AM
"
Zephryl wrote:
"
how could they hurt the game?


Darkshrines aren't random, so, they're reasonably easy to "Control" once you figure out what mods trigger what effects, which didn't take the community very long to figure out, and there's a lot of things you can get from Darkshrines that would make colossal changes to SC/HC; A main example being the relative ease at which you can 20% Gems in Darkshrine, as well as other effects.

I would like Darkshrines to be added to the "Core" game, but, they would need a number of tweaks to do so. Either being made completely 100% random, or having several of the effects removed (Or several dozen added so that there's much more possible results from each item you sacrifice, making it harder to abuse).


Yha i really agree with yha . I do however really like the darkshrines and would love to see them put into the main game in a mod'ed state.
Just a sec let me grab a beer...@#*@ Ok how did I die this time

Learn the rules, it's the only way to exploit them.
Sure if some of them are tweaked or removed. The "perfection" could have a different name and add random quality to an item instead of a fixed 20%
Allow gcp's to add 2% quality to a gem box.

Now people can utilize perfection all they want, but gcp's will still have value since 10 of them used on a gembox will give all the gems inside 20% quality.(the gamble here is how many gems pop out)

It would also allow spawning of 20% vaal gems from boxes etc.
(the underlying concern to "perfection" is the gcp value relative to other currency's, it does not appear to be the availability of 20% gems early on in the game from most of what i have read)

The problem is that they feel rewarding in their current iteration just because they are "targeted" results.

It's like the crafting we never had (lol) in relation to "perfection". It gives a targeted out-come with a minuscule RNG dependency (3 tries or 10, very low rng factor).

Honestly though, they don't break the game even in their current implementation, they simply "shift" the currency and balance ratio's up.

All of this would balance/even out over time without any issue's.

Peace,

-Boem-
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