Scarabs, Sextants, Tile Rewards and Ground Loot

The old iteration of Scarabs and Sextants should be brought back. Both of those mechanics added an incredibly amount of diversity and customization to the endgame mapping experience. Guaranteeing League Mechanics and then linearly scaling them through the 4 Scarab Tiers just to further scale their difficulty through Sextants and the Atlas tree was a godsent to the mapping experience.

Currently Endgame strategies revolve around investing all of your Scarab slots into juicing up the same mechanic which removes creative combinations of multiple League Mechanics for one farming strat. One of my favorite combinations was to run 5 Orb Delirium maps with a Breach, Harbinger, Ambush and Expedition Scarabs. Adding Sextants allowed me to increase my rewards even more. Using the "Delirium bars fill 100% faster in Maps" Sextant in addition to adding extra strongboxes and additional Breaches with a specific Breachlord affinity allowed me to scale my maximum Deli Orb reward even more. Sextants also allowed you to make your maps easier for the opportunity cost of using a Sextant slot, the most notable example of this would probably be guaranteeing a Gloom Shrine to your map.

The generic, League-less Scarabs and the Horned Scarabs somewhat fill the void that the removal of Sextants left but they require a Scarab slot. This cut down the maximum number of combinations from 8 to 5. The Scarab rework also split the effects of the tiered Scarabs into requiring multiple slots. A good example of this are Abyss Scarabs. The current scarab system requires you to use an Abyss Scarab, an Abyss Scarab of Multitudes and an Abyss Scarab of Edifice to emulate the effects of a single scarab (Gilded Abyss Scarab) in the previous iteration. Maps feel way emptier than they used to before the rework which I'd consider a negative. Having more mechanics in your map, especially ones you deterministically added to your map just makes the mapping experience more satisfying.

Sextants used to allow a different way of generating currency too. People would sit in their Hideout to roll Sextants in order to sell them to others. Endgame supply generation still exists as a moneymaker in the game but it's limited to Scarab and Map farming now. The only grievance to that system was buying rolled Sextans as that would typically require you to use 3rd party trade platforms like TFT if you wanted to buy them in Bulk. Async Trade and the Currency Exchange have solved this problem way after the removal of Sextants.

Tile Rewards and Ground Loot need to be more clearly seperated into their own scaling vectors which go linearly for Tile Rewards and exponentially for Ground Loot.

This is actually implemented into the game pretty well at this point, at least for Tile Rewards. Great in map examples of this are Delirium and Legion. Both of these mechanics are easy to get into on a weaker build and they let you decide how far you want to push them to their limited reward ceiling. All of the options for scaling Tile Rewards are currently linear and they have a clear limit which is how it should be in my opinion.

Ground Loot on the other hand is weird spot at the moment. Strats that generate rewards through Ground Loot only exist by chasing Rare or Unique Monster generating mechanics such as the Evolution Shrine(RIP) or Boss only lane Blights. The removal of the historic IIQ/IIR bonuses to League Mechanic specific mobs has made a lot of League Mechanics obsolete. Alva, Abyss and Beyond are the first League Mechanics that come to mind for this.

I'm not saying that Ground Loot scaling doesn't exist in the current endgame, it's just incredibly limited because you're required to chase after Mechanics that guarantee a specific rarity of a monster in order for the juicing to be effective. Giving people the freedom of choosing which Mechanics they want to interact with while juicing Ground Loot in their maps is way healthier and way more diverse for the endgame.

I hope GGG reconsiders their approach to Scarabs and general endgame farming by making all the various League Mechanics a base for juicing rather than having some mechanics be natural mob count fodder or unused entirely.
Last bumped on Nov 7, 2025, 5:35:32 PM

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