so when Talismans and Tormented Spirits will be removed? its alrdy time for it...
" What things are on the top of the fix list for bloat? |
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" I think it goes without saying, but for clarity, the following are my opinions on how to help reduce the bloat. I fully understand some folks dont want to lose anything and/or think bloat isnt an issue. I will try to keep it brief, but can expand if there are follow-up questions that make sense. 1. First What I would call "map stoppers". These would be map events that literally sidetrack you. Examples are Blight, Harvest, Ritual, Expedition, and Abyss. What I would suggest here is either a big simplification to reduce encounter investment (like does Abyss really need to branch 3+ times), or a rebalance with scarabs as an alternate option. 2. Second is supplemental game content that have too much importance that you really shouldn't skip. This would be Betrayal, Delve, and the Lab. There are too many essential crafting items, lab enchantments, and obvious Ascendency progression that are key. I suppose Delve would be the least here, and the recent QoL has helped, but Fossil crafting/items... well it's too good to avoid. 3. Lastly is Heist. I dont know what to do or think about this content. I literally havent touched it in multiple leagues, and dont really miss anything, so making a bloat case seems petty or without a valid reason. Imo just a waste of resources, when really people just want currency or gems/uniques that only appear there. In general the post Act Atlas progression has gotten better, but it's still too much. The QoL this league with the region reduction was great. I still think that the time investment is too much when you add in Sirus and Maven (with Maven passives and watchstones). It all takes FAR too long, and prices out many people from a time investment standpoint. Edit: lol I missed Alva and Temples. I think these fall under map stoppers. Legion and Breach resolve themselves quicky enough that I don't consider them an issue. "Better to remain silent and be thought a fool than to speak out and remove all doubt." - Abraham Lincoln Last edited by DarthSki44#6905 on Dec 3, 2021, 10:31:11 AM
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" I agree with most of this. In your first point, though, I don't think simplification is the solution. Some encounters need to matter. Some encounters need to feel like encounters, and not just "a part of your map that your breeze through" like everything else. So I think the solution here, would absolutely be more player agency. There are several ways of doing so in the game that they can build upon; Zana mods, Scarabs, Sextants and Atlas passives. Not just more control over what to experience, but also what not to experience. The problem here, is that more player agency means that the different mechanics need to be more in line with each other when it comes to balance. Bring me some coffee and I'll bring you a smile.
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" I agree with player agency which is why I mentioned scarab balance as an alternative. Blight for example, I think should totally be removed from maps as a random encounter. Leave it to scarab, Zana, and blighted map drops (or boost Maven passives to accommodate). For simplification, I don't mean trivial. For example when a Abyssal Depth happens in Abyss encounter, it's just a prolonged 1 phase, with no spread. Could you do this for every Abyss encounter, no matter if a depth spawns or not? Same with expedition. Make the area smaller, but with harder /more mobs, and increased rewards. "Better to remain silent and be thought a fool than to speak out and remove all doubt." - Abraham Lincoln Last edited by DarthSki44#6905 on Dec 3, 2021, 11:21:08 AM
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Blight and Heist should only exist as their map components, blight is self explanatory but heist should just be fully unlocked grand heists that we occasionally get a nice value reward, these are the easiest 2 to remove as bloat IMO and i'm still surprised they didn't take the opportunity to introduce them in that state to begin with.
Removing prophecy has pretty much no impact on anything because its already irrelevant, fated uniques dropping as is is a small buff and its a shame we are losing a few that i've used over time but as to actual gameplay? Pretty irrelevant. Torment could be removed but nobody really notices, surprised they even kept it but torment scarabs alone justifies removing torment IMO and lastly asking for talisman to be removed is moronic but it already was. Talismans aren't shit because they are talismans, they are shit because the chances of a usable amulet dropping is tiny and they happen to be an amulet. All removing them does is remove the few interactions where you get a good one or create a good one. |
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" You might be onto something , here. Maybe Prophecy is too much of a "shortcut" for character's progression , while they try to slow progression down. |
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Tormented Spirits usually show up just in time for me to notice them escaping. Even if I do hear them wailing somewhere, it's a craps-shoot, at best, to detect them in time to do anything about them. More frustrating than interesting, though having two of them show up and possess an act boss is also a rare but unpleasant experience. ='[.]'=
=^[.]^= basic (happy/amused) cheetahmoticon: Whiskers/eye/tear-streak/nose/tear-streak/eye/
whiskers =@[.]@= boggled / =>[.]<= annoyed or angry / ='[.]'= concerned / =0[.]o= confuzzled / =-[.]-= sad or sleepy / =*[.]*= dazzled / =^[.]~= wink / =~[.]^= naughty wink / =9[.]9= rolleyes #FourYearLie |
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" I, too, agree with most of this. I like much of the content, but these days a map is so full of other stuff, that it really destroys immersion. We're not a lonely exile anymore, who finds little settlements of people here and there who are willing to help in exchange for dirty jobs or currency. There's apparently a never ending stream of people coming to Wraeclast who seem to be able to survive there on their own yet at the same time need you to do stuff they, for some reason, can't. The more elegant solution is stuff like Heist (not actually connected to mapping) and Delve (Niko's little mining enterprise). Other than stashes and deposits, these mechanics are fine imo and can be completely ignored (but, yes, the rewards are too good to actually do do). Other encounters should, imo, be moved to special maps, like blighted maps. * Abyssal maps where have Abyss monsters and an Abyss drop pool with a chance to encounter an Abyssal Portal that gets you into a Depth * Jungle maps where you look for the temple of Azoatl and influence the building of it. … You get what I mean. Bird lover of Wraeclast
Las estrellas te iluminan - Hoy te sirven de guía Te sientes tan fuerte que piensas - que nadie te puede tocar |
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You guys dont get it. Talismans are real serious OP sht. I saw today morning such a bright example of that in endless delve! Too bad I didnt took it to link it now, it was beyond even standard filter, but it was TRULY gorgeous, I realised this only now, after saw this thread. It was like:
Blue talisman +23% lightning damage in affix And only one mod in suff: 12% lightning res Thats it. But imagine hows this OP! Totally explains why this event is Voided. Wholely Agree. It must be gone for good. No way Standard will tolerate and stand such a huge hit! Last edited by DarkJen#6961 on Dec 4, 2021, 5:00:48 PM
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You bet. And you're just getting started. Pretty much 50% of the game pisses me off. Tedious and unfun BLOAT.
Lab? Universally hated since like 2.6 when it came out. 99% of temple useless. Double corruption and gem room is all i'm after. Beast League - Yellow beast crowd out and fill retinue. Ever cleaned it? Betrayl. Troll Jun don't give a recipe 95% of the time and give 100% useless items to unveil. Not to mention when screen open you get hit and cant see when placing the members. I've died before in pop up screen to trash. Expidition? Never even tried it but looks like YET ANOTHER slow your roll mechanic. Harvest? crafting in middle of mapping is a buzz killer. either give unlimited storage or delete. Git R Dun! Last edited by Aim_Deep#3474 on Dec 4, 2021, 7:56:58 PM
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