Can we have beyond continuation after the Boss spawns?

i love doing beyond in my maps and am spec'd into it and have noticed that if the beyond boss spawns within 5 seconds into my maps they stop spawning afterwards...this makes me feel like I'm wasting my atlas passives and missing out on potential currency in my maps. feels really bad man
Last edited by 2f2k#3295 on Jan 22, 2023, 5:08:21 PM
Last bumped on Aug 10, 2023, 4:11:00 PM
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GGG please consider changing this.
Beyond should NOT end when the beyond boss spawns.

Speccing into beyond, rolling maps for beyond, using sextants for beyond are a complete waste currently as once the boss spawns, it's over.
Alternatively, beyond boss spawns are something that could be tailored by using atlas passives.

Beyond nodes are sparse on the tree, and this would be a reasonable way to increase their presence. The option to increase their spawn rate already exists. Add nodes which do the opposite: Reduce the possibility of beyond boss spawns up to and including complete prevention.
Last edited by MoonPeace#1394 on Feb 6, 2023, 9:50:08 PM
Bump.

Investing into beyond is ruined when you spawn a boss early in the map, as it stops any additional beyond monsters spawning.
+1
This is really frustrating to invest into, only to have it end prematurely.
too rewarding, it would leave to low player retention.

hence the answer is no.
+1000
It sucks when boss spawn it's the LEAST thing you want. Passives which increase boss spawn chance are in fact detrimental. When I add too much shit into a map like delirium + eater influence + elder influence + harbingers and slap beyond above it I always end up with boss spawned when less than 1/10 map cleared. I just doesn't work.
Beyond is weird in its present state. It's been made better with the coolness of the new denizens of the Beyond, but been made far worse as an overall mechanic.

Any investment into Beyond is counterproductive, as any investment causes the bosses, which nobody wants to see, spawn more quickly.

Why does nobody want to see them? I mean, they are creatively super-cool and well designed! Well...Mainly, as the closing curtains of the mechanic within a map, they are far too common, showing their faces as soon as someone stubs their toe, and for their (high) power level relative to other map content, they offer little in the way of reward diversity. As far as I know, they have no chase items. Despite their context-absent coolness, in context they are embodiments of buzzkill.

The challenge: Turn Beyond bosses from something negative within the context of the game into something positive.

The old Beyond bosses were great -- mainly because they didn't end the mechanic. If they had ended the mechanic, players would have been burning their effigies.

Worthwhile atlas investment options would include: making boss-spawns rarer, up to and including no boss spawns whatsoever; making boss-kills worthwhile by adding more diversity to rewards. Perhaps, if Beyond is considered too lucrative without sudden, random cessation of the mechanic in a map, current rewards could be reconsidered or toned down in favor of alternate rewards, perhaps including an occasional trip "into the Beyond" -- recent work on denizens seems worth expanding upon with more depth, as a development direction.

Last edited by MoonPeace#1394 on Mar 24, 2023, 11:54:59 AM
GGG, can we get some feedback on this please.

It's terrible to invest into a mechanic that can be terminated in the first few seconds of the map.

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