Shrines reimagining when?

One of the few things, that d4 does better then poe are shrines. They aged very bad and need some upgrade. At least - visual one. Especially - for lightning shrine. I have a headache every time i activate it.
Last edited by geddim#3705 on Mar 19, 2023, 6:00:29 AM
Last bumped on Mar 19, 2023, 8:56:20 AM
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Shrines also have gameplay problem of effects being removed when you change areas. What is the point of investing in shrine atlas points like increased effect duration if you lose it all when leaving map to make a sell? Or when entering vaal side area / lab trial (latter are also made even more useless because of that).
Last edited by Echothesis#7320 on Mar 19, 2023, 7:07:59 AM
Shrines that are ok and need no change:

-Invincible character (Divine)
-Speed-up shrine
-Charge generation shrine
-Bigger character and more HP shrine
-Covetous and Gloom shrines

Shrines that are not very useful in the endgame

-100% Crit shrine
Crit builds are close to that anyway and non-crit builds have a keystone that disables extra damage from crits completely
-Elemental shrines
Their damage output is negilible and they produce visual clutter
-Skeleton shrine
same thing
-Elemental resist shrine
You're expected to have capped resist anyway so this is useless

Those shrines have their place in the campaign but not in maps. They can be improved in certain ways:

-100% Crit shrine replaced with 100% Double Damage shrine
This is a significant dps boost for every build except very few builds that build around one specific unique item.

-Ele shrines
Replaced with warrior shrine (significantly buffs attack damage) and caster shrine (same with spell damage). Both apply enemy resist reduction as well.

-Skeleton shrine
Replaced with Traveller's Shrine - significantly boosts movement speed and gives huge cooldown recovery to travel skills. You have 'Pillars of Arun' unique map CDR effect and can spam flame dash as much as you wish

-Ele resist shrine
Boosts maximum resists by +5% and temporarily gives you the juggernaut ascendancy notable, where Armor also reduces ele damage taken.
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Esubane wrote:
Shrines that are ok and need no change:

-Invincible character (Divine)
-Speed-up shrine
-Charge generation shrine
-Bigger character and more HP shrine
-Covetous and Gloom shrines

Shrines that are not very useful in the endgame

-100% Crit shrine
Crit builds are close to that anyway and non-crit builds have a keystone that disables extra damage from crits completely
-Elemental shrines
Their damage output is negilible and they produce visual clutter
-Skeleton shrine
same thing
-Elemental resist shrine
You're expected to have capped resist anyway so this is useless

Those shrines have their place in the campaign but not in maps. They can be improved in certain ways:

-100% Crit shrine replaced with 100% Double Damage shrine
This is a significant dps boost for every build except very few builds that build around one specific unique item.

-Ele shrines
Replaced with warrior shrine (significantly buffs attack damage) and caster shrine (same with spell damage). Both apply enemy resist reduction as well.

-Skeleton shrine
Replaced with Traveller's Shrine - significantly boosts movement speed and gives huge cooldown recovery to travel skills. You have 'Pillars of Arun' unique map CDR effect and can spam flame dash as much as you wish

-Ele resist shrine
Boosts maximum resists by +5% and temporarily gives you the juggernaut ascendancy notable, where Armor also reduces ele damage taken.


The Elemental Resist shrine already gives you Maximum Elemental Resistance. I call this a fail.

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