Crucible needs some improvements - my biggest 7 painpoints
1. Channeling mechanic needs to go - instead we should either have a slidebar, or preset clickable points where we simply click, and the altar starts its thing. Currently it is increadibly annoying due to break-away small mobs, which can actually kill you
2. Rewards are non-existant. You kill a hard pack of mobs - almost 0 drops. Maybe you've put rutless settings into the main game? Drops needs to be tuned up, at the moment it feels like a waste of time. 3. You can't start a new crucible if your weapons/shield is at maximum exp and you have no alternative in the inventory - this should change, so we can just start crucibles without getting exp on weapons. This forces us to constantly switch off-hand weapons (and re-gem, re-color them), or to sacrifice precious inventory space. At least give additional slots to put an item (like relic slot) 4. Builds that run with unique weapon/shield/2hand unique basically play in standard - there is no reason to interact with crucible if you are using uniques. Trees on uniques should be unlockable in the same way, as they are on normal/magic/rare, simply make the unique tree require a lot more exp. And that extra map, which supposedly gives uniques a tree - would simply give 10x more exp for an unique tree 5. To many downsides; and upsides on the skills with severe downsides are just not good enough. "6% increased movement speed, cannot use movement skills" - if you ban movement skills, at least give 30-40% move speed. 6. Passives with downsides should never appear on the first passive. While we can "fix" an item with a scour (which again requires additional investment) - we cannot go around a bad passive on a first slot. If a 2nd or 3rd collumn on some branch has a nice passive - then we cannot reach it, due to first passive being a brick. 7. There should be an easier way to reset basic tree on an item. I know there is an super end game mechanic to merge trees, but we could really use a way to reset initial basic trees. Last edited by gageris#1266 on Apr 8, 2023, 12:34:27 PM Last bumped on Apr 8, 2023, 1:27:39 PM
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1. I honestly dislike sliders as UI elements when it's something you have to use regularly. I'm perfectly fine with channeling, but it needs to be much faster and linear. Right now, the first second makes barely any progress and it jumps up significantly at random times. Maybe also just allow clicking it several times to allow toggling for people who don't like to or struggle to hold.
2. The solution to this issue already exists in game. Trees have the ability to roll rewards. GGG should just make them far better and more common, 1 or more nodes in almost every weapon. They can even be linked together so "sells for 3 chaos" can be upgraded to "sells for 1 exalt". 3. I think a small menu with 2 weapon slots like Scourge had would be better than a spot in the inventory menu. But otherwise, agreed. 4. Agreed. Just make them take more xp, and maybe limit campaign crucibles to working on items with ilvl less than the area level plus 5. 5. Agreed, at least with that one example. I don't mind niche nodes, but literally every build uses a movement skill. There shouldn't be flat out bad nodes. 6. I don't think *every* tree needs to be good. This is just the same thought process as with regular items. Sometimes you get shit mods alongside the good ones. I think the scour method is fine, although I liked one suggestion I saw where the tree is revealed half way to unlocking the first node. 7. I'm fine with this as is. If you want a better tree while leveling, just get a new weapon. Think of giving your weapon a tree like a partial corruption. You need end-game stuff to fix it and it's not a big deal early game. |
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