Change How Waystone Mods Work
While I appreciate things should get harder at higher tiers, I don't like that mods scale up as much as they do on top of it. As well, some mods just feel like they brick the waystone no matter the build because of the huge spike in intensity and risk and I straight up ignore them until I reforge. I propose the following changes:
1. Homogenize all monster enhancing mods (i.e. increased speed, damage penetration, stun buildup, et al). They should always be the flat amount of a Tier 1 map. 2. Replace all "Increased Damage" mods with "Monster Damage Is One Map Tier Higher" 3. Add level up mod, "Monster level increased by 1" that can stack with the +tier damage mod. These together should more or less feel like a flat/extra as ele increase damage mod now while also giving a means of "double irradiating" so to speak. 4. One-use map enhancing currencies. Lesser, Greater, and Grand versions (tiers 1-6, 7-12, 13-16) that increase monster affecting mods by 25% each. Each of these would increase the level and damage tier mods by 1 level/tier each. These should drop at around Alchemy rates or better for each type, each type also dropping only in the range appropriate to it. This should help smooth out difficulty spikes and give players with the skill and gear necessary to survive such spikes the ability to further enhance their maps for more rarity and challenge. The differences between some tiers is ridiculous, so when they are also gaining 40% extra flat damage or as an element, it is insane how hard they can hit. A change like this should help to significantly reduce waystone bricks, reduce "one-shots", and still players capable of handling the difficulty the freedom to spike it. Last bumped on Jan 12, 2025, 2:16:32 PM
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