Early Mapping/ On-Boarding & Map Mechanics
Early Mapping Progression;
Feels much better than 0.1 early on, great job ensuring sustain, making the atlas progression more interesting, and making rares optional on boss maps. It is nice that the NPCs also on-board the player with some dialogue about mechanics and atlas passives. Love the early mapping so far. One thing that felt off was the amount of rare maps dropping. Maybe it is because I have less rarity, and I'm not spec'd into the maps like I was in 0.1, but rare maps seem very few and far between. When alchemy orbs are uncommon this seems like an issue, since a 4 mod map of the correct tier is required to progress, and regal+exalt slamming a map seems not very smart early on. It is also a problem for a player with my playstyle, I love to play on rare UID maps while I progress for the small bonus and risk. Another problem is the Sun Priest monsters namelocking you with firebeams. The duration and range are both a bit out of control, usually the best option with low res being just to walk off screen from them, which isn't really a great feeling. Mechanics; Rogue exiles are pretty fun, but my mate having spec'd into them and ran 100+ maps has seen about 3. Maybe need to be more common. They can also blend into crowds since they are the size of a player model. A highlight or minimap icon for them would be fantastic. I haven't played much expedition, because I don't really enjoy laying down the explosives and picking up the relics, but my mate thinks it is in a good spot. It is useful and profitable. Essences being more common is great, but the abilities from the greater mods can sometimes come out quickly, are not visible enough, and they can one shot low defense builds without much warning or counterplay. The raining spears one that looks like the Rust King's attack is a big culprit. The wildwood wisp mechanic isn't that great. It's a bit messy, especially visually. There is way too much visual clutter when a rare is possessed, it can also feel bad to fight a large number of monsters when they get possessed, and to follow the wisp very far from your intended route of clearing. I do not see the cores drop much either. Delirium still needs love. I don't feel like doing it for pretty meh rewards, a deadlier map, and a grey-misty screen. I am worried about late-game juicing (not there yet though), MFing being extremely gutted, and ways to make currency for map blasters. The nerfs on breach were way too much. Breaches went from being the best thing in the game to the worst. There has to be something better than current breach or delirium for people looking for high octane, high risk, high reward map blasting. Cheers for reading. Last edited by AverBeg7#1689 on Apr 8, 2025, 8:16:38 PM Last bumped on Apr 9, 2025, 8:32:23 AM
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3 in 100 rogue exiles, didn't they say in the interview something like 1 in 16?
Should be at least 6 in 100 then. |
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" 1 in 16 seems a little uncommon for something you are meant to spec into. 6/100 ain't exactly much better. |
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Agreed on them being too rare. I've specced into them and I havent even seen a single one in maps and I'm in tier 12. I saw 3 in campaign.
Rogue exiles are cool I want to fight them. |
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" Yeah, I'd like to fight them more often too. Hopefully while they are wearing some juicy rares. The first rare I got from one was that low level unique chest that creates smoke when you stop moving. Quite useless, that rogue exile definitely wasn't getting out of T4. |
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