Hello GGG, I have been thoroughly enjoying the game so far.

I'm sure you have so way of seeing play time so I hope you know that while I'm bad at your game I have been having lots of fun with it.

A couple cool things I was thinking about while playing that I was wondering about how feasible they may be and that I would personally like to see.

Essence build a boss: either of these options in the atlas tree for essences would be something cool to play around with.

1.useing runes or other socketable items have a branch of the atlas that you can insert combinations of runes to start but other socketable items later to add modifiers/other stats to the actual fights.

For example being able to anoint runes in delirium and socket them into this system could spawn a mobile delirium shroud but drain the bosses hp which could be counter acted by regeneration runes in order to keep the portal open for farming longer the lower the delirium quality the higher the drain. Same with breaches but powered by energy shield on the monsters that can be given by a combination of iron and mana runes.

I encourage people reading to also brainstorm some other effects might happen when specific items get socketed into this kind of system.

Up next some thoughts on the recombinator.
I've been dicked down by this stupid bench a whole lot and I hate it. I understand the limitations of not wanting people to do unlimited high quality crafting to make the game trivial with said gear. A suggestion that makes use of current items would be that improving the quality% of the gear before combining improves the chances for success.

The munchkin/power gamer in me wants the quality to be flat additive so two 20% with an 8% combination chance comes out to 48. But I understand if it would only be the flat 20% between the 2 so it would be 28% and would make a market for the quality improvement material for the later portions of the league. What I hope you don't go for would be the multiplicative version where it would be 1.2-1.4x base. So in our above example the 8% chance would be 9.6-11.2% which sucks and isn't worth farming for.

This would also help improve the perception of lock box bases since there's all kinds lockboxes that have "quality gear" but since there's no value in it and you can't just dump super gear inside them the perception is bad. But this option makes them valuable since if everyone is using the quality improving materials that makes a market for them improving the perception when you get them.

That also keeps chase rarity like you get on rings valuable and makes you have to play other content to get those materials. Same for weapons and wands. You could even drop the native rates of the quality improvement drops by a small amount to improve the perception of when they actually do drop.

Next up ascendency trials, cudos to you guys for pulling back on ascendancy swapping and giving people the freedom to move around and try things. One step further but also encourage people to play the content you guys took the time to make is to make the ascendency redo a currency item that you get for completing the trial that can be sold for profit. So people who like the content have another reason to run it. You could also set the item to drop from the less popular trial to give them a reason to blast through and play it.

I have some thoughts on waystones but this is already getting long and I'm not even sure if this is good feedback/suggestions or not so I'll get off my soapbox. Keep fighting the good fight gentlemen despite the griping you've made a fun game that's got a very good foundation and I look forward to seeing what you've got planned.
Last bumped19 апр. 2025 г., 20:18:42

Пожаловаться на запись форума

Пожаловаться на учетную запись:

Тип жалобы

Дополнительная информация