[RITUALS] - Losing Uniques Due To Poor RNG Design
When it comes to rituals; a lot of the time due to how poorly the mechanic revolves around pure RNG (number of rituals, mob density, tribute), the mechanic will often from the very get-go cheat the player out of obtaining its most expensive offerings.
For example just now lost the exceptionally rare (and terribly overpriced) Headhunter Belt due to poor RNG (in 1000h SSF), as the map spawned only 3 rituals without enough tribute to even try to defer it (1900 defer cost). ![]() Despite having the Promised Devotion (-50% deferring cost) node, I was still by default 600 points short of deferring it. That means no matter what the mechanic failed by design as there never was a reality where the player could've interacted with this offering to begin with. The game has to ensure these situations do not happen, where the player gets cheated out of offerings by the mechanic from the very get-go due to its own poor RNG design. Because right now; - Even IF the player finds the King twice as soon as possible in the endgame (which is yet again yet another RNG) - Even IF they immediately spec into the atlas nodes Promised Devotion (-50% deferring cost) and Spreading Darkness (always 4 rituals) - They can still get cheated out of expensive offerings when the mechanic fails in terms of tribute due to poor mob density (which very often happens in maps that barely get to 1000 tribute, like the Vaal Factory/Augury/Crypt maps). The ritual design needs to be made better. Последняя редакция: Crimsomrider#3719. Время: 23 апр. 2025 г., 20:12:29 Last bumped23 апр. 2025 г., 11:39:00
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This is indeed poorly designed and you should post it to bug reports as well.
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