Ritual Feedback and How I would make Rituals better

Nobody wants to run a mechanic that was shoved into the wall with barely any room to move. Especially when that mechanic creates tornadoes and or other ground effects that can become basically unavoidable in small areas.

Things that would make ritual better:

Place checkpoints next to them
(If I'm running a map with one portal I'm not going to fuck around with a ritual until the map is clear and If I have to back track and look for the last one after clearing the map I just say fuck it entirely because now it's just a waste of time and starts to get annoying)

The ritual circle size allows for spawns to be off screen if you place your character near the edge.

This becomes an issue if you have the ritual that makes those purple boils that pop on the ground because you'll place yourself near the edge to stay alive watching for the boils when the last few mobs will be spawned on the other side of the circle off screen, this is an added issue to how ritual spawns can make it so you can't avoid these when getting to those last mobs unless your character can throw a skill off screen to hit whatever is left.

If you adjust the size of boils to make them a bit smaller and reduce the spawning so that they spawn a bit more spread out so that other players who don't have ranged options have a chance to navigate the whole ritual this would make a huge difference.

Another idea is if a ritual in a map spawns it spawns as a ritual arena
These ritual arenas would be smooth circle arenas that house the ritual mechanics however these would have absolutely nothing in the way of the mechanic so that the player can fully embrace the situation with no excuse to not enjoy it.

One of my favorite things about ritual is how the mechanic functionally works, I always loved the idea that whatever monsters you kill on top the ritual, you get to fight again, so with the idea of the ritual arenas it would only make sense to overhaul how this works to make it even better!
My idea is that around these ritual arenas is basically a large proximity radius that circles the arena that allows the player to know they're getting close to a ritual.
All monster inside that proximity will count towards the ritual. This allows for more monster to actually be affected by the ritual allowing for a much more interesting challenge.
Other mechanics like Rogue Exiles and Expedition, ect that are in this proximity also get affected and pulled into the ritual similar to how it works now. This allows players to capture more content into these rituals which would make them much more rewarding, fun and should balance the difficulty by allowing the reduction of on ground effects that are created by the ritual.

This would also encourage the player to complete the map first which would drop a check point on completion. This would then allow the player to travel back to the entrance of these ritual arenas to complete them.

I feel these changes to ritual would make it truly feel like a quality addition to the game. I would want to run ritual every chance I get instead of avoiding it completely because it's unpredictable if you can't move, and that's not fun.
Last bumped26 апр. 2025 г., 02:52:57
Tldr: Make rituals easier by removing every obstacle that can kill me. Also make it so I can teleport to any area of the map instantly
Bump
I'm running a lot of rituals lately and the only issue i have with them is that they sometimes spawn way to close to walls and other obstacles which then leaves no room for kiting and dodging. But those cases are relatively rare and often limited to certain map types.

Yes tornado and plants are very toxic for melee builds but they can be dealt with if you get some room to move around.

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