Endgame mechanic idea
tldr: endgame imrpovement - add a way to do a sequence of ~ 20 maps which make sense story wise to obtain a citadel in the end.
In the sprawling, ever-expanding universe of modern ARPGs, few things are as simultaneously beloved and lamented as the endgame. For many players, this phase represents the true test of mastery—a stage where mechanics deepen, power crescendos, and the most elaborate systems reveal themselves. But as someone who has spent countless hours navigating the high tiers, I’ve found myself reflecting on a recurring dissatisfaction: the experience, while mechanically rich, can feel increasingly hollow over time. Endless map rotations, randomized rewards, and the diminishing narrative presence leave the journey feeling more like a grind than a grand finale. I’d like to propose something different. Not a reinvention of the endgame, but an enrichment. A design layer I’d call Pathways or perhaps Journeys that emphasizes curated progression, narrative resonance, and a more coherent structure of rewards. Here’s the idea: these *Pathways* would manifest as additional map nodes—distinct routes that can be activated to override the existing map bonuses in a region. Once initiated, maps connected to the *Pathway* would begin behaving differently. While running them, players would accumulate a small but steadily increasing chance of encountering a citadel—a meaningful milestone in the game’s progression system. The early odds would be modest, but the steady buildup would replace the frustration of random, unrewarding chains with the anticipation of a tangible goal. A citadel isn’t guaranteed, but it feels earned. What’s important here is not just the system, but the spirit behind it. I miss the handcrafted storytelling that defined earlier experiences. While there’s undeniable satisfaction in optimizing loot returns from T15 spam, there’s a certain hollowness to the repetition. What I want is variety—not just in layout or boss mechanics, but in tone and pacing. Pathways would offer a chance to re-engage with that narrative world. One way to support this would be to introduce side areas—linked procedurally, but meaningfully—to specific story beats. Imagine a detour into a powered-up story boss encounter, where loot is improved and lore is deepened. Not every run should feel like a chapter in a novel, but some should. And importantly, these narrative arcs would always culminate with a high likelihood of a citadel, reducing the randomness without removing all surprise. Key bosses—such as those in Black Chambers, Dreadnought, or Mansion—could serve as capstones for a *Pathway*, ideally encountered once or twice before the citadel appears. You’d also be able to insert tablets (or a similar mechanic) to add some juice. It wouldn’t upend the current structure, nor would it trivialize it. Instead, it would offer an alternative route: one that privileges narrative coherence, curated variety, and emotional momentum. (becuase i know you guys are evil - dying means you won't get a citadel lol) What I’m advocating for is not a reduction in difficulty or complexity. It’s about making the process feel less like spinning a wheel and more like embarking on an expedition. — A Fellow Mapper. Last bumped on May 22, 2025, 4:21:12 AM
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