suggestion: waystone rework and roguelike waystones

Hello,
i have an idea how to make waystones more interesting:

#1 move modifiers like „more monster“, „more monster damage“, „more resilent monsters“ to the atlas tree
I find this to be a good change for 2 reasons:
-often those modifiers feel generic and boring
-this allows players to customize their map experience to a high degree: do I want to speedfarm lots of weaker monsters or do I want to encounter fewer, but significantly more challenging monsters (lets say -50% normal and magic monsters with 200% health)? Loot would be adjusted, so that the loot earned per minute is roughly the same

#2 limit waystones to 4 modifiers, but let them determine what kind of content you‘ll encounter on the map, examples:
-underground: the map has an additional underground area
-ambush: somewhere on the map, you‘ll be ambushed by a strong monster group (e.g. giant spiders suddenly crawling up from below)
-traps: the map contains traps
-chests: the map contains additional chests
-elite enemies: 3 rares get additional modifiers and significantly more hp
-discovery: hidden special content is spawned somewhere on the map and maps get more interesting pathing, for those who enjoy exploring
-special monster group: the map contains the mentioned monster group (corruption enemies would be such a monster group) that is designed in a way that the monster synergize with each other when fighting the player
-…

#3 level 15+ waystones become roguelike waystones that work differently
they are reuseable until you loose a map, reusing them lets you choose one out of multiple modifiers that increase the content difficulty and loot rarity, also the encountered content (#2) is changed whenever you enter a new map
the basic idea here is that the player can choose either to quickfarm normal waystones or push the difficulty and rewards while having some influence over the kind of challenge he builds for himself by choosing the added modifiers
if entering the roguelike system, the build becomes locked and changing it destroys the waystone, this way the challenges offered by the waystone can be tailored to the player build: lightning spear builds can encounter „you deal 30% less lighning damage“ while a physical build wouldnt encounter that challenge modifier, some challenge modifiers can change the gameplay in a more fundamental way like limiting heal potion use to make the gameplay more attrition like
Last edited by Elena#1466 on May 22, 2025, 8:55:25 PM
Last bumped on May 22, 2025, 8:52:47 PM

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