We need MASSive changes to ENDGAME
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Hey folks, dont get me wrong. I like the core concept of big MAP in endgame, but GGG and community needs to work this out to make it more interesting. I have some ideas written down below and I want your ideas too and opinions to be thrown in melting core of creativity.
1. Delirium visibility - we need on/off switch button for delirium visibility, cause everyone juice map to max, but game just becoming “grey screen”, and when I get back to acts, my eyes cant believe that game have colours. 2. Endgame map strategy - I surely liked previous tower mechanic, because I played strategy game - I thought about my every move on map, to make my “mapping” experience be more effective, and maps juiced at maximum capacity (quantity, rarity, experience farm and other stuff). It was really interesting to play game in that way. If we dont want to get back to previous tower mechanic - lets make new! Maybe the developers will be inspired by a legendary game like Heroes of Might and Magic 3, where the turn-based mechanics were similar in nature? For example, points of interest can be added to the overall Engame map, that will enhance or impose certain effects on an area or some number of moves - experience, quantity of items found, and others. Maybe you can create zones with increased danger and high chance to get a unique item, or crevices, on which 2,3 or 5 cards in a row in one chain will be with a certain kind of monsters, like the abyss. or maybe by activating several points, you can blow up some area to get the same effects (like tower mechanic), and from the number of activated points will grow imposed on the maps in the area effect. Overall the ideas are to turn the Endgame map back into a strategic board game with its own unique strategies and settings. 3. We need to rework the characteristics on maps. In my opinion, the number of negative effects and their attachment to positive effects create a problem in that for some builds or classes a certain type of map becomes “forbidden”. For example, on the monk with his survivability is very difficult to run on maps with the characteristic of strengthening monsters critical hits, but very much want to run maps with a high number of these monsters. But these characteristics are related to each other and have to craft a certain type of map, because the chance of dying on such a map is high. Aside from the endgame suggestions, I have more questions about how evasion works. It still works very poorly and a high deflection rate doesn’t help survival. monsters kill with one two hits, even with 35k ev and 60+ percent deflection. Thats why most of players found that ES is the best game defence mechanic. But problem is neither ES OP, but EV is poor. P.S. Sry for bad english. Its not my native Last bumped on Oct 27, 2025, 4:50:07 PM
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1. Yes
2. The atlas needs to be a real map. The ai stuff is boring. Maps should be change to multilevel scenarios leading to an antagonist, like the interlude. 3. Working as intended. The higher the risk, the higher the reward. Last edited by SphinxyII#6427 on Oct 27, 2025, 2:26:46 PM
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" Like Diablo Immortal Raids and also some cutscenes? I don't think GGG has the "talent" to create such scenery. I'm not a Blizzard fan and I don't play their games regularly; I've spent most of my time playing PoE for years, but these are facts, and everybody knows it. GGG is the "excel" master of this genre, not the artist. They're engineers, not architects. That's why new players are constantly frustrated; they see all the math required to beat the endgame and then leave thinking, "If this keeps going on, I'm out!" Yeah, okay; GGG don't care, so go on. I think OP has some really fair points, but GGG isn't the right studio to discuss these issues. Higher risk does not give you higher rewards, that has been proven by many players. I killed a juiced T16 map boss with 32 union of souls yesterday and it dropped NOTHING. I'm killing all the Uber content in less than 2 minutes and that juiced boss took 8 to 10 minutes to take down and literally dropped a bunch of scroll of wisdoms. This is just my personal opinion, and I could be wrong, but I think people are wasting their breath trying to get a logical answer from a small indie studio. I think the OP is right about the negative effects. Map modifiers should have weights, and when negative effects reach a certain threshold, the engine should block other procedurally generated negative effects. This should have happened much earlier, like during "Sacrifice of Vaal". Neden yaşıyorsun? Last edited by Jideament#2792 on Oct 27, 2025, 6:16:36 PM
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