Re: Changes made to endgame mapping in 0.3.1

Of course, the obvious big one is the lack of ritual tablets dropping, especially for those SSF guys that didn't get their towers juiced with rituals before the changes. They perfectly demonstrate how it simply wont be possible to even have ritual tablets drop next league with a fresh Atlas. There is a simple solution however; make ritual tablets drop from any wildwood monster and have them be natural monster types for certain map biomes. Thus for next league (or hotfix if it's needed before then, which I think it is) getting rituals won't be a pain in the... you know.

The next big thing for me is bosses on every map. At the moment it's not an issue, most of my characters were already around 85 by the time this change was implemented, but I know it's absolutely going to suck next league when I'm trying to level to deal with boss gimmic- mechanics every single map. Some of these maps aren't great for bosses. Hell, the tornado bird boss that's on the Cenotes map has tornados that cover the entire boss arena. Then there's the poison druid that likes to stand in the poison pods and thus is neigh impossible for melee builds to kill until he teleports out of it. Again, easy solution is the make map bosses random map effects and have the tablets either empower a boss that's already on the map, or add a map boss to the map if there isn't a "natural" boss.

Other than that, I think the changes made to the tower/tablet system have been great. I do feel like when I'm running new maps (those that aren't previously "juiced" from the tower system) I'm getting a fair number of drops, but I just know next league looking at the number of mods on my maps is going to be a bit dismal, compared to when tower overlap meant that I could have so many mods that they ran all the way down the left side of my screen.
Last bumped on Oct 30, 2025, 11:16:58 PM

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