Suggestions : Mapping, Runes for Crafting, ETC

Just some thoughts I had while watching Tavern Talk.

Mapping

Jonathan mentioned that he would like it if Maps don't remove the additional content upon death but can't because it can easily be exploited.

My suggestion is instead of just removing additional content on the map, the additional content is transfered to an adjacent map if possible.

The transfer fails if
-There is no open adjecent map.
-The adjacent map is attempted.
-The adjacent map already has that content.

Players can still exploit this like Jonathan said but it will add some friction that may put them off. Also, since there are end points and towers blocking the way, players cannot infinitely do this process. Since blocking maps is part of juicing right now, it's not likely that there will be a lot of open adjacent maps. Additionally, moving additional content around may become part of end game juicing by maneuvering additional content on to 1 juiced up map. Mods from Precursor Tablets and the random map mods should not be transferable. Only the additional content.

An added bonus is moving content from an undesirable map to another. Eg. moving Breach from Augry to Steppe.


Runes for Crafting

Currently, runes are not being interpreted as part of the crafting because it has minimal value on the item and has no impact in crafting. But, they can't simply increase the values on the runes as it will provide too much power.

My suggestion is treat runes more closely to the crafting benchs. Here's what should change.

1) Runes should have different Tiers that match the affixes of the specific mod it's working with but should not provide the highest Tier of that specific mod. Each tier will add a required level equal the the requered level of the affix.
Eg. Iron Rune will be sperated into Heavy Rune, Serrated Rune, Wicked Rune, Vicious Rune, Bloodthirsty Rune, Cruel Rune and Tyranical Rune. These are the affix names for %phys with the exception of the highest tier.

2) Runes will block the same affix from appearing on the item and affixes will block the same rune from being placed. Additionally, if the prefixes are full, you can no longer apply runes that add prefixes and the same goes with affixes.

3) Each Socket will reduce the maximum affix that an item can have except on corruption. The limitations from the previous changes will make it so that an additional socket will have significantly more value. Eg. Having 3 Full suffixes with an additional resistance suffix from the corrupted socket.

What these changes will do is provide a deterministic crafting through runes similar to the crafting bench without providing the highest best possible crafts.

Ascendancy Respec

Since a major issue with locking ascendancy is that new players have to make this decision early only to find out that they made the wrong choice later on. I think Ascendancy should only lock after you finish your 3rd Trial. With the 1st 2 trials you get in the campaign, you will have enough time to try out your ascendancy and see if it's the right fit. By the time you are completing your 3rd you would have a good idea if you want to stick with it or not.

This last one may be on the side of probably not.

Rarity Cap

Since GGG wants to keep rarity as part of your gear puzzle they could have a cap on it similar to resistance. But so that MF players aren't completely deleted, they can add unique items or affixes that can increase or unlock the rarity cap.

Eg. Greed's Embrace now also has the line "Uncapped Item Rarity now applies monsters killed by you".

This will make it so that new/casual players do not feel pressured to get as much Rarity on their gear but instead have a target they can achieve without removing MF entirely.
Last bumped on Jan 13, 2025, 2:36:22 AM

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