Vaal temple league mechanic feels terrible...

It needs so much work. Its fine for campaign when you are loot and currency starved but once you reach end game it falls off.

1) Make the seals in maps drop something like they do in campaign.

2) Shorten how many seals you need to do in order to open/build your temple. Six is too high. Imagine doing any league mechanic seriously but you can only engage it every six maps... 4 or even 3 would feel better.

3) Alternatively increase pieces it gives by 50%

4) Make floor tiles an abstract "tile" and when you click it you choose which kind of tile you want to make your map. Hoping that RNG gives you a tile that lets you path where you want to go feels bad, especially once every six maps...

5) Let temple inherit map modifiers and let enemies in temple drop currency/items (someone said they dont? or that they dont drop currency?). This would make it automatically worth it for every end game juicer to run even if they ignore the mechanics and just go in to blast mobs since man rooms add things like efficiency.

6) Have architect drop something interesting. Maybe it does, but things like rare soul cores and what not would be nice. Anything to make it worth running beyond getting a few more reward rooms to place.

Just a few thoughts on how to make it more engaging. It needs more loot and rewards, less friction, and less time needed to activate temples/more tiles to place.

Also if theres something the players are missing maybe clue us in, everyone seems to hate it or is outright ignoring it once they get to maps. I love the idea though it has tons of potential!
Last bumped on Dec 16, 2025, 6:03:10 PM

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