Season mechanic changes, thank you, but keep these in mind

I'm gonna make this post again because I feel like it addresses the main concerns people have had about the mechanic and if it STILL isnt feeling good, maybe just keep these simple changes in mind.

This is a better way for the mechanic to function. We run into the alters in the maps, we clear them, and get a chest. This is an awesome change you guys are making.

After we clear 6 alters, it wants us to interact with the mechanic, so we build onto the dungeon and run it. However, instead of unlocking the path pieces at random, you guys should let us pick 1 or 2 from the all the available options.

So, the paths in the dungeon become deterministic. The implication of this means if people wanted to just build a path straight to Atziri and skip everything else, they could do that. It would just require clearing enough alters and unlocking enough path pieces to get there.

We ought to be able to save the buildings that we unlock and build the temple when we are ready.

We would actually be building something really cool at that point. Right now, the paths being RNG feels bad. It's like a weird mini game, and we end up never getting the damn path pieces we need, when we need them. I think these are good ideas and feel like they address many of the complaints about the mechanic.

Then when the next season comes out and this mechanic has to go on the back burner, that is how it ought to function. You see an alter on a map, kill it, you get a chest. After 6 alters, you go down and pick a path piece, you put it on the map. You get to save the building "tokens." And just continue running the map... then when youre finally ready to run the temple, you can just build all the rooms you are interested in, or have unocked.

This makes it a small commitment that doesn't take you out of the mapping experience or require you to completely shift gears. That's all. I'm excited to test out the new changes and see how the juice feels. Just keep these changes in mind if people are still dissatisfied with the season mechanic, and definitely keep it in mind for next season when it goes on the back burner. I just feel like, for what the mechanic is, the RNG path pieces make it take WAY too long to eventually get to Atziri.

Simply being able to plan for the rooms and the exact space we need for certain upgrades would make a big difference.
Last bumped on Dec 18, 2025, 1:28:00 PM
Whole temple is a mess. I'm lvl 95 and I still have no idea how to unlock Atziri. I killed architect, made a connection to a keyroom, and then, when I placed my final facility to unlock direct passage to her... it just didn't connect. Way closed. And then key facility disconnected too when I closed the temple. So now I just run maps and skip league mechanics altogether. Then again, rooms are completely unrewarding, so there is no sense to waste your time there.
The announcement is full of bandaids that don't actually address the problems:

#1) It takes far too much time. It interrupts other play, you spend time building a temple and being forced to run it. The temple run itself gets so big it takes more time than the largest maps.

#2) Rewards are bad. Even if the "buffs" they mention it will be bad. And not dropping orbs until act 3 is ok-ish, but you are still taking player agency away and forcing people to play how you want until act 3. Why is this a thing?

#3) Obfuscation, confusion, convolution, overly-designed and complex. Whatever you want to call it. You have hidden "rules" about building the temple that are literally never explained anywhere.


This league would have been better with no new mechanic and instead put all that effort into launching a successful class/endgame/etc.

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