Gladiator Arena. Theme idea for league/mechanic.
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Relase a melee class (gladiator ascen), swords (aoe), axes (swipe), flails (whip). Mechanic is an arena like delerium where you get tokens through defeating deadly bosses in maps. Passing through each stage increases in effectiveness/modifiers. You can choose 2-3 bosses to fight next and the layout is somewhat like seks. Penalty should be missing out on loot/ramp-up/tokens instead of the middle_finger.jpeg. You can choose the level of juice and bosses that suit your playstyle. Uniques or rewards should be partially observable so people can path to that boss and figure out a way to overcome any bosses they encounter and choose whether it's worth it. A weapon crafting mechanic should be tied into the rewards. Something like tier-1 essences that can only be used with a device.
Why? Too much of the game is reliant on headhunter,aoe, speed. There's very little planning for boss fights and the idea is to just go meta to insta-delete. Each modifier should be unique to the mechanic and require serious strategy/preparation (e.g., ignites deal 5000% more damage and monsters ignite on hit). The crafting-hole is largely due to the low weight of things like physical damage. Last bumped on Feb 22, 2026, 11:47:27 PM
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You had me at Gladiator Arena. |
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Cesar: Bring blood to folk!
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Bump
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I really like the idea where there's content that can be tailored and won't be dummied by someone blasting through a zone with 80 headhunter buffs.
This is a tough thing to put in the game though because there are A LOT of people who play this game and want to be able to make 1 character that can do it all and see all the content. I vaguely remember an interview from developers for poe1 from like 8 or 9 years ago and it was mentioned that most people only make 1 character per league so you have to design league content with that in mind, ie. you can't make the league mechanic more favourable to CI characters, or characters that do fire damage, etc. because players who didn't choose those things would just feel bad and quit the game rather than completely redo their character or make a new one. It was also MUCH harder to respec and regear in poe1 compared to poe2 so I'm not sure how much of that point would be relevant now, but I imagine it's still mostly something they keep front of mind. Maybe the fact that you could tailor content to be (predictably) suitable to your character is the important factor :) |
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" Yeah, I'm guilty myself and also focus on 1-button builds. The mechanic probably comes down to the modifiers and how they stack (how well can any player adjust). Also there could be different stadiums that have different challenges (spearmen on the edges), maze-like pathing, etc. I guess it's also having the choice/pathing. Players can path around challenges they don't like/think they can handle whilst simultaneously adjusting their character to fight the targetted boss. |
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