Let's talk about the Rampage Bonuses.

Right off the bat, I'm going to start by stating that I believe that in their current state, the Rampage Tiers are not worth to be added in the main game as a core mechanic.

Why? - Simply because they don't add anything...

- they are deterministic and boring: sure stunning mobs every 25 kills is nice, but you don't even notice it after a while.
- they don't alter gameplay at all: I still don't know what the second level does and the weapons summoned at level 3 I could not even care about.
- you cannot build around them
- there's no incentive to keep them up
- they discourage you from picking up loot which is bad.
- they are broken pretty much by the map layout: It's not my fault that in front of me I find no more mobs for 5 seconds, and kiting previous packs to new packs works pretty poorly in PoE with its small leash aggro range on mobs.


What I would change about them? - well, as a permanent mechanic, they either need to be very impactful in some situation or customizable of some sort.

A few ideas:
- make them dependent on the class: witch gets one set of effects, templar gets another (that way they would impact min-maxing in class choice at least)

- make them dependent on the zone: this could keep them fresh at least

- make them dependent on the build: say, if player has more +%Lightning Damage than everything else, the Lightning rampage mods trigger, etc

- make them more focused around one thing: stun, them some form of explosion, then some summoned weapons... it's all over the place: if they would be more focused, like simply only AoE stuns every N mobs, they would seem more interesting somehow.

Alternatively they could be made available only in specific maps in the end-game where the goal is to reach a certain rampage level in order to kill a boss. Let's say that the boss is enraged somehow and the only way to be able to tank and damage him effectively is to go up in ranks of rampage, so you have to kill everything as quickly as possible to be able to deal with the boss.


That's it for me, what are your ideas?

Last edited by Kranyum#1598 on Nov 2, 2014, 3:30:24 PM
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Don't implement them into the core game because of

"
Kranyum wrote:

- they discourage you from picking up loot which is bad.


Add the summoned bows as new skill gem (permanent summon) and bury the whole idea of rampage bonuses. This was the worst softcore league so far so let's look forward to the next one. Because it can only get better from here.
I forgot this stuff even exists a long time ago and am reminded of it only when doing rotations and those rampage effects cause severe FPS drops in a 6-man party. (#1 reason to not introduce in core game)

"
Kranyum wrote:

Why? - Simply because they don't add anything...
- they don't alter gameplay at all


Earlier I did a twinned Precinct and the stun effect went off right when I disposed of boss minions - it stun both bosses in place, so I chopped them to peices even before they got to their senses. Occasionally they are pretty OP (maybe #2 reason to not introduce)

"

- there's no incentive to keep them up
- they discourage you from picking up loot which is bad


These two are contradictory. If there is no incentive to keep them up, why it discourages you to pick loot? Fact is, it doesn't. You play normally, Rampage effects is just "stuff that happens". Sometimes it happens in the right moment.

Frankly, I dont care if they keep them or not. They make the game slightly easier and partying a bigger stuttering lagfest.
When night falls
She cloaks the world
In impenetrable darkness
Last edited by morbo#1824 on Nov 2, 2014, 7:32:17 PM
It's contradictory to kill as fast as you can on a loot on the ground game.

D3, again does this right in rifts. Sure you're on a timer and need to kill as fast as you can but nothing drops until end boss.

PoE's version feels hamfisted and makes no sense.
Git R Dun!
"
Aim_Deep wrote:
It's contradictory to kill as fast as you can on a loot on the ground game.


But you dont have to kill fast, exactly because the bonuses are (in most cases) marginal / unimportant. If Rampage gave some substantial bonuses, then it would be a "must have" and required to keep up.

My gameplay style didnt change one bit because of Rampage and I dont feel pressured to hurry.
When night falls
She cloaks the world
In impenetrable darkness
Standard has been fine without gimmicks like Rampage that serve only as an excuse for rushing through the game as quickly as possible. Some of us still make kiting builds and prefer to take our own sweet time clearing out each level, thank you very much.
It seems like a neat little gimmick to mess around with in a temporary league, but the issue I take with it is...

What is it? Why do random things happen when exiles kill stuff? I can't think of anything lore-wise that would justify it and make Wraeclast a more believable setting. Rogue exiles make sense, shrines make sense, nemesis mods make sense, but this doesn't make sense.

So I hope if anything it is only kept around (and modified?) maybe as a race mod, but it's not core-game worthy.
Devolving Wilds
Land
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From the look of it (havent played myself) the neat thing about rampage is the kill counter

Would lile it to stay. No reset. No timer. Just flat kill counter. It is refreshing to see some solid numbers on mob population.
I think the best way to add Rampage mods would be to have only certain conditions trigger the Rampage state, such as undertaking a timed mission.
Rampage bonuses - Bland, its just not special as boxes for example. I had waaaay more fun playing Ambush since the boxes there made me stay, invasion is crazy hard but most fun hc league. This SC league is so boring that I stayed in skrubkore for a while till they release an interesting league again.


Same goes for season 9 races. Easily the worst season ever as well ///facepalm all over.
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