Changes and Improvements concepts
1. Atlas quest should be like in poe 1: Complete map tier 1, tier 2...at least magic waystone, tier 5-10 at least rare, t11-16 corrupted.
2. In towers you should see affixes from tablet you put in. Completed towers without and with tablet should looks different. Towers in last floor should have RANDOM boss. 3. Death penalty. Loosing exp and waystone is imo ABSOLUTELY NECESSARY. Ny concept to prevent remaining penalties: There can be a nodes on atlas tree: - 5% chance that mechanics (breach, ritual, expedition) will stay on a map if you die and DOESN'T START this mechanic. Of course the mechanics can't back again in completed map. The delirium doesn't count cause it spawns right to starting point and you should start it firstly before dying. - 5% chance to spawn again a map boss when you die before killing him - 5% chance that if you die on a map afixes from tablets stay (it is a 5% chance for every affix separatly) 4. ATLAS GUIDEBOOK - a journey through atlas maps When you first complete specific map (for example AUGURY) the boss or rare monster drop an item : AUGURY'S BLUEPRINT. Now one NPC give you atlas guidebook and now you have chance (but very low - let say 0.01%) to special drop from Augury's map. Maybe it should be divination card - but only most value and droping ONLY from that specific map. In this guidebook, you can see: -a map tab with small picture with most characteristic place, -a map boss description - when you defeat him -a special div card you can drop on this map and a chance that you gain on it -how many that particular map you completed -objectives which you should do to increase chance to that specific drop Of course every map have her own page, own divination card and seperate objectives/quests. Quests: -complete 10 Augury's(for example) maps at least magic - every map enhance a div card drop chance by 0,01% -complete 10 rare maps at least 6 tier - +0.02% chance per map -complete 10 corrupted rare map at least t11 - +0.05% per map -complete 10 t16 map - +0,05% per map -kill 10 this map boss - +0,05% per boss (tower's random bosses see section 2 counts) -do 10 special quests like: clean all map from monsters, kill boss on t16 map, complete map with at least 40% delirium, kill boss on t18 and 60 deilrium or something like that. If you complete all specific map objectives you capped your chance to drop that card (i think 5% is max - maybe it's to high). Every map boss have doubled chance to drop and THE TOWERS bosses (see section 2) counts. If you complete all challenges from this map you receive a special hint - next maps can now spawn a special place(very low chance - 2%?). In Augury it can be a new switch, which open a wall with special chest - where you can find an item:" Access of Augury". You give this item (maybe tradable) to Alva and now she have Augury's hideout to select (ofc a little fragment of map). I think that with this atlas guidebook we can have more targets to farm and maxed out and it can bring players to expand atlas and looking for wanted types of maps and to do this hated layouts. I know that this every map's hideout idea is insane. Last bumped on Jan 26, 2025, 2:46:25 PM
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Eh...Zero reactions, zero replies, zero discussion? No "Meh", no "I haven't got all day to read this shit, man", no "Back to school man it's not english you've wrote" or "Man, don't post again, you can play but do not post, please!" Really?
Instead I should post another dumb xp loss post like: "Hey GGG I think that xp loss is bad. It's enough penalty that I died and I can't kill remaining monsters on this map. I think beside no xp penalty on death we should receive on death that much xp as much we could reach if game hadn't killed us. In D4 you can cap your level within 2-3 hours, in Poe 2 it is hundred of hours. It doesn't count if I can't reach 100 level every league, it's impossible. You made a game for streamers only." Cheers. |
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