Endgame Atlas World Incoherrency
This is yet another "Endgame bad" thread, but in this case my critique isn't the one death per map (bad), or the exp penalty (antiquated), or even AoE spam (unbalanced), but instead it's about the flavor of the biomes, the map templates, and the enemies.
In the campaign, each map zone has very strong ecology. The enemies that you see make sense for the environment that you're exploring. When you hit the atlas, you get a cool terrain which has all kinds of land features, and apparently unique environments. I played in a treetop village with those tunnelling worms popping out of wooden bridges that are only a few inches thick. There are pigs in Vaal underground environments. It's not the end of the world. But it's an additional layer of 'you're no longer playing the same game'. This same feeling pervades the map nodes as well. There doesn't seem to be any rhyme or reason to what the terrain in the map will look like based on what the zone of the atlas the node is in. It doesn't feel like I'm exploring a world and curing corruption. It feels like I'm getting fed fully randomized slop. In act 1, we went through woods into fields, into a village, into a town. Each of these zones felt like we were in a corrupted and ruined version of those environments. The graveyard felt like a graveyard. The forest felt like a forest. The world felt like a world. During endgame that whole feeling is lost. Last bumped on Jan 26, 2025, 12:06:34 PM
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great idea. If the maps reflected the atlas terrain that would be really interesting and special. +1
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