Feedback on Trial of Sekhemas and Trial of Chaos

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Aggedon#4911 schrieb:
I've just farmed 50+ 10 trial ultimatums in a row and here are some thoughts!

Overall I like the Chaos Trials and think they're a far more interesting expression of the roguelike system than the Sekhema trials. It feels like the player has more agency when it comes to the difficulty modifiers, and the modifiers themselves are in general interesting to deal with and make for more engaging gameplay without being just stupdily frustrating like some of the Sekhema effects.

**Rooms**

- Survive Until the Timer Expires: Monsters spawn painfully slowly, and almost 100% of the time, when they do spawn, it is just 2 packs of white monsters that you kill in a second or two and then just stand around doing nothing waiting for something to do.

By far the worst room, you can't speed this process up in any way by either character power or player skill, and it is pretty much an afk room. Monsters need to spawn much faster, and killing rares (at least, or maybe just killing anything) should subtract seconds from the timer. OR at least give the player something else to do while waiting around.

- Sacrifice Enemies In Blood Circles: Similar to the above, monsters spawn very slowly and are almost always white monsters, resulting in a lot of standing around waiting and doing nothing.

- Collect The Soul Cores: If you get pushed by a monster while putting the Soul Core into the altar, you DROP the soul core and the Soul Core gets teleported back to it's original spot on the floor, meaning you need to go back and pick it up again and insert it again. This is very frustrating and time wasting, especially as it can't be prevented by clearing out monsters near the altars, since more can and do spawn and then charge into you causing this issue. Presumably this is just a bug and not an intentional design.

Some of the soul core room layouts are definitely pretty tedious, and I often find my approach to this room is just running back and forth between cores and altars ignoring monsters as much as possible to get it done quicker. Least favourite room after the AFK room.

Suggestions to make these more interesting: Get rid of the switches and wall puzzles, they're not engaging, just annoying and cause more waiting and walking. Instead why not have each soul core guarded/held by a mini boss, so that there is some actual gameplay in these rooms, would make collecting the cores much more engaging than just running past everything and clicking on them.

**General**

- Downtime: Definitely too much pointless walking/waiting between the trials. Between the elevators, the stone doors, the time stops, and the sometimes very long hallways, I feel like at least half my time in a run is spent just getting to the next encounter. This does not make for engaging gameplay and seems like it should be very easy to improve, this is one area where Sekhema does it better.

- Where Are the Rares?: In many runs it seems like there are zero to very few magic or rare monsters, even when selecting the Lethal Rares modifier, I often run into 3 or less rare monsters over an ENTIRE run. I guess 30% of zero is still zero... Regardless, one shotting sparse packs of white monsters and an occasional magic pack isn't particularly engaging. Perhaps pack size and magic/rare monsters should increase with each modifier you select as a baseline.

- Endgame Scalability: This might be an unpopular opinion, but whereas Sekhema trials feel painfully long and tedious, Chaos Trials often feel very short. This is not a problem/criticism, having content like this that you can jump into for 10-15 minutes is a positive. But I think the Chaos Trial formula could also lend itself well to a more 'infinite' system, where you can keep progressing and stacking more difficulty modifiers until you die or cash out.

Or at least perhaps have Ultimatums with more rooms, 15, 20 etc. Since in Sekhema you're already going through dozens of rooms per run, this doesn't seem too crazy. Perhaps you can use currencies on Ultimatums like you can with Waystones, which increase the room count and give various modifiers to the run. This again doesn't seem too wild since the Trialmaster can already drop Ultimatums with various rarities and modifiers.

Perhaps have a modifier that increases the area level of the rest of the run, or maybe every X rooms, or when you defeat a boss, the rest of the run gets +1 to area level.

These options would provide some extra endgame scalability to the runs so that they can still provide an element of challenge and interest for powerful characters.

- More Difficulty Modifiers!: The current pool of difficulty modifiers is fine, but can get stale pretty quickly if you are doing a lot of runs. It would be awesome to see the pool expanded so that you are less likely to get runs where you are just choosing the same 3-5 that your build can deal with easily. I think this would increase the replayability significantly.

- Heart Tethers: Unable to use travel skills while tethered (only tested with Leap Slam and Stampede). Is this intentional or a bug? Means that if your clear skill/s are also travel skills you can't use them and thus cannot choose to stay in the heart tether and fight if you don't want to get stunned, and also have to try and walk/roll out of it while getting attacked and not being able to use your abilities. If this is an intentional extra challenge that's fine I guess, but it is very counterintuitive and is not indicated in the description of the Heart Tether modifier.

- Rewards: Having all the rewards be corrupted, while a thematically fun idea, in practice makes these rewards pretty much useless. In 50+ runs I have never seen even a vaguely usable item from the non-soul core loot. As others have said, if they are going to be corrupted they could at least have max quality, sockets, and affixes. Even so the majority would still be vendor/salvage trash, so I don't see how this would be too good.

- Chimera Boss: The flying off is not an interesting mechanic, it's just annoying, and due to the size and verticality of the arena, means that if you don't kill it before it flies off, you spend more time walking around to find the boss than you do fighting the boss. I don't think I need to elaborate on why this does not make for engaging gameplay.

**Overall**
Chaos Trials are probably my favourite endgame activity, I hope to see them refined and expanded on in the future.

For reference: Lvl 93 Titan.

Thank you for reading and have a great day Exiles.


I haven't run that many Chaos trials (about 10 in total in the endgame, and only 1 to get my 2nd ascendancy point). But there are some things I'd like to suggest:
1. Not only I'd like to have more modifiers (those we have right now are actually fun), but also more rooms. It is a trial of CHAOS, but there are 5 types of rooms or something. It becomes predictable pretty fast. More activities, please! I really like the aesthetic of the new trial, it is awesome!
2. I like the soul cores rooms, BUT there are 3 things that should be done to make it better IMO:
a) Swap the Leaver with something you just need to click on. Without animation, please! Moreover, once I first entered the room I had no idea what to do. I didn't notice the leaver, so went googling. It fits in the trial visuals to make it some glowing red thing you need just to click on.
b) Increase the speed of walls rising/falling. Maybe do the same for the platform (not sure about that).
c) More puzzle variation. I generally like those rooms, but there are not enough "combinations" of those "puzzles". Once you've found the way to solve the first one, you've solved them all.
3. I kinda agree with pointless walking. I don't want GGG to get rid of those, though. I want them to fill the space with something useful. Give me more info on Vaal (notes), and more unique interactions/events once I enter the room. For example, a dead body, giving a guaranteed "Vaal base armor", so you can pick up an expert base Body armor or gloves/something else (based on a model of a dead guy) at level 80+ without Alva (hate the gamble, sorry). Or some random undead merchant, selling stuff. I generally like those moments of "piece" before the trial, but it is just empty. Fill it with "small" but useful encounters, please.
4. I hated Chimera's flight the first time I fought it. Let me do something that I can force it to land. To hit or destroy something on a map so it instantly falls/stops flying.
5. So, about rewards. I generally hate the current system. I like the "gamble" thing with currencies, but the limit of 3 divines is kinda meh. I get it, but I could do much more in PoE1. Come on, give me at least 5. I don't know what to do with items, but I'm thinking about you putting a Corrupted Item in the stash, so it Corrupts again after finishing the floor. If it is not Corrupted, it becomes one. It makes much more sense thematically, and makes the mechanic really useful in "crafting". Because random yellow rares are just trash. You also put a stash chest near each entrance, filling the unused space :D
Plus it also makes the Ultimatum more desirable and unique. I have a feeling that Sekhema has much more going on for it than the current version of Chaos.
6. I love what you said about the endgame scaling of Ultimatum. Sure, we need more levels, modifiers, and so on. It needs to be addressed.
Zuletzt bearbeitet von golanov#0674 um 13.02.2025, 21:12:24
And finally, about both trials in the endgame.
1. So, you become self-sustainable in maps over time. I don't know, it might be my insufficient luck stat, but I'd like to be self-sustainable on Trials too. Love to live at a point, when I can farm trials over and over again without mapping at all.

2. I don't really like that you have to farm maps to get higher tier (level) Djins/Chaos entry passes. I might want to not engage in maps at all and just farm Sekhema/Chaos over and over again, so let me increase the level of tickets over time in both Trials, please.

3. New player's experience is not very good. Give some speech/note to explain how the system works overall. In Sekhema, for example:
"There is a floor, containing rooms. You pick a room with a mini-trial in it. When you complete it, you get to select the next room. Each room has a reward and might contain a negative effect. You can acquire bonuses (boons) and debuffs (afflictions) throughout your trial.
At the end of the floor, there is a boss. Once you complete the floor, you will get to choose the rewards in specialized chests (you can pick a type of reward). The first completion also gives you Ascendancy points.
There is an Honor system. When you take damage, you lose Honor for the rest of the run. You lose it all - you fail. You also have relics that you can use to aid you in your trial. For example, restoring Honor or reducing Honor damage taken. You will gain relics over time.
If you farm Sekhema, you will get its "unique reward" - the jewels, that you can put into your passive skill tree"
Something like this, but in a more Maraketh-appropriate form.
Similar should be done to the Chaos Trial. Like, how should I know without Google, that I can get Soul Cores there? And please, let me know that Soul Cores are basically more specialized runes. You get the idea, I hope.
Zuletzt bearbeitet von golanov#0674 um 13.02.2025, 21:18:21

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