You got map mods backwards: Easier maps should have less portals, harder maps should have more.
- Let my opening line be
"If not for the fact that we apparently only get one try with 6 mods, getting through a 6 mod map without dying even once would disappoint me, as I'd take it as a sign there's not enough challenge in the game." - Standing at the entrance of the map I'm about to attempt, aiming to unlock all three slots on a tower, pausing to make this thread first, because I'm almost shocked at what I've just learned, or rather remembered, if I've known before and forgotten. For some reason that I'm sure will come across as nonsense, you have us getting more portals on easier maps, and less portals on harder maps. Which is entirely backwards. On an easier map, you shouldn't be dying, so there should be less portals to press the fact that you shouldn't die anyway, and encourage players to go back to lower level maps if they can't even clear a less modded one at the given level. A white waystone with no modifiers is the one that should only have one portal. On a harder map, the challenge is increased, death is more likely, and there should be more portals to account for that. Obviously a player wants to never die, but the main point and expected result of raising challenge is to cause more death. You're *supposed* to die at higher difficulty, and not at lower difficulty. If the higher difficulty is still easy enough to never die, there's no point in having higher difficulty, and all maps may as well be white T1s. Having more tries, more portals, should be part of the "reward" that comes with the risk of playing at a higher difficulty, and part of the balancing accounting for all those difficulty increases. Dying 6 times in a 6 mod yellow should be more likely than dying once in a white. Dying 0 times should be unexpected, if that's the standard result you haven't made them hard enough. The game shouldn't be easy enough to expect players to never die. Certainly not when they're maximizing difficulty by fully modding waystones. If not for the fact that we apparently only get one try with 6 mods, getting through a 6 mod map without dying even once would disappoint me, as I'd take it as a sign there's not enough challenge in the game. I would expect to have one portal with an unmodded white stone, and max portals with a fully modded yellow. Certainly not the other way around. The above is the matter of game design, dynamics, and mechanics. There's also the thought of player desire. Somewhere between 80% and 99% of the playerbase, I cannot imagine them ever wanting to raise the difficulty of a map if it means they get less tries, regardless of hoping for more/better loot on a harder map. I can only expect a majority of players to only ever run 6 waystone affixes when unlocking a tower, and never any other time. Well, I'm not going to do this tower without opening all three slots, so time to annoy myself with the slog of playing 20x slower than I normally would. Zuletzt angestoßen am 23.09.2025, 04:33:04
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hahaha no dude.
Dys an sohm
Rohs an kyn Sahl djahs afah Mah morn narr |
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Lol what
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" Guy be at least a little bit for real right now there's no shot you believe this. |
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lol what
should be 3 flat imo |
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Since you took the time to type all of that out, I'll take the time to give a proper response instead of just issuing short meaningless ridicule.
The idea behind less portals for more juice (Difficulty and reward) on a map is to prevent players from a pitfall that the more veteran players would call "Overjuicing". Increasing the amount of portals on more difficult maps essentially encourages gameplay that results in a player maximising a map's difficulty before their character is actually ready for that kind of content because death at that point becomes inconsequential. Sure, you lose experience, but you're in a juiced map, so who cares? You can beat your head against content you're not ready for just to get currency until you trivialise it by throwing that currency at your character. That kind of gameplay, while it can be deemed a valid strategy by some, ruins the actual experience of progressing your character and raising your confidence in its abilities properly. What you've really placed here in this post is that placing a fully juiced map into a tower makes you nervous because you feel either your character isn't ready, or your skills as a player isn't quite up to par, and that's actually quite an important feeling to be able to overcome. Being able to stop being conscious of the mods on your maps, corrupting them willy nilly, adding delirium layers, it feels good to actually reach that point. You'd be robbing yourself of that achievement by trivialising it with more deaths allotted. I'm still in the camp of death being too punishing overall, but the reasons above are solid and valid reasons to reduce portals on juiced maps that I stand by |
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SSF
Yup, I made a post stating this a few days ago- it was a bit different, but the concept was the same. Logically, this makes complete sense. Small investment, less difficulty, less portals. Especially as ssf, Its a lot of currency to get a six mod for tower. Even more so since you don't even want to spend your currency on map mods, you want to spend it on gear. Obviously in trade you don't have this issue. In my other post I compared waystones to gear to illustrate the issue. They are polar of one another. Gear is all positive, waystones are all negative. What I mean is, on gear you get +x armor. On waystones the monsters get +x armor. Upgrading gear you get good stuff, you would never see a negative damage modifier. On waystones, all you get are bad stuff, you would never see a negative monster damage modifier(positive). Point being, the feel is trash on waystones. All the worst content in the game has this negative base in common. Chaos, suckhemas. Its because you're always forced to play that stupid game... would you rather have a needle in your eye or a toothpick in your eye. Well, the trial does give three options, but you get the point. |
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" > good stuff > light radius |
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sorry it's a bad idea.
What they do rn is good enough. |
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