Easy fix for the League Mechanic

When we run 6 alters we unlock some combination of rooms and path pieces to put on our map.

Instead of unlocking path pieces, just make it so we deterministically get to pick 1 (maybe 2) path pieces when we finish our 6 alters.

Make it so we unock 6 rooms, but deterministically get to pick a path piece or 2 to add to the map. So, it we get to build something cool, and we can plan for the future better.

If we KNOW what path pieces we will be taking, we can plan for that and build around that. THIS is what will feel the best with the mechanic. And you are EXCITED to keep running the alters because you KNOW you will get the path pieces you need to progress.

That small little change of being able to pick a path piece or 2 deterministically will completely turn the mechanic around. AND we get a couple extra rooms, instead of path pieces, so stuff will unlock a little faster in theory.

It will feel 1000x better because you are actually building something cool at that point that you have some sort of control over. It isnt just mashing pieces together and praying to RNG where ppl arent getting the path pieces they need to complete their dungeons with even over 47 hours of playing.

Let us pick the path pieces and I swear it fixes 90% of whats wrong with it.
Zuletzt angestoßen am 17.12.2025, 12:07:33
The other thing is doesnt it make sense that the rooms upgrading from Tier 1-3 matches perfectly with the currency tiers 1-3. If I have a level 1 exalted bench, give me a level 1 exalt to slam. If they room is tier 3... then give me a tier 3 exalt to slam on my gear.

I mean some of these mechanics are practically writing themselves lol I'm not sure how it doesnt function like this right off the rip. It makes perfect sense lol
THEN when the game goes live and this mechanic goes on the back burner. THIS is how it functions.

You see a little alter out in a map. Killing it takes no time at all. After 6 of them, you get a deterministic path of your choosing and you unlock the rooms.

You BUILD the dungeon you want. It isn't an RNG game of getting random path pieces. You can always pick the pieces you want. But the rooms you unlock are RNG.

The RNG pieces work as an idea if you just want that to be the entire game, but it just takes way too long. We need it to fit in the background of what we're doing, where it isn't this huge commitment.

We still get to design a cool dungeon.. I'd even say it's way better dungeon building cause you get to plan for entire sections and there is no question if anything is going to fit or not. Then make it so the architect can never destroy ALL the rooms. I'm fine with small setbacks. Ppl losing 20 rooms and stuff is actually painful to watch (Zizaran lol).

I swear this would fix 95% of the problem. The other 5% is just boosting the rewards. It is that simple a fix for me. This makes it fit exactly to what ppl want. Something they see while they are mapping (like abyss) that doesnt take them out. It's only after 6 alters you have to make a commitment to it and it will take 30 seconds to run in and pick a path pieces and place it and keep going. You get enough space, you build some rooms with the pieces you unlocked and run the dungeon.

No, you arent saving up 50 temples and doing a session. That would suck. You just want it to be this little side thing that is happening. Small commitment. AND make it so the alters poop out some currency when you complete them on the map. A regal, an exalt. I swear it was doing this for me at first, but the alters have stopped dropping stuff for me on the map. Im pretty sure its a bug cause im like saving alters and im like 10/12. It doesnt like that im going past 6 and the alters quit giving me rewards after killing them. But thats getting off topic.

I genuinely think I have a good solution for you guys here. I sincerely hope it finds the right eyes.
If you wanted to just build a path strait to Atziri and fight her, you can do that and no even give a shit about any of the rooms.


The complexity of the rooms is cool. I like it and having different building that upgrade different things allows for more complex building to be made. You arent just place a room down and putting 3 upgrade rooms next to it. That is boring.

This lets us make the mechanic as indepth as we want it to be. Maybe we ONLY care about the limb upgrading stuff... so we build a section with only that and Atziri.

I'm so in love my idea lol it fixes everything wrong with it.

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