Temple mechanic not respecting player's time

Watching the teasers and trailers I was really hyped for the new league.
The flavor and the vibe made me very eager to play.

I was willing to turn a blind eye to some logistics/reward problems, hoping they'd get fixed in upcoming patches

But the realization that Temple runs are gated behind 6 maps was extremely frustrating.
Why can't I just go and run a Temple whenever I want, figure out the best ways to build it, learn boss mechanics, etc.? This pre-requisite makes it extremely taxing on player's time and ultimately not fun

Also how can we have in-depth gameplay and boss combat when failing on architect/atziri means you can try again only in like at least 5-10+ hours?

This forces a situation where the best way to succeed with these bosses is to create a zoom-zoom build and destroy them in 5 seconds. Which honestly is not fun - all the hype, lore and tbh dev effort put into the bosses and mechanics gets vaporized, resulting in hollow victory.
The whole "Atziri, Accursed Queen of the Vaal" aesthetic is destroyed, making it "another punching bag with boobs" encounter

I hope we maybe get an atlas sub-tree for this like we did with the Abyss, where one of the options would allow to run the temple more frequently. Though I don't understand the downside of not including this on release.
With the endgame update delayed, this league mechanic was supposed to be one of the primary things players would do in 0.4.0 - why deliberately restrict access to it?
Zuletzt angestoßen am 17.12.2025, 11:11:30

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