Some ideas for temple adjustments
|
Hey GGG,
I wanted to share a thought on the current Temple situation, in case it provides some inspiration for a longer-term adjustment. It seems fairly clear at this point that the current “snake” style Temple building can become extremely powerful. Sustaining a 50+ Divine per hour setup indefinitely is probably not the original intention. That said, I actually like the idea that players can push the system close to its limits through planning and knowledge. A hard, sweeping nerf would likely miss that spirit. Some players are suggesting to simply delete the medallion that prevents rooms from being destroyed. Personally, that feels too extreme. As mentioned by Mr. IamD00by, the Temple seems to be desgined to stabilize around ~40 tiles, where natural decay should start to outpace rebuilding. The issue seems to be that certain chains (like the Spymaster chain) effectively prevent that intended decay from ever happening. With that in mind, here are a few ideas that might help mitigate the current situation without removing the system’s depth: - Slightly adjust the drop chance of the medallion, rather than removing it entirely - Leave Temple modifiers mostly unchanged, or only apply very minor adjustments as you see fit (for example, a small rarity tweak) - Increase Rare monster HP and damage scaling as Temple modifiers and size increase (could be wrong here, just make it very hard to sustain chains that are above the designed scaling) - Introduce a portal-style system similar to maps, e.g.: *Up to 15 tiles: 6 portals *For every additional 5 tiles placed, remove 1 portal *At 40+ tiles, only 1 portal remains The idea here is that with increasing rewards, the Temple becomes significantly harder and riskier to run. You effectively get fewer attempts, and at the highest end only a single one. If you die, the Temple closes. Optionally, a single-portal Temple that closes due to player death could be treated similarly to fighting the Architect, deleting the same number of tiles. This would tie risk, failure, and Temple decay together more tightly. Overall, the goal wouldn’t be to remove powerful Temple setups, but to ensure that pushing them to extreme levels comes with very real consequences. This would make the system more understandable and fair for casual players, while still rewarding specialists who are willing to take on that risk. Thanks for reading, and for the continued work on improving the Temple system. And please @players don't hate me if this sounds like the biggest **** that you have ever heard, I just wanted to share my constructive feedback here. Zuletzt angestoßen am 30.12.2025, 09:04:09
|
|
|
Another great idea would be to ban people who exploited this bug, as is done in other games. Or at least delete all their season characters. Punishment is necessary. This would also serve as a warning for the future. After all, they ruined the entire market and thus the entire season for many. It would also be great if GGG would regulate the market or at least introduce rules. A maximum price of, say, 10 Devine for an item would also be good, so that everyone, really everyone, can enjoy the game in the long run. This would mean that more players would play more often and for longer, which would mean more money for GGG. A win-win for both sides.
|
|















