rituals MUST have their own area being fully accesable to player
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Rituals is just one of those QoL problems they haven't addressed since the start. Probably a good thing, though. So far they tend to apply bandaid fixes that add more clutter/frustration to the game.
Seems pretty simple to design some round ritual templates and simply overwrite the section of map. So like on Forge you end up with a big circle dropped into the middle of the narrow hallways. |
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" smaller areas literally invalidate less tanky classes and glass cannon builds or subpar builds. all of you saying is just sounds like stockgholm syndrom. areas should be consistent period, no passives involved, but map itself and its mods like corruption could influence area of ritual somehow, that will be good implementation |
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" ggg should just make so in tight spot areas ritual always spawn in non populated area on side, simple as or ritual area can be elevated Zuletzt bearbeitet von TOP_BOMJIK#4977 um 03.02.2026, 12:04:07
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" i had few tight spot rituals, it felt ok till i got one where i was literally forced down to patch of land that can fit 10 zombies at max .... that felt terrible |
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Would be nice.
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What, you don't like the "Vision" of your character being a walking aoe that has to delete the screen before invisible blobs of insta-kill damage appear beneath them? Do you even parry?
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The sequestration of moveable terrain is a rare boon to melee and hinderance to ranged play.
Keep them as-is. Zuletzt bearbeitet von LeFlesh#9979 um 03.02.2026, 13:32:43
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