Not a member of Pastebin yet?
Sign Up,
it unlocks many cool features!
- -------------
- Legion LEAGUE
- -------------
- GOOD STUFF
- Mechanic
- - Player agency
- - Not forced to stop mapping & complete "endgame/side" stuff of the league, can store for later use
- - Can do Emblems whenever you want
- - Can choose the difficulty (to some extend/potentially limited?)
- - Fighting multiple Legions sounds cool, a lot of variation (just 1, or 2 vs 3 vs 4 vs 5 and their variations)
- - Does this affect what jewels we might get, if they are rewards there?
- Incubation
- - Incubation allowing to target farm specific league stuff, esp in ssf
- - Potential:
- - What if Incubators can enchant your items?
- - Grant prophecies for farming specific masters?
- - Craft your items? Exalting/divining your items? (instead flat out dropping exalts/divines)
- - Could we exalt/divine corrupted items this way, for example? Add quality?
- Other
- - THE JEWELS
- - Potentially completely change how we path/make our builds because of them?
- - Modifying keystones
- - My guess on how they work: The number (seed) has 4 numbers (based on the one jewel we've seen) -> each number specifies what nodes it affects, as there are 4 different types of nodes in the skilltree: basic, notable, keystone and jewel
- OR certain thresholds of mobs killed moves you to another jewel - being able to choose the jewel you want to some extend?
- - EG sub 1k kills = jewel A, 1k-1,5k kills = jewel B etc
- - 'useless' uniques being buffed
- NOT SO SURE ABOUT - STUFF
- Mechanics
- - Aoe skills/maps ruling the league? Can activate most mobs & open maps seem to have much space for mobs to spawn due to high density
- - The 'feel', time between clicking monolith and actually fighting the monsters
- - Need a 'start fight now - button' maybe?
- - How does the tagging affect certain skills - you need to remove certain amount of health (so not needing a hit, just damage) for a mob to be activated/released from its shell
- - Autotargeting skills like winter orb/minions/totems
- etc? How about brands?
- - Splinters not dropping in stacks
- - Current Breach splinters are often not picked (unless Chayula) because it is so crumbersome to do
- - How laggy is the release of all the monsters gonna be?
- Potential fundamental issue with the mechanic in enjoyment due to the need to tag/wait before being able to fight the monsters
- - WHAT IF instead of tagging mobs to fight, you tag monsters to NOT FIGHT THEM, and by doubleclicking the monolith (first to reveal mobs, second to release) it releases all monsters instantly --- Player agency still there, greediness will probably get you slaughtered but you're rewarded greatly if you have a build that can handle all of them?
- - If you dont click second time within X seconds, the fight starts (just like currently)
- Incubation
- - If no cap, 2h non-bow users at a disadvantage with incubation slots? (9 vs 10)
- - Incubation can turn in to horrible micromanaging
- - Different kill counts (500 vs 1000 vs 5000 etc) for 10 item slots? YIKES
- - Rather have bigger rewards for way higher time investment (5000 mobs killed vs 500 mobs, which is half a map) to avoid massive micro and need to carry incubators in inventory
- -> Basically please add a cap
- - It isn't necessarily flat out good for SSF - what if the "useful" incubators are just too rare?
- Other
- - Map device upgrade
- - More micro for endgame? Mainly OOF but allows for higher investment
- - Rarity and how much different jewels there are?
- - Basically impossible to obtain etc?
- - Remember delve ring combinations?
- - Have fun trading
- - All the new skills/reworks - need patch notes: more mechanical & numerical details
- - Rathpith change - insane for spellbased minions?
- - Necro Aegis no longer in the skilltree where it used to be -> removed?
- -------------
- 3.7 not consider the league
- -------------
- GOOD STUFF
- Mechanics
- - Built in aoe on melee namelock (minions too?!)
- - Actual reactive instant dodge skills (that cannot be used as movement abilities)
- - No accuracy caps -> crit consistency
- - Better access to accuracy on items (The amulet in the website has more than current t1, also confirmed by Jonathan)
- - CRIT ATTACK J U G G S
- - ANIMATION CANCELLING -racing minmaxing / early leveling skill ceiling cap going up?
- - Slow attack buffs as you can cancel animation after dealing damage
- - Add to that: Attack skills having built in speed modifiers instead of just IAS scaling
- - Fundamental changes to targeting etc (4-way to 8-way)
- - better pathing for spells like Freezin Pulse too?
- - Skill queueing
- - Auto "namelocking" after killing an enemy, no need for clicking spam/releasing key constantly
- - Rage buffs?
- - Cyclone is a channeling skill FINALLY
- - Stun buffs for (especially physical) melee, stun nerfs for spells (especially elemental)
- Other
- - Maps with staged bosses getting mobs to not feel shit
- - Abyss jewel nerfs
- - No caster/attack mods on some specific weapon types?
- NOT SO SURE ABOUT - STUFF
- Mechanics
- - Shield charge rework?
- - Good bye that one facebreaker shield charge build?
- - Monster damage going up - more one shots offscreen etc?
- - Slow effects on players gonna be lethal as fuck, same with monster speed modifiers (can be considered good too, obviously)
- -> Do we have to learn every monsters' attack animation in order to dodge them properly?
- - Animation cancelling + not using attack in place for bossfights
- - Constant swap between attack in place and not attacking in place in normal play?
- - Balance for melee/spells overall - again need patch notes
- - Melee abilities getting flat physical damage per level
- - Nerfs to base dmg of the gem -> pure ele scaling build nerfs/reflect issues?
- - Is making mechanics feel fluid enough to make melee really worthwhile/comparable to spellacasting/ranged end endgame? Is aoe gonna be enough?
- Other
- - Ascendacy class specific "build archetypes" FeelsBadMan
- - Skill specific ascendancy nodes such as Blink/Mirror arrow cooldown deadeye, Pathfinder HoAG..
- - Item class specific support gems? Unarmed/Shield supports?
- - 1h vs 2h vs dual wield
- - We just dont know yet
- - Not sure what to think about stances, need to wait for patch notes
Add Comment
Please, Sign In to add comment