Karvarousku

3.7 Legion thoughts

May 22nd, 2019
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  1. -------------
  2. Legion LEAGUE
  3. -------------
  4.  
  5. GOOD STUFF
  6.  
  7. Mechanic
  8.  
  9. - Player agency
  10. - Not forced to stop mapping & complete "endgame/side" stuff of the league, can store for later use
  11. - Can do Emblems whenever you want
  12. - Can choose the difficulty (to some extend/potentially limited?)
  13. - Fighting multiple Legions sounds cool, a lot of variation (just 1, or 2 vs 3 vs 4 vs 5 and their variations)
  14. - Does this affect what jewels we might get, if they are rewards there?
  15.  
  16. Incubation
  17.  
  18. - Incubation allowing to target farm specific league stuff, esp in ssf
  19. - Potential:
  20. - What if Incubators can enchant your items?
  21. - Grant prophecies for farming specific masters?
  22. - Craft your items? Exalting/divining your items? (instead flat out dropping exalts/divines)
  23. - Could we exalt/divine corrupted items this way, for example? Add quality?
  24.  
  25. Other
  26.  
  27. - THE JEWELS
  28. - Potentially completely change how we path/make our builds because of them?
  29. - Modifying keystones
  30. - 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
  31. OR certain thresholds of mobs killed moves you to another jewel - being able to choose the jewel you want to some extend?
  32. - EG sub 1k kills = jewel A, 1k-1,5k kills = jewel B etc
  33. - 'useless' uniques being buffed
  34.  
  35.  
  36.  
  37.  
  38. NOT SO SURE ABOUT - STUFF
  39.  
  40. Mechanics
  41.  
  42. - 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
  43. - The 'feel', time between clicking monolith and actually fighting the monsters
  44. - Need a 'start fight now - button' maybe?
  45. - 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
  46. - Autotargeting skills like winter orb/minions/totems
  47. etc? How about brands?
  48. - Splinters not dropping in stacks
  49. - Current Breach splinters are often not picked (unless Chayula) because it is so crumbersome to do
  50. - How laggy is the release of all the monsters gonna be?
  51.  
  52. Potential fundamental issue with the mechanic in enjoyment due to the need to tag/wait before being able to fight the monsters
  53. - 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?
  54. - If you dont click second time within X seconds, the fight starts (just like currently)
  55.  
  56.  
  57. Incubation
  58.  
  59. - If no cap, 2h non-bow users at a disadvantage with incubation slots? (9 vs 10)
  60. - Incubation can turn in to horrible micromanaging
  61. - Different kill counts (500 vs 1000 vs 5000 etc) for 10 item slots? YIKES
  62. - 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
  63. -> Basically please add a cap
  64. - It isn't necessarily flat out good for SSF - what if the "useful" incubators are just too rare?
  65.  
  66. Other
  67.  
  68. - Map device upgrade
  69. - More micro for endgame? Mainly OOF but allows for higher investment
  70. - Rarity and how much different jewels there are?
  71. - Basically impossible to obtain etc?
  72. - Remember delve ring combinations?
  73. - Have fun trading
  74. - All the new skills/reworks - need patch notes: more mechanical & numerical details
  75. - Rathpith change - insane for spellbased minions?
  76. - Necro Aegis no longer in the skilltree where it used to be -> removed?
  77.  
  78.  
  79. -------------
  80. 3.7 not consider the league
  81. -------------
  82.  
  83. GOOD STUFF
  84.  
  85.  
  86. Mechanics
  87.  
  88. - Built in aoe on melee namelock (minions too?!)
  89. - Actual reactive instant dodge skills (that cannot be used as movement abilities)
  90. - No accuracy caps -> crit consistency
  91. - Better access to accuracy on items (The amulet in the website has more than current t1, also confirmed by Jonathan)
  92. - CRIT ATTACK J U G G S
  93. - ANIMATION CANCELLING -racing minmaxing / early leveling skill ceiling cap going up?
  94. - Slow attack buffs as you can cancel animation after dealing damage
  95. - Add to that: Attack skills having built in speed modifiers instead of just IAS scaling
  96. - Fundamental changes to targeting etc (4-way to 8-way)
  97. - better pathing for spells like Freezin Pulse too?
  98. - Skill queueing
  99. - Auto "namelocking" after killing an enemy, no need for clicking spam/releasing key constantly
  100. - Rage buffs?
  101. - Cyclone is a channeling skill FINALLY
  102. - Stun buffs for (especially physical) melee, stun nerfs for spells (especially elemental)
  103.  
  104. Other
  105.  
  106. - Maps with staged bosses getting mobs to not feel shit
  107. - Abyss jewel nerfs
  108. - No caster/attack mods on some specific weapon types?
  109.  
  110. NOT SO SURE ABOUT - STUFF
  111.  
  112. Mechanics
  113.  
  114. - Shield charge rework?
  115. - Good bye that one facebreaker shield charge build?
  116. - Monster damage going up - more one shots offscreen etc?
  117. - Slow effects on players gonna be lethal as fuck, same with monster speed modifiers (can be considered good too, obviously)
  118. -> Do we have to learn every monsters' attack animation in order to dodge them properly?
  119. - Animation cancelling + not using attack in place for bossfights
  120. - Constant swap between attack in place and not attacking in place in normal play?
  121. - Balance for melee/spells overall - again need patch notes
  122. - Melee abilities getting flat physical damage per level
  123. - Nerfs to base dmg of the gem -> pure ele scaling build nerfs/reflect issues?
  124. - Is making mechanics feel fluid enough to make melee really worthwhile/comparable to spellacasting/ranged end endgame? Is aoe gonna be enough?
  125.  
  126. Other
  127.  
  128. - Ascendacy class specific "build archetypes" FeelsBadMan
  129. - Skill specific ascendancy nodes such as Blink/Mirror arrow cooldown deadeye, Pathfinder HoAG..
  130. - Item class specific support gems? Unarmed/Shield supports?
  131. - 1h vs 2h vs dual wield
  132. - We just dont know yet
  133. - Not sure what to think about stances, need to wait for patch notes
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