Altar Material Balance Feedback

Hello.

I’ve spent the last few weeks testing and writing this detailed feedback report about my experience with the Ascension Altar, and I’d like to share it with Crate.

Overall, I really like the Altar; one of my favorite features from the DLC. I understand that it promotes longer farming sessions because the benefits end once you exit. I know several people are against this, but that’s not the topic here. I didn’t fight this design. In my tests, I went for longer farming sessions, and tried farming stuff according to what would be the best benefit from the bonuses of each test (ex: Aspects of Beronath → clear all rogue-likes, Bloobound Totems → went totem hunting, etc).

Feedback regarding difficulty

The % numbers feel big on paper but the added challenge from max altar never feels overwhelming, no matter the difficulty setting. Veteran, Elite, Ultimate, and Ascendant all get spiced up nicely with a maxed altar, without ever feeling unfair or impossible.

That being said, on Ascendant sometimes things still feel easy with a finished build. I wish there was a “Death Waystone” feature for the Altar that I could choose to try at my own peril.

Feedback regarding farming

BIGGEST problems first:

  • 5 Celestial Lotuses: +200% double rares

The worst value you can get from the Altar. Very high cost, almost zero reward.
Double rares already have a minimal chance of dropping. It’s gotta be what… 0.5%? Tripling a tiny number results in a tiny number. In tests, the amount of double-rare drops feels the same, and not enough to give me “the double rare I need”.
In fact, Celestial Lotuses are 100% superseded by rerolling. Players are incentivised to drop a single-rare of the item type they need, and then reroll the other affix at the inventor. For that purpose, with low drop-rate MIs, spending Soul Fragments (which have other problems, explained next) to increase drop chance is way better, and probably results in more natural double-rare drops anyway. With high drop-rate MIs, such as Nemesis gear, spending Soul Echos is the best way to go instead. So there’s no reason to try and farm a double-rare with Lotuses on the Altar. I don’t see how this could work.

  • 5 Soul Fragments: +400% monster gear drops

High cost, low reward. Not worth the investment in the majority of cases.
The problem is that this only benefits monsters with medium chance drop rates.
Examples:
A) Monsters with 100% MI drop rate (Nemesis) will still only drop 1 item. No benefit here.
B) Monsters with ~20% MI drop rate will now have near 100% drop rate. Works great.
C) Monsters with ~4% MI drop rate will receive a buff that is so small it’s not noticeable. Most monsters still drop nothing. And this is where players need the MOST help! On top of all that, monsters become extremely tanky with all the extra health, and farming takes longer. Maybe with a higher bonus Soul Fragments could be worthwhile.

  • 5 Celestial Essences: +500% Dread spawn

EXTREMELY HIGH cost, medium reward. The Dread spawns noticeably more regularly, so with a good DPS this is a nice way to farm echos, fragments, and dread-specific gear. But even then, is it worth the price? This would only be sustainable if the Dread itself dropped a Celestial Essence. At least you’d get a ROI after 5 kills.

  • 5 Aspects of Beronath: +250% Rogue-like loot

High cost, medium reward. The extra loot is noticeable but nothing too crazy. I would probably buff these a little bit considering their high cost, and the fact they only affect 5 dungeons.

  • 5 Frozen Asters: +250% Voidmarked chests

Frozen Asters are GREAT. Maybe too great? Low/mid cost, high reward. It’s no surprise that the most fun feature from GDCLS7 is also the most fun in FoA. Feels rewarding to hit many small chests along a route and getting a bunch of ambushes that allow you to farm Ashes and Souls while keeping combat chaotic, unexpected, and somewhat challenging. I wouldn’t nerf these, as it still takes planning and routing to get a good farming path and know where are all the small chests along the way.
However… it’s a pity that void-touched ambushes are only composed of Chthonians. This will get tedious in the end-game (just like ghost-only ambushes got tedious in GDCLS7). Would be fantastic if we could have ambushes of different factions.

  • Skeleton Keys and Dynamites felt ok-ish

Even though they’re effectively low cost, low reward materials. With only 5 slots to occupy on the Altar, players will likely prefer Asters / Ashes / etc instead, and these 2 materials might see little to no use in the end game.

  • Aether Crystals, Shards, Ashes, Soul Echos, and Bloodbound Totems felt well balanced.

That’s it. The materials spent in the center of the Altar all felt kinda the same.

9 Likes

5 keys in the altar, and in 12 trove chest only 1 was resplendent

3 Likes

something i wondered, does altar stack with Dangerous Domain hidden drop bonuses? :thinking: - or does it “overwrite” it

i think that’s the big thing, i just feel like i’m wasting them. Regular troves are fineish, trying to upgrade them to resplendent just felt like wasted mats by direct trove/frequency comparison, and comparison to using better Altar rewards.
Can’t say for the dynamite tho, because i don’t want to “test” it; Philom exsits anyway /shrug - is it even/ever worth because of that pot?

1 Like

I find the dynamite value too low to bother with. With all the added iron costs in ascending and rerolling gear I feel that 30% is laughably low. Raise it to 100% for each dynamite and it might be worth not using the altar slot for something higher value like ashes or asters. As it is, nope, no competition at all.

2 Likes

Damn you got really unlucky. My experience with 5 keys is about 1 resplendent in every 3 or 4 troves, which is still low. And sure, skelly keys are cheap to craft, but as with dynamite, people will probably use the altar slots for something else more potent.

Edit: By the way, I didn’t notice it during my tests, but apparently Soul Echos are bugged: [1.3.0.8] Ascension Altar's "Faster Nemesis Spawns" works incorrectly

The top 2 runs and best altar modifier are for the void marked chest and for the Temptest Totems.

The Treasure Trove chest runs could be better if :

  1. The altar affected them more
  2. Compared to Tempest totems, you have to run to the location to see if it’s there, as for the Totem you can see them on the map further away
  3. Tempest totems have better runs then Treasure Trove chest, a group of Treasure Trove chest (you can see this on grimtools) are quite often in differents locations… but if we could see treasure trove chest on the map like the Totems it wouldn’t be as bad (see point 2)

I was thinking about putting together some findings on altar performance but you beat me to if.

Concur with everything OP put in there except dynamite, as @Avyctes mentioned. It’s not bad but there are simply better options and when you get bad RNG on 5 dynamite altar it feels TERRIBLE.

A problem with the performance of the MI based altar materials is you aren’t usually farming the entire campaign. You have a MI you want in mind so you target areas for that specific MI and then reset. So while a player understands that using these MI buffing materials will net them more across an entire run, in practice the increase doesn’t feel that significant because you are manually resetting your session to re-farm the high density area of the enemy type you want or the named enemy. It’d be nice if enemies could drop more than one MI at a time through the altar but either way these could use a buff.

Also, is it possible for altar to buff hero monster spawn rate or is that pre-determined across all zones upon entering the game. Would be nice for MI altar materials.

1 Like

i thought game adjusted such stuff semi dynamically already, eg getting XY infamy status mid run increased spawns “in that run” already/in zones not entered already, not just from next session? :thinking: - have i been mandela feeling i got more champ/hero spawns reaching hated(/nemesis?) in same run all this time? :sweat_smile:

Me too, I just forgot. But I’m saying if it is dynamically, then it should not be too difficult coding-wise to add +% hero monster spawn rate in the altar.

Sometimes I do wish they let us do zanier stuff with it. Twinned bosses would be neato for farming and challenge reasons.

2 Likes

i’m sure aloooot people would looove 2x alkmaos, bero etc, while nemesis also ambush spawns them ontop, with a Dread surprise to round it off :sweat_smile: - 0 complaints ever (even if all they had to do was just not activate it in altar :scorv:)

I can detect some sarcarsm there :stuck_out_tongue:
But non-sarcastically, I’ve had a ton of fun when The Dread spawns with a nemesis or in a boss room. Some 2v1s are really interesting to figure out, piloting wise.

3 Likes

This would be a decent solution to the problem that would just involve adding something to his loot table, wouldn’t it? I don’t understand why Celestial Essences are such a rare resource anyway. What can we do with it, other than inflict massive pain to ourself by spawning in Calla (and now the tentacle friend)?

1 Like

Side-note: What’s the hardest Altar combination?
I’ve been thinking about this, in a setting where a player goes purely for challenge.
I believe this is the answer:

Middle: Ancient Heart is the deadliest because of the +20% Physical Damage of course
Sides: 5 Soul Echos are the deadliest because they combine +% Damage and +% OA.

Also, extra nemesis spawning frequently will keep the player on their toes and sometimes cause 2v1 situations. Echos are cheap to spend on multiple play sessions so should be affordable even for people who only have 30min to play at a time.

I was undecided between Soul Echos and Ashes, because Ashes also increase enemy health and are also cheap. But after trying both the extra OA felt far more nefarious.

enemies already got increased OA on ascendant i think, if GT was correct. So could make sense another 15% would hurt, specially considering certain debuff potential/certain enemies’ DA shred too
meanwhile another 50-100% HP from ashes is just what, a 10-20% fight extension?
I just didn’t like the Echo because it kinda seemed like it wasn’t worth/the spawn increase wasn’t that much (still ran out at Cronley fast, Nyarl taking ages eventually etc :sweat_smile:)