Forgot who posted it earlier, but if there could be a chance that a nemesis spawns on a totem, that would be really great.
That could be great if youāre gearedā¦
Iām starting fresh, Iām level 100 but Iām very uncomfortable (or dead) when I meet a nemesis. In the mean time, totems are my prime target to get blueprints (relics and magic items).
So Iām quite reserved on this suggestion.
Yes! That would be sooo fun and much better for encountering nems like Benny and Valdaran etc
Well if they only spawned Nems once you have nemesis with that faction it would be fine I think.
Yes and no.
Iām already Nemesis with beasts. Iāve stumbled upon Kuba once, and I wasnāt nice : more than half a dozen deaths in 10 minutes. Next time, Iāll flee right away.
I would think twice before activating a totem if there was a chance to spawn a Nemesis. And it will be longer to acquire blueprints. The grind when starting fresh will be more tedious.
In the same time, I agree it could be nice when fully geared. Balance would be key.
It should not always spawn a nemesis, ec 1:3 could b fine as well. In that case you can just run/skip it and still be able to farm totems ![]()
Not sure what you are expecting from this kind of question, but getting reaponse like āall bosses are too far away and require me to ise a teleportā.
I would say, personally that is the case for 95% of bosses/MI holders.
Log/thodin/korvak and related bosses too far away with prob drops chance being low.
Skeleton dungeons, too far away. Toth is probably alright.
Bosses in celestial totems areas, most too far away.
Other bosses like Morgara,bloodbriar,salazzar,golus,gutworm probably at least one applies too faraway, drop too low, too random to find.
And so on for every mob.
On a similar train of though, MI that do not drop from a specific fixed boss are absolute pain.
Just to name a few, muderers items at a whopping 0.25% (and same chance from a hero), haunted shoulderpads, vestment at 5 %, gargoyle items at 2.5%. Seems silly when even FG has korvaks chosen that are armed to the teeth and drop like 3 MIs.
A bit off topic,but still kinda related. Above are the reasons why I created Grim harvest mod. Basically allows spawn of mutiple bosses and can set them to respawn. Something similar for crowd mobs.
Even GI teleport is a waste of time compared to walking there one time and fighting multiple bosses that respawn. Enough loot to lower my fps from 60 to 20
, like up to 400 kills hah
But what can be done if items dont look worth it time wise and bosses are not reqarding enough ![]()
- obvioulsy you could toss all MI in vendors, at least then eluminator will feel engaged with the game lol
- increase drop rates. In league season 3 new MIs we added were balanced compared to the time it took to kill the boss vs time to kill warden krieg, probably only one I consider the drop rate fair(like 5 runs with loading taken into accou t)
- can add extra riftgates that are only unlocked with some item/quest in ultimate and require someking of a fight, similar to Fort Ikon, but make it bigger. Then you cqn transfer it on new characters or the merit could unlock it.
- maybe a system to reroll items. At least that would save me from making the 0 user interface one possible with lua. if you are looking for ideas. Image an interface similar to the set reroll one where you have an item that is the cost and and a second slot that is your input item. From the input item, you will get the item to which the appy the affixes and the item type will determine possible affix tables, e.g. shield category. However, you will also have a second input item that determines the exact affix table from the category (can be read as affinity). E.G. a riftstone, now the shield is likely to roll something chaos. Another example, ring with seal of destruction, now the ring is likely to roll demolitionist affixes.
That it for now, will edit spelling and spacing later when not on mobile ![]()
In the world of Cairn, there are a lot of broken bridges, rock-blocked paths or disconnected areas. The map shows them allā¦
Suggestion: If any of those broken bridges, rock-blocked paths or disconnected areas are approached from the āother sideā (later in the game), ALL OF THEM COULD BE REPAIRED or BLOWN UP, so the world is MORE CONNECTED AGAIN.
Is there anything else that can be done beyond skips? Like making the journey there more interesting.
At the base level, totems in GD are similar to PoEās ritual league.
Beyond the development aspect, it would be far more interesting to see more totems and being able to purchase MIās from them post completion with currency. The MIās could be tied to the totem type and be random, like undead totems selling random undead MIās.
Nice and simple idea for path shortening. More time consuming than shifting rifts around, though.
A branching idea: changing the per session path blocks into destructible ones could make it a cost decision for the player. Spend dynamite to spare yourself from detouring.
In early game players would opt to go around and not waste resources, and for endgame farming players would make full use of the shortcuts. Perhaps also be per session, requiring to āpay the tollā (to shave off 5-10s) every run.
This topic was automatically closed after 20 days. New replies are no longer allowed.




