Waystone mods and atlas mods, maybe they should swap places?
I was going to add this thought to the end of another post that I just made, but I thought I'd write this as a separate thing instead. In the previous post I was talking about how I think basic monsters would need to be tougher in order to be more interesting, since it's not much fun when they die instantly, imho.
I was going to add to that, that maybe there could be a bunch of more interesting things in the atlas tree which could affect basic monsters, but then I realized, the kind of thing I was thinking of are already present in waystone mods. Which led to the thought... wouldn't it be interesting if we weren't getting waystone mods so randomly? Especially because this would mean that we're much more aware of which mods we've chosen, which... sometimes when you're running one map after another, you forget, right? In comparison, the kind of mods we see in the atlas, it would be fine if you forgot that you have an extra rogue exile/wisp/strongbox/essence/shrine in the map. So yeah, this would work similarly to how all the other atlas trees work, but with the reward associated with a map mod leading to the mod itself. There's the potential with this that certain mods could go up and up and up, with greater rewards each time, like monster health (let me be honest, I've been wanting to fight basic monsters that can take a few hits for a while, lol, this is a major part of the motive for making this post, lol). I think this idea might be an alternative to what I've said in the past about how I'd like to see infinite toughness/difficulty scaling in the endgame. ขุดครั้งสุดท้าย เมื่อ 7 ต.ค. 2025 03:11:34
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