Original Post — Direct link

Hey guys :)

The blessing system is an important part of building rounded characters and a key reward to increase motivation to replay different timelines. It can provide a great deal of survivability, DPS and utility. So the concept behind it is awesome.

Sadly the current implementation is not that great.

Some of the issues:

  1. Getting the blessing you want can take a lot of attempts.
  2. Choosing one blessing throws any other away. So trying a different blessing/build on the same character feels very risky. Getting a good roll on a blessing feels good, but you delete your progress every time you try a different blessing from that timeline.
  3. Unlocking blessings is character bound. This has two problematic consequences. Firstly you have to redo everything on a new character, which greatly discourages you from making one. Secondly, every time you get a good roll for any effect that you’re not looking for it is completely wasted.

So I thought it would be great to change the system to something similar to what was discussed in another thread a couple days ago.

  1. Instead of choosing a blessing out of the ones you rolled at that moment, every time you kill a timeline end boss you can choose a blessing out of all the ones you rolled during that cycle (ladder/ league)
  2. Consequently this list would be made out of the best blessing rolls you have seen so far. And each timeless end boss run would unlock/ reroll a couple of them.
  3. The unlocks/ rolls of each of the blessings would be shared between all of your characters created during the cycle. I think it would be a fair trade off to increase the range of the rolls on the low end (e.g. 8 – 20% all res instead of 13 – 20%) and have it weighted more towards the lower rolls, so perfect rolls remain somewhat elusive.

I stitched together a picture of what I think a reward screen could look like in this kind of system.

+ newly discovered blessing | ^ improved roll

So, what do you think?

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over 1 year ago - /u/ekimarcher - Direct link

We have learned that we can't do weighted range rolls that aren't in the player's favor. It gets a colossal amount of very negative feedback immediately. We've done it twice and neither time was it pretty.

over 1 year ago - /u/ekimarcher - Direct link

Originally posted by Abux

Wait are you telling me that idols are not weighted towards lower rolls? I was sure they were cause it’s so hard to find idols with 3 vitality (which would be a 1/3 roll) and good rolls in general despite the idols being so common.

There are even rolls that seem to be presented as even odds and we say in the fine print that they are weighted in the player's favor and I have still gotten bug reports saying that it's weighted against the player.

Humans are really bad at looking at sets of rolls spread out over a longer period of time and correctly understanding the odds when we are invested in the outcome.

It's not just you at all, but those idol rolls are not weighted.

over 1 year ago - /u/ekimarcher - Direct link

Originally posted by Manatroid

Apologies, but I don’t quite understand what you’re referring to regarding ‘weighted ranged rolls’ regarding blessings? I’m only starting to get into endgame recently so I don’t know much about the blessing system as-is.

And thanks for the work you and the rest of the team put into this game, I think this most recent update has been phenomenal.

In the suggestion of OP, part of the idea was to expand the roll ranges and add a weighting towards the lower end of the range in order to balance the power increase from the rest of the suggestion.

over 1 year ago - /u/ekimarcher - Direct link

Originally posted by Mind_Is_Empty

While it might be an unnecessary layer of complexity, it might be possible to do a factions solution for blessings.

Team A: The Inevitables. Same as current system, except not picking a blessing improves the currently-chosen blessing until it's a perfect roll.

Team B: The Collectors. Same as current system, except they're able to destroy blessings in a storage location as well as their current blessings location, and can freely swap between storage and active.

Stored blessings could be accessed on alts that finish the given timeline and are part of The Collectors too, and The Inevitables reset blessings to minroll if the player leaves that faction.

I think you could get away with less favorable weighting if players had either or both of the above.

That sounds like a cycle content idea for 10 cycles from now. (Not that that's a bad thing at all)