If you played back in Forsaken Masters, you probably hated Elreon missions. We all did. Only vorici could probably compete for most-hated master. The problem is, the legacy of our venerable template lives on in the game, and I think it's detrimental overall to the game.
To put it in different terms, there are generally two ways to encounter monsters in the game:
- You go to the monsters and kill them
- The monsters come to you and you kill them.
The second way is what I'm referring to as "monster wave" mechanics. The problem with these mechanics is that they don't scale well. The more powerful I make my character, the faster it becomes at clearing general content. But, for most wave mechanics, there is no way to speed things up past a certain point, making the mechanic boring, uninteresting, and unrewarding. Existing wave mechanics include:
- harbingers (with the exception of our glorious Valdo's Rest posse)
- blight
- most delve end-of-node encounters
- The entire ritual league mechanic
- simulacrums
- The coward's trial unique map
- the entire heist league mechanic (the waves are represented by the doors you have to wait to open)
- part of the new ultimatum league
The problem with all these mechanics is that once your build reaches a certain speed, it becomes far more fun, interesting, and engaging to skip wave-style mechanics entirely because you end up getting more loot, engaging in more challenging scenarios by moving faster, and overall just having more fun.
This last league I ignored ritual, blight, and heist league mechanics after a certain point because they weren't fun to me anymore. In contrast, valdo's rest harbingers are probably my favorite part of the expansion and I'm going to be sad when they get nerfed.
I think it's worth pointing out this flaw in GGG's game design mainly so they make less of these mechanics in the future, especially since, at first glance, ultimatum league looks like yet another wave league. What do you all think? Would this game be more fun if GGG made less mechanics with waves and fixed timers and more mechanics where you go to the monsters at the pace you set?
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