Original Post — Direct link

I've got a few ideas of my own, but I would love to hear what everyone else thinks on this as well.

Also, let's try to keep this as constructive as we can, please. (Ex: Instead of "that would never work" try "I see some issues with that, but I think there might be another path to the same goal. Have you considered X?"

My ideas/stuff that would keep me engaged:

  • QoL improvements on leveling characters beyond the first each league

The idea here is that people will play more builds, experiment, and stay engaged longer if the barrier to entry is lowered. I'd suggest that after your first character kills A10 Kitava, subsequent characters in that league get bonuses (perhaps optional, like you enable or disable them at character creation?) to make leveling through the acts less tedious. Examples might be, account-wide waypoints, an xp bonus up to level 68, or non-tradeable leveling uniques (like the ones from endless Delve) placed in a remove-only stash tab upon A10 Kitava completion.

  • Self-sustaining parallel endgames

If Delve and Heist (and possibly other major out-of-area league systems like old Synthesis) were self-sustaining, they'd create a parallel progression system that would allow people to hyper-specialize builds for that content. This would also be good for the economy because it would create an ecosystem where people who want fossils and resonators can get them from the Delvers, everykne can get their Replica uniques and alt. quality gems from the Heisters, and both of those groups of folks can get Atlas-exclusive stuff from mappers. It would also work to simplify the Atlas passive tree as you could remove nodes specializing in those types of content since they're self-sustaining.

  • Raise the ceiling on map difficulty, with significant but diminishing returns.

Perhaps you could spec into Atlas passives that would allow a new special type of map to drop, and they all have enchantments on them that add a ton of difficulty in exchange for additional rewards... stuff like "All Legion Monsters deal double damage and are at least Magic" or "Map Boss is duplicated 3 times and has 5 Archnemesis modifiers" or "Area becomes fatal after 240 seconds". This would give some incentive to players to push even further into higher difficulty content. Keep raising the difficulty ceiling without raising the floor.

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

We don't try to help engagement by slowing down player progression. Not long ago, we significantly shortened the length of time it takes to complete the Atlas, and we did this to improve engagement.

I'll make sure we discuss this feedback as I'm aware there are several other feedback points coming up that relate to this.