**Mastery Loadouts**
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
Due to issues related to the release of Mastery Loadouts, the "free swap" period will be extended.
The new end date will be May 1st.
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You know what.... @MrTicTac19992008 , youre right. I wasn't even thinking about it until I accidentally refreshed this thread on a browser page and its not even a day old. Hopefully they will have a daily update via message as I can imagine a live counter is pretty much impossible with that much activity in game, but still.... meh.
What I'd like to see for at least some events is options for difficulty. I'd like to see something where path one buffs path two and three, and path two buffs path three. Completing any path rewards all the rewards in the previous paths. So path one has rewards, path two has rewards, and path three has rewards. The easy(ier) mode is to complete path one, then path two, then path three. This grants all rewards. The hard mode is to just complete path three, which is being double-buffed by paths one and two. This grants the equivalent of full rewards.
Here's a quick sketch of what I'm talking about:
All the rewards are in chests on the map, no "completion" or "exploration" rewards. Easy but long mode: clear path one, removing those buffs; clear path two, then do path three. Every path has similar difficulty, but you have to do three of them. Hard mode: do just path three, with all fights containing incoming buffs from paths one and two. This is substantially harder, but doing so allows you to reach chest 3, then 2, then 1, so you get all the rewards (you have to finish the map to collect the chests). You could also do path 1, then path 3, for an intermediate difficulty run (two paths, path 3 not quite as hard).
What you need to make this work is persistence tech, so that the nodes you remove in path one stay removed when you do the next run, along with their associated buffs. This tech might already exist in some form, but would need to be adapted to this style of map.
There are some energy imbalances associated with this kind of map, but those can probably be mitigated by putting energy potions on the lower paths to partially defer the energy burn of running multiple paths compared to running only the top path.
A workaround would be to limit the entries but given how the maps are random, people could be royally screwed over.
Also, having 3 entries would mean that players would be able to take the highest rewards 3x.
I assume this is sarcasm, followed by a joke.
I think they could have made it with only 2 paths though. The second run gets you absolutely nothing!