So first of all, i want to say, i really like MoF as a core endgame system.
It is really fun and very modular, it can so easily be build upon by the devs and i am eager to see what they have in store for us.
I want to point out some key things that i really like in the current implementation:
“Choose your own difficulty”, you can run various level timelines the high or low you want and can reset at any time if you feel like it’s getting to daunting
Progress on each individual timeline gets saved and you can leave and return as you desire
Target farming via specific loot tables
Meaningful and fun progress until you reach and complete all timelines(including the empowered Timelines)
Replayability for Min-Max rolling blessings, since you can keep your old blessing
Meta-Blessings and Player Stat Blessings do not compete
Choosing between only doing the objective or clearing the map is noticeable and worthwhile (for the endchest in the Echo Of A World)
But now we are here to discuss flaws and things that could be changed, to make this already great system even better!
Here are some key things i dislike about it in the current state, as of 0.7.10c
Relatively small pool of objectives
Relatively small pool of enemy modifiers
Quest Echo’s deny 1 potential modifier, if you do not want to run the quest Echo and go for high echo run
Empowered Timelines don’t feel “empowered”
So let me elaborate on those things and throw in some suggestions, that could potentially make the system even better IMO:
Relatively small pool of objectives
The list of objectives is pretty small and alot of them are kinda the same with different mobs.
But i would wish for some brand new objectives, like for example:
- Killing marked mobs across the map
- Collecting stuff across the map
- Having big groups of mobs protecting high value chests
If we get more mobs and different areas/map, the variety will probably we already alot better over time, but anything that “feels” slightly different would be appreciated
- Relatively small pool of enemy modifiers
I very often feel like getting the same modifier over and over and over again. Having more variety would feel more varied.
I think devs can go really creative with more modifiers. Like:
[Insert Enemy Base Type] spawn as rares across the area
Rare mobs put a DoT on player after dying
Explosive Barrles spawn around the area and mobs do have increased area
I also thought about modifiers not affecting mobs, but the player instead. For example:
Player loses health over time when [insert any thing here] (not in combat; standing still etc.)
- Quest Echo’s deny 1 potential modifier, if you do not want to run the quest Echo and go for high echo run
This is probably the biggest gripe for me personally in the current system. I really like to push for very high echoes and not wanting to fight the boss or quest echoes at all.
Having the Quest Echo deny you the option to choose between two different modifiers feels really bad, and even after re-rolling(which should not be forced upon you, because you don’t like the ONE modifier) getting another quest echo again does make it even worse.
My solution: Make Quest Echoes a 3rd option, when appearing. That way you can simply ignore them if you don’t want to do them. This way you have 2 options and can re-roll to 2 other options, if desired
- Empowered Timelines don’t feel “empowered”
The 3 timelines that are currently available as empowered are some of the low level timelines, which makes sense. Having a appropiate endgame choice to target farm to bosses, while having a relative good challenge is great, but they increased modifiers do not feels very powerfull in scaling the enemies up.
The mobs from echo No.1 feel alot weaker than Mobs from the “Dragons Reign” Lvl 100 Base Timeline.
On top of that, the amount of completed echoes to have a chance for quest echoes is the same, as with the base timeline.
The amount of echoes required to be able to spawn quest echoes should be similar to the Lvl 90 and Lvl 100 Base Timelines. This would already make them more challenging.
Just to be clear, i do like the base “scaling” of needing more echoes in higher timelines to be able to spawn quest echoes. It feels like with each higher timeline you need more and more to be able to continue, which is great. I just don’t like how the “empowered” timelines feel like a cheap lvl 100 version of the base timelines.
What are your guys thoughts? Do you agree or disagree with some of my points? Do you have different ideas and suggestions?