#Random Rare Spawns / Random Rare Routes

1 messages · Page 1 of 1 (latest)

summer saffron
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it's really not something that makes sense in eternal tbh, your tank would have to prepare 17 routes to account for that so you get a chance to time (not mentioning interaction with other affixes?)

naive tinsel
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My thinking was just 1 extra route per dungeon. Something to keep endgame fresh when you have maxxed our your build. Not for everyone I suppose.

summer saffron
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i guess if you dont have to take the said random portal it's fine

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i would feel so bad to be pushing and have a good attempt at a key and then portal spawn and now i'm not timing it anymore otterKEK

naive tinsel
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Yeah theres a way to do it right. Like if there was a toggle on/off secrets or something that way if you are pushing it never spawns.

Plus my thought would not be a portal but like the path would always be in the same area. Like for example in Ransack, it could be one of the houses has a rare chance of a door being open and there is a rare mob inside.

fallow echo
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I unfortunately can't see a way in which this would make sense. Imagine you are progressing a key, looking to time it, having a really good run, and then you see that door open with a rare mob inside it. So now you have to choose between timing the dungeon, or going for that rare mob, which the group might not be unanimous about.

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One way I could maybe see, is if the path opens up after the dungeon. Like, you clear the last boss, and a secret passageway opens with a special boss behind it that you can defeat for rare cosmetics or bonus loot/resources. That way it would be completely detached from the core dungeon.

This would also help with leavers, because every dungeon you leave could have been a dungeon where you get that secret door to open at the end. So people are more incentivized to finish the dungeon, even if they didn't beat the timer.

summer saffron
acoustic pollen
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all bringing the timed argument is odd somehow. shadowlord is also specially designed to allow 2 ultimates in short intervals, such a rare could give back a percentage of time you need to kill it or weaken the other trash mobs for a short period like 1minute after killing it for example

analog yarrow
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maybe in quickplay

fallow echo
# acoustic pollen all bringing the timed argument is odd somehow. shadowlord is also specially des...

Affixes are consistent. The moment you start the dungeon, you know exactly which affix you are going to get.
Imagine if you queue for a dungeon with Malevolent Spirit and Shadowlord, but then randomly you also get Meteor's on top of that. Should there be a separate leaderboard for dungeons with random events?

There won't ever be an affix that is perfectly neutral on time. It will either gain time, or lose time, both of which are unacceptable in a timed context.