#More Missions
1 messages · Page 3 of 1
Real
Hey even if you don’t do 5 hour runs “slow runner” is still like a +40-50 pull on avg runs
Prob just put a “cap” on slow runner of like 2 1/2-3 hrs
we are talking about people who lr slow instead of a specific mission
koh hmelee
I did a lr with lunar spine hmelee once
wtf...
Mission “lerpercan looter” after finishing one of every beacon color spawn 30-50 flying chests
Also no idea how to spell that so get fucked
30-50? damn
what the fuck
no that is ridiculous
Seemed funny lol I don’t think 10 flying chests is worth a mission and with materialism u get like 80-160 flying chest avg a run?
30 seems like an “ok” number but a bit low 50 seemed a bit high
i love ur short run ideas
I wanna give like 60-80% value of long runs the option for short runs
so you reckon in the time you could do a good 5 short runs...
Can u give me ur reasoning a bit for why this is bad semi compared to materialism
if its too low of a payoff then its trash, and if its too high then its op because its way less work
20 is at most imo
Idk short lack the ability to also loot in the ways long runs can
20 feels slightly usless to me for a “long run” but ig it doesn’t “need” to fill both niches
it is obviously not for long run
See if it was 50 id still take it on a long run cause 50 chests just feel funny/crazy to me
But in retrospect it’s still only like 1/3 of materialism runs
Also as much as you’d want it for short runs the requirements is “get 1 of every color (maybe exclude the 1 time beacons I’m not sure how it would work) it would still take a “bit” of time
dont ignore the time u need to do a full materialism run
I’m trying to keep it in mind
I am not fishing for feedback. why would you say such a thing
instant rewards usually too good for short run burst
unless they are sac or rr related
I feel every mission being a scaling mission is kinda op for long runs, imo there needs to also be some “flat” values
maybe not op for long runs
just against doing short runs, on account of only having a solid 20 challenges or so before ending
then nerf the instant reward just like how they nerf dgrey
I’m slightly confused
Trust me I don’t like doing short runs either I just wish it was more viable/diversified
Oh I have a better idea
short is good already with sac, and if u can get instant 30 flying chest it is broken
not mention that we might have other new missions combo with flying chest
Mission “lerpercan looter” your next beacon spawn is a rainbow and spawns 10 fly chests at the end. (If you already are under the effects of rainbow a aqua effect is granted and x20 flying chest spawn)
leprechaun
I can’t spell that shit
now you can
congratulations!
presumably speaking
what is leprechaun
Not sure if ur joking it’s little Irish fucks that hide their gold under rainbows
english is not my first language so idk what is that, but after i google it i think i knew this before i just dont know their name
(also i dont know the story behind them)
Ya just Irish folk lore I think idk
i seen them number of times but i never know their name
Mission “leprechaun luck” all flying chest are x2 (this is applied at the end so any other effects granting flying chests are also x2)
how this applied at the end? do they all spawn after run?
So I mean so like if u have materialism and rainbow effect then x2 is applied
Leaves room to synergize with any other missions that might spawn flying chests
actually why dont let them spawn after challenge
i dont think spawning over 100 flying chest at the end is good (this might kill my pc)
That is not what I’m trying to say
It would spawn after the challange I’m just saying if anything else also + flying chest it gets x2
^ like this would also get the x2 effect if you got it to line up correctly
ok so what u mean at the end is the end of the formula?
Yes
tbh people can get 6 mythic boxes in a run with this combo with materialism
Mission “greedy pockets ” every emerald picked up during ur lr is stored in a separate “cashe” and double at the end of your run
Idk I wanna think of more -negative missions with fun rewards
Idfk I can’t think of any good ideas
I keep thinking about Greg chasing me around lutho 😭
running around false despite to experience it before it is out
Mission “liquidation” every item is coverted into emeralds (something like uniques are 32 emeralds ish, rares are 1-4 EB, legendary are 4-10 eb, set items are 1-8 eb, fables are 20-32 eb and mythics are 48 le) (maybe make it so this mission doesn’t apply to mythics it’s the only this it doesn’t “convert”)
-mythic drops
-64 emeralds
-
Fr 
item from flying and normal chest?
Yes
i like this i never take anything besides mythics or ing from chests
Updated
^commons would be 16-32 emeralds I forgot about them
Subject to change uniques might be too strong still I haven’t really done that much math with those numbers
how about ing?
Maybe? Idk how to balance that. The main idea behind liquidation is it avg out the cost of uniques, some are work 4 emeralds and some are worth 1-2le it more to remove the knowledge check from newer players, ing doesn’t necessarily have the same knowledge check imo
Like they semi do but it’s different idk how to balance
@mellow sequoia opinion on this is i think I actually like it a lot
sounds like huge inflation
^
could be 1.5x or 2x the unid box blacksmithing price maybe, as that is already kinda low, and you can blacksmith/id things mid run after all challs already
orphion inflation
orphenomics
economy after 2.0.3 lr 
How does one deal with gate keeping item rarity then? For those who “know” they have such an extreme advantage
- also removed the champ being objectively pay to win with pet perks
what
Like aquamarine being worth 1 le but ceansor being worth like 6 emerald blocks. How does one deal with the knowledge check of finding that out? Imo setting them to a base “liquidation” is gives an option to players who don’t much to just simply convert most items to an “avg” rate that hopefully isn’t extremely op
Also let’s my brain dead ass not have to constantly check of items r the ones I want 
i didnt know what items were worth much, if i saw something expensive in market i checked if they all were that price, if they were then i marked on wynntils item book
my face when being knowledgable of item prices rewards you
(came back in 2.0.3, and all my bookmarks are starting from there)
It creates a gate keeping mentality imo
your opinion is wrong
Ppl don’t want prices go down so they don’t tell ppl what to collect or not
you're wrong, there are literally guides on what to grab while lootrunning
every people that has asked me for what i collect ive given my list to atleast
^ constantly changing as the meta changes
u should grab mythic from lr
its a fluctuating market, staying up to date should be their job if they want to be a part of high tides
Idk I am constantly find new boots that have like 4 pairs on the market and I only found out cause I randomly collected an item an decided to check market price myself
its not like there are "hidden" markets
buuns this is literally a skill issue holy shit
I’m saying ya for majority of players who don’t have that knowledge check pass having a mission to subvert that check doesn’t seem that back to me
Especially if it avg out to less
the mission isnt a totally bad idea, but your reasons for it are so so so wrong that i dont even wanna consider it anymore
is it gatekeeping to know the main stats on a mythic and pricing it accordingly?
Cause players don’t know prices of 100% of items and for players without pets collecting those items consumed alot more “resources” than those with pets who can store over 3 pages of items per lr
if you know the value of random uniques and rares then you should be rewarded for grabbing them
Agree so don’t take the mission but those who don’t give them an option to “auto cash out”
this wont solve the issue of pets being used because even with this mission, grabbing the items will still be superior, so using pets will still be better
Yes^ but it gives an option still
Idk maybe I’m just so brain dead I’d rather just speedrun item to emerald process even if it’s more “inefficient” than actually finding the items and taking time to id them and sell them
i just id things mid run usually when i only have around 1-2 open slots left
I like selling things un id which you can’t do since you can’t interact with the market
gamble
Thus it exclusively locked behind pets
am i the only one who ignore everything besides mythics?
Some rare chest plates like delirium are worth like 3-5 le un I’d so I keep my eyes out
Again that would avg to like 8 emerald blocks with “liquidation”
i dont care about things that less than 1stx
Idk who to make my point any better than that. Like of course having the knowledge check is gonna be better but sometimes I don’t wanna id the 25+ potential deliriums I’d just rather brainlessly convert them all into avg emeralds and not gamble
@mellow sequoia sorry to keep @ u I just rlly want u to expand on ur thoughts more
Yes walk speed and thunder dmg is vry good I think
very good chestplate 
what mythics use this?
I believe my hero spell spam build uses it
buuns yeah its not the worst idea but like missions are really meant to change up the lootrun not just be convenient for you in a specific circumstance
whatever etw mythics there are which need to have walk speed cope
fatal
I feel like removing 99% of items changes lring quite a bit?
I figure
High Roller and Redemption don't really do anything to shake up the lootrun
they just give you more end loot to play with, and don't impact the actual run
this suggestion has no relevance to why I rlly want “liquidation” to be a thing
yeah they are just random mission A and B
they are like the basic of lr
Wdym all of Wynn isn’t specifically designed around my special brand of skill issue 
Rlly I was feeling a gorgus reaction to that
What do u think of the “rainbow mission” ideas I had before or does “do one of every color” just “bad design”
that was a yellow mission
if leprechaun looter is going to give you 20 flying chests for taking every colored beacon, that is going to be a yellow mission
@mellow sequoia what missions design u/devs like so far?
^
It would be nice to know what direction is “acceptable” I feel like some of my ideas are shots in the dark that I’m not sure fits with the themes of lring
most of ur ideas too op imo
maybe i should say hard to balance instead of op
Another “picky looter” mission. Condensed all of your flying chest into one. For every chest condensed multiply your lq and lb by amount and applies to said chest. So if you were suppose to open 4 flying chest is condense into 1 and ur lq and lb are 4x for that chest(break the soft cap unless to op)
Could still use more blue missions
Ohey neat thread. Might come up with some ideas in a bit
^ idk how to touch those besides the few random ideas I had
we only have the single boring one in game right now, and it could do to have more options for Better Boons
That would be like the old aqua -> yellow interaction and just spawn a bunch of ingredients as is
the problem of blue mission is that they can only interact with boons
Which may or may not be a bad thing
My random ones are every time you choose a boon gain 2 random boons and be able to have choose 2 boons when selecting
Well that
that's probably debatable
Given there's only 1 in the game that doesn't seem like a great sample size for exactly what they can do
tbh if this break soft cap it will become too op, if not it actually make u get less rewards
I’m hoping ing don’t over take stuff like legendary fable and mythic ideas but I doubt it
From my experience, they do. They'd almost fill the entire chest
Ya imo it’s a slight problem but idk if they will ever address it
One of my ideas for a blue mission was to get a permanent damage buff if you got to complete a challenge quickly
not boring, rewards you for trying to play the game 
Oh ya that one was also a banger
where is the blue part
player buffs 
^
is that a huge scaling boon but in mission form?
Basically
that's cool
Imo it was rlly cool and syngerizes rlly cool with some of the other “speedrun” challanges
That we proposed earlier
I like that idea. Could make it a damage/speed buff maybe ?
If anyone wants to be a gigga chad prob tomorrow would could use another “collection/link” to all the good ideas
eh
walk speed caps out pretty fast with boons so I would refrain from that
better dont be speed because it can reach cap easily
Maybe both then ?
both is ok
Remove the speed cap 😈
and i dont know should they add a cap on it
Thats just a boon yk
dont do it, i dont want to become uncontrollable with equili
I gotta hop out but I hope y’all come up with some more bangers for blues
Agree it was a meme but my shaman could only wish
maybe no cap or super big value
u can say orphion grace is just a boon tbh
orphion's grace: The Boon Boon
bigger boons!!
50% more boon per boon!
finally my blue beacon can become 1.5 boons instead of just more choices
Oh ya I forgot about the other one. 3x ur boons no longer able to gain time in and form
I can't see why u need this
pick your poison: when you get a curse, you can choose which curse it is (enemy damage, enemy resistance etc) but curses are 50% more effective
cant wait to make a 10000% speed mob
lmao
this actually can be so good with resis spam
unless u cant choose resis when it is full
uhhh yeah lets say u cant pick resis if its full
it is a customize mobs DIY
While I don't have the numbers in place for this idea, I think it'd be neat if a mission reward could somehow be tied to the type of challenge you would do (Be it Slay/Destroy, Defend or Scavenge)
Like doing X Defend challenges in a row to get X amount of pulls, or giving you a random boon for each Scavenge challenge clear
It would have to be a worthwhile reward to compensate for the lack of a more consistent beacon choice. Would also give another purpose for Beacon rerolls and taking Oranges late game
Hell could even make it a mission requirement
Side note : I'll take a look at the whole thread and compile the hyperlink connected to those at some point
I also enjoy that type of variation of mission, I feel a ton of different varieties can come from it
Literally the goat
I've already done a quick skim so I made an idea that already wasn't discussed, but I'll look again to note stuff when I'm not uber tired
hi
for every consecutive yellow beacon you take, increase the amount of flying chests it grants by +1 (max +3 if stacks with vibrant/aqua, max +5 if not)
after completing purple beacon challenges consecutively, gain +1 more pull and curse (max +5 each)
oh my GOD another mission that's gonna be broken with equi
uhh
whenever you increase your time by 5m, get a random boon
it is fair with 3 rare mission tho
and u probably need a sac to make the combo worth it
you can't aqua boost it either since taking aqua will reset the bonus
yeah but aqua purple spam is 4 pulls per challenge but that's 8 per challenge
oh I thought it's 6, ig that's with vibrant
probably should nerf the value
fuck, and vibrant will double the amount
vibrant +2 pulls mission+5 and base 1 pulls
there, max 3
just make that calculate after vibrant
too much dev time (I'm kidding)
yeah I'm gonna change it to "after completing a purple beacon"
there we go
is that a huge difference?
yeah it means it won't count vibrant or aqua
since the value is provided by the mission itself and does not base on the purple beacon
it is not bad to make it playable with aqua pruple
nahhhhhhhhhhh
maybe if we get a mission that makes beacons aqua-boosted by random but gets rid of aqua beacons
aqua purple only get 1 more per challenge
but tealy didn't like it sooooo
hey it's max 5 already it should be fine
why? aqua beacon is good
bc he said it's just like vibrants
if it is max5 it should be a rare mission
yeah idc either way
BIGGER VIBRANT
I said it would stack with vibrants cuz well, it's just like taking an aqua beacon
it's basically gonna be materialism but for aqua beacons
also u probably need a huge orange to prepare for it
why
to prevent rng that break ur streak
luck issue
that actually can slow u down by a lot
ig tealy also said that if the missions only does its thing sometimes then it would suck
and u definitely not want to see it
so less rng in mission effect?
so maybe something like uhhh
every 3rd challenge, your beacon options will become aqua-boosted. aqua beacons will no longer appear
that's terrible
that's so toxic
I feel like every 2nd challenge would be broken
cuz that's every other challenge
maybe I should change the wording
it will either force u to have beacon rr to prevent "skill issue" or too op with the purple streak mission u just put
take backup beat then 
what about with purple streak? (or just dont add it in the pool
)
hey I only made this mission bc you want purple streak to work with aqua beacons
right here
i mean not bad if u can get +1 pulls even u dont have purple streak not with +5 multiple with aqua
idk how should aqua work with it but how many pulls can u get each challenge in this combo?
oh also purple streak's extra pulls and curses won't be boosted by vibrant or aqua
cuz it would be too powerful like you said
so the max you can get is like, 11 pulls/curses with vibrant+3rd aqua mission
LMAO
so it is 8 8 12
so average about 9 pulls per challenge
well that's fair for a 4 missions combo
wait, vibrant purple grants 3 right
2?
if vibrant purple is 3 what is normal purple
normal aqua, yes
how about vaqua purple
6
and vaqua vpurple?
why is it three but aqua vpurple is 4
because aqua multiple with vibrant instead of just adding up
vibrant is 2x and normal aqua is 2x so 4
ohhh right right, math is mathing
with rainbow, purple streak + aqua every 3 would be 7 7 11 then
since vpurple is just 2
yes without counting the base pull reward
wtf
but yeah it requires like 2 missions and a rainbow
not to mention the chances of getting both
u need ritual equili purplestreak and that aqua mission working together so that's fair
actually it is quiet bad in this way
yeah otherwise it's useless unless you take a bunch of reds and greens beforehand
u have 0 rr
how about i dont take that the aqua mission and get a sac or rr then
well it depends on your preference
it will probably become op then
it is bad when u take all 4 as combo because u have 0rr or sac unless that's ur daily run
it is too good when u ignore that aqua mission and take rr or sac
the combo actually make it worse
even then you'd only have 1 mission slot for it
so like what, 2 rrs or 1sac, or both with ult sac
Mission that makes purple beacons passive
2rr/1sac definitely better than that aqua mission
maybe it is better with other missions if we dont think around ritual and equili (although i dont think there's 1 mission to replace both of them)
simply nerf the two mfs
i will definitely use it with other missions now then
if we make the aqua mission trigger every other mission, then the increase in pulls would be +25%
is that any better?
or do we make the aqua mission rainbow beacon 2.0
idk what will happen if u use this with other new missions
im crying, I hate game design
I'm kidding I love game design what I hate is game balance 
actually do they accept that player can get 10k epulls in a single run with a fixed 4 rare missions combo?
yeah that's the worst part of online game
well rrs and sacs are gonna be more rare with all the new missions
that's why single player always much more fun(when u dont have friends play with u)
and I'm buffing the heck out of the missions bc you keep saying it's weak
it is actually possible to become more common
depends on the ratio of rr/sac missions
nahh tealy said they want rr/sacs to be rare. there probably won't be any new rr/sac missions
they can be weak on alone and then too op with combo
ikr 😭
This won't fix the economy anymore
rrs effectively doubling your mfing pulls like
simply print more money
save this job for new mythics in fruma
(hopefully dont destory them again)
yeah whatever happens happens right. all I'm here for is spamming ideas and storming that brain
i should ask tealy about do they accept super rare chance combo to get insanely high epulls in a single run
his response to buuns' mission idea says no
(this might bring back toxic reset)
buuns' missions are broken for a single mission but we dont know for broken for a full combo
yeahh just make em balanced and chill, man
then let the players break the game for you, then adjust things accordingly 
because we dont have a real full combo at live server now
imagine if no 2.0.4 beta
love to see a 239k epulls run in live
yeah exactly, there's gonna be a beta anyway
missing those 200+ challenges lootruns
hopefully beta can fix things
as long as the players are doing their part and actually providing feedback bc that's what betas are for then yeah
i dont know why they add lr caps in the last patch in 2.0.4 beta
i dont think they dont know that those missions can be broken when combo together
it's a good solution to the "infinite challenges" problem
and they cant fix sacrifice bug till the first week of live
but they definitely know that at first place right?
why they add it in the last patch in beta, which is literally a day before live
idk
it can be hard to gauge if something will be game-breaking or not. getting feedback directly from the players is the best way to know that
tbh no cap is no longer broken anymore with the gb in live now
ok maybe it is broken for a 24hours run
if you take gb then it won't be broken
lmao yeah exactly
u need to get a good objective and store like 100 hours time
hey at least it'll be harder to utilize specific mission combos if there's more missions to choose from
I hope they increase the mission cap to 5
and hopefully they wont become randomly broken with random choices
it's gonna be fineeeeeeee, just beta responsibly yk
i never trust beta
The main thing that new missions should have is that they should synergize with old missions and with each other, so there's no 2.0.3 runs where all runs are usually shitty or game winning
Mission “randomized” beacon colors are now invisible but are 3x more effective (maybe even 1.5x end reward pulls at the end)
(This would also be able to break the challange cap but only to a limited amount)
this could be very fun
Tealy opinion on that one?
that does sound fun
Mission “treasure goblins” a x% chance a glowing treasure goblin will spawn at some point during a challenge. Killing the goblin will drop 3-8(10 maybe?) flying chests and between 1 eb - 1 le worth of emeralds
Goblins could have different skin’s depending on area if y’all rlly like that idea
You addicted to hsb too?
Hypixel skyblock? No actually never played it the # scaling turns me away from games like that
I was thinking about treasure goblins from Diablo
a mission to get more flat emeralds would be awesome
maybe just some amount of EB/LE is guaranteed in the end chest based on how many challenges you’ve completed
yeah kinda
possible, would people really wanna take that though?
If it let me break challange cap, have a chance for D grey glory days and im imagining it might even be slightly op for mission depending on how you implement it
it would be quite funy, one time you take it and you get a cracked run
the other it sucks
I imagine it’s something like every beacon is now v and 2x Aqua stack with the heavy risk of purples and reds being extra threating while making good synergies also it let’s players choose what camps they like to do since they can’t see color anyways
what if it was just like
all beacons are now 2x power, can be stacked w aqua and vibrant
Also goated
I wasn’t sure how it would work with rainbows or aquas
I’m hoping it let it semi break challange cap so reds and whites aren’t inherently less powerful
That’s the thought behind it
Atleast
Oh, because theres pretty much that system (you can get golden goblins which you kill for bonus rewards)
would it work with materialism?
no, it would double the beacons power, not other missions
I think it's really important to make new missions to have synergies :/
because like, what would be even the point to take it after you picked materialism and all one time ones
you would have only reds and greens, which they are already covered up with rainbow beacon
maybe purples, idk
anti-synergies aren't ok
no, if most of the beacons will synergize a lot of them I think
^ I’m more on board with this mentality
Tbh I’m not sure how it would apply. I wish y’all would make the change to materialism “triggers yellow beacon effects when flying chests are opened” it would fix some “bugs” (imo) with some boon scaling and it opens the mission to syngerize with many other “common” mission we might come up with
I mean, if rainbow beacon works with materialism then I think this could too (aqua not working is kinda of an anti-synergy but I understand why this wasn't implemented)
Yellow beacon and flying chest beinf classified as 2 different “objective triggers” doesn’t feel like a good idea to me
Agree with this aswell
current mission system is kinda built around synergies as well
@tired pine also if ur ideas are so great plz bless this thread aswell 
I do not Lootrun so I will not be weighing in because I know when I am not needed in a thread...
Shame…
Maybe someone who has a raid perspective could give interesting missions seeing as your perspective might be vastly different from ppl who focus on lring
No meme I just want more ideas in this thread
that "randomized" sounds fun but i guess i will only take it if i have equili (or any new mission that can against the purple curse scale)
also it should give u some permanent more choices or even full choices
Materialism is kinda like that
It’s already majority useless missions we don’t need any more
There’s like 3 that are worth while
well suggest something that isnt useless then 🤨

Bro rlly is just a single brain cell hater

Actually make them treasure cows lol
Wait I gotta find that place now lol
Llevigar plains exists
only thing i know about Llevigar : spider grind
I hope ppl come up with more + mission slot missions. I can’t think of very many good ones
+mission slots missions are L
Idk 4 feels so limiting to me especially if we are gonna have some less powerful options
Something like +2 mission slots curses are 30% more effective (boring to me)
Something like “multitasker” +4 mission slots, you can completely multiple missions at the same time. Missions only have 1/4 of their effectiveness (idk how to balance idea like this)
the only thing i can imagine is smth like
Double or Nothing
Your next mission has a 50% chance to double its effect and a 50% chance to do nothing. Select another mission after finishing this one.
(the selecting another mission doesnt take a gray beacon)
actually sounds kinda fun if you get lucky
wasn't there the whole discussion about "RNG makes the game less fun" already?
rng is part of mission
yes
needing rng to get a good run is not fun, but a mission that you can choose to get to make the run itself more rng seems fine
actually yeah, kinda like gb
something about taking a mission that has a chance to do absolutely nothing seems less fun
if it were a chance for 1 of 2 effects that still benefited you, maybe
Memes
can they give us more choices when there's tons of missions?
say
what if we just add the extra option to take a completely random mission, if you don't like the ones you're given
better than nothing
not so equilibrium - for every beacon you (did already) max out gain 1 random mission
so red, rainbow, white, dgray, gray
orange, blue, purple, yellow, green, aqua cant be maxed (except yellow materialism if you count is as that)
ui issues
cant they just use a double chest instead of a normal chest
Seems too frustrating
That's why there could be extra missions that give rerolls (but still to make them slightly less common that they are currently because this could make people frustrated if they don't get anything like this)
can I get a
aqua beacons will last for +1 more challenge
(this would make aqua not appear for +1 more challenge too after taking one)
I think that's the inverse of what they're trying to do here
that's sounds like smth that will be so buggy
depends on how aqua beacons are coded
actually why u need that
bc free aqua hello
yep, and with purple too
it is a good common mission
yeeee
Yeah, that would be cool actually
I have the funny idea (
): Get 5 rerolls. Your rerolls and pulls are swapped with places
sacrifice pulls also would be affected and if you sacrifice, if would get from your rerolls
this changes literally nothing except you spend an eternity on rolling
Heavily disagree this would change weighting in chest pool making uniques much more likely while still not losing your effective pull amount
server resest moment
that aswell
mission ideas but
backup beat is actually really nice when it’s used
we're not removing any missions
inner peace halving the cap for enemy resistance can be pretty useful
of course that's in the case scenario you end up taking it
yeah, i think the issue is not with inner peace itself but rather the fact that it takes away the chance to get a better mission
yeah kinda
what about something that takes away beacon choices
like every challenge you lose one beacon choice to get something like rerolls
hmm
yeah idk it’s just a thought
what if ultimate sacrifice takes away beacon choices instead of boons?
maybe, i mean you could get stuck with one beacon choice and that would kinda suck
2 more missions probably too much
well tbf thats only one bonus mission, since you just used one
yeah and that's too good
but idk if thats a good idea as it would ruin the exclusivity of missions
Isn't stasis cracked with gambling beast because 0:00 doesn't end your lr?
I know this was a thing, but hmm, I thought stasis synergy was still there
yeah gbeast stasis synergy died with the gbeast nerf
although that's not a huge time compare to the time consume
I've tested the interaction and it doesn't end your run, but you won't get extra rolls from it
It needs to have enough time to consume in the first place to give you the rolls
Still if you want to get more pulls it's decent
And yes this was after the nerf
Why??
There are no beacons to reroll into for bbeat, but stasis and inner peace could see synergies with new missions
then add missions that would work with beacon rerolls!!!!
Whenever you reroll your beacon options, make them aqua-boosted. Aqua beacons will no longer appear.
For every 3 beacon rerolls you use, add +1 Challenge.
Whenever you use a beacon reroll, remove one of your curses.
Whenever you use a beacon reroll, add +1 flying chest to your next challenge.
Decent ideas imo
Beacon rr do feel pretty useless unless you have pretty specific synergies going
that's true. though I personally don't mind taking bbeat if the other beacon options aren't good for my current setup. the rerolls are especially helpful if you're unlucky with orange beacons
speaking of which:
gain +1 beacon reroll whenever you complete a challenge. reset your beacon option count. orange beacons will no longer appear.
Backup Beat is partially annoying just due to how gaining time works
Unless you're spam /kill-ing before each challenge you can't gain as much time as you should for those checks
(Also, where are the missions that change your time cap
)
inner peace is alr good for just like farming pulls, stasis is really nice qol and backup beat is indeed useless once you stack white and dgray
Stasis is a good QOL in theory, you kinda just don't need it with a good build
The problem with that is you need rerolls to get any value at all
Dark Summoning - Whenever you get 1800sec added to the timer, add an additional Dark Grey beacon to the pool / Dark Grey beacon can appear once again
||New mission for ctrl f||
dgrey every 4 challenge
I can numbers
now u need to /kill tons
can they make that in a way so that u dont have to /kill anymore?
All the Takebacks - For every 4-5 beacon choices rejected, gain a random boon and an extra pull (reroll = reject all, picking a beacon = reject all others)
||New mission||
You can reword gaining time to "[time] you would gain" or just make it work like that by default
I mean it is an obscenely annoying thing to spam /kill
And it is not casual friendly
So it is in their best interest
Anyway boom 2 organic missions that support bbeat without relying on it
Ya I’ve said it a few times now I think just too lazy to ping it. Have a mission the let’s white break the 15 min cap i#
okay but it is useless on its own no?
like, if you want to do something like higher timer cap it needs to come with a clockworker buff (and maybe slowrunner buff too?)
or some other way to get value from all that time
Chromatic Channelling - Gain an end reward reroll for each different mission colour eхcluding this one.
||new mission||
so maximum 4?
3
we have 5 colors
4 missions, -1 for eхcluding itself
oh yeah
so just highroller but better maximum
in theory it can be a lowroller too
nah that would be op
if it is sacrifice reward it should be a red mission
honestly disagree
so taking more sac is a waste of mission slot
I don't think redemption is placed correctly as a red mission
because it gives sac?
Sac is just as "risky" as a reroll
what?
Like, when you rr the chest you also refuse the rewards to get something hopefully better
But highroller is yellow and redemtion is red
because one is gambling one is sacrificing
Same thing lol
nah u always get things with rr but get nothing from sac
sac is for making ur next run op
You get the same epulls with sac + daily rr
with a better ceiling
If anything, sac is gambling, not rr
I dont see why this is the reason it is not a red mission
Because you dont risk anything
why red is risk
if you really want to get into it, they do the exact same thing
you salvage pulls to try and get something better out of them.
Going by the logic, I'd almost say that High Roller is incorrect as a yellow mission, and should be red
what is the red identity then?
actually eventhough it is red I dont think they are op
they are more like sacrificing smth instead of risky I never feel risky with them, gb can't even kill u before that huge nerf
The nerf was a bugfiх if we trust CTs
TRUE
And ult sac is definitely nothing but a risk
And well gbeast could effectively kill you if you didnt have stasis b4 nerf too
that's not risky that's skill issue
the only thing I feel risky in lr is smth that instantly scale the mobs
because I can't continue the run anymore
vaqua vdgrey on 2
2.0.3 dgrey
let's say no matter it is red or yellow, how can it be op?
can it be op with missions combo we have now?
3 sac in one mission is just nuts
but what other missions u gonna take?
imo missions are usually weaker if they are not playing in same color
unless there's no better mission atm aka gb after nerf
equi/cleansing, materialism/ultsac depending on colour, grace/other blue mission
what are the blue missions i genuinely cant remember
50% boons power?
thats it?
no i mean aint no way there is a single blue mission
anyway equil/cleanse + materialism/ultsac + blue/green new or orphion's grace + chroma
materialism equil grace would be goated for LB/LQ run, esp. if grace got a buff
and you get to sac like 85+% of pulls
it is more like just ritual equili with double sac run
higher sac usually are better when u spamming short run with stacked sac
sure, pick highroll/ultsac + chroma and 2 random blue/green/purp missions
2 rr + 3-4 sac
close to no setup
okay but it is guaranteed we will have more mission so get 3/4 on what you want. even if every piece is common, will be less likely
the only thing better I can think about it is that it require less rng after pick
tbh I think we will have a much more op combo than 3sac in one mission
the most important reason why I don't want to highball it to 4 rr or 3 sac is that I want it to get accepted lol
unless all the new missions sucks
oh that would be an awful outcome
what if first mission pick was always out of 5 missions
since we are getting more missions
so dont think that 3 sac in one mission is op it is not free 3 sac, it has limitation
I dont think they are doing it
they want more rng so every run is different
2 sac in one mission is already better than what we have
just make it rare
it is not that op when it is rare
probably rarity between gb and equili?
so u can't get it every run
if they are not in same color they are good combo
yeah
Chromatic Offering - Gain an end reward sacrifice for each different mission colour eхcluding this one. Highly rare mission.
||new mission||
actually probably gb rarity is enough with tons of new missions adding in future
It would be funny if sac one was yellow because it is guaranteed redemption basically, but channeling is red because it can be worse than highroller
I will just take highroller
I can't imagine how green blue and purple combo together
if they can combo together it is probably just one of them too op
Purple and blue combo well, don't need all 3
If you get chroma rr + chroma sac it is 2/4 alr and if you get one of them either yellow or red are open
I dont think u really need blue anymore with purple
There is definitely something there
the only thing I think can combo with blue is equili
Cleansing ritual is good enough alone
If you had a good blue mission to get strong enough to spam more purples, why not
It is just as much of a combo as critual equilibrium
"save 10-20 beacon choices" kind of combo
ritual and equili combo well because one of them produce curses and other one consume curses (also they are op on their own)
and they have multiple function with only 2 missions
Not really, critual equilibrium works because critual covers the only weakness of equilibrium without interfering with it/its playstyle
what is the weakness of equili
It needs extra challenges
That doesn't change that equilibrium lacks in that area
can u really call that weakness?
Like, sure, critual equilibrium work on the same engine but so does inner peace
What matters is the benefits
Yeah, that is what solo equilibrium is weak at
u can still run with solo equili, just less efficient
but without equili u cant really get good rewards with ritual
Yes, I know and I always say that critual+equil is close to overkill
i dont do run with solo equili tho
Because critual doesn't have a good mission to cover for a rather significant lack of combat strength other than equil
Hence critual + good blue mission would very much be a combo
how can this be a good combo
unless that blue mission can give u boons while doing other things like purple (it is literally equili now)
do we have any good blue mission design
Yeah, I'd say so
if we have a mission that give u boons when gaining time is it a blue or green?
I think trigger > effect for colour priority?
So green
Equilibrium is purple>blue
Cleansing greed is yellow>purple
Why not
so green can extend ur life(time) and stop mobs scaling for one challenge and now even give u combat buff
This is a combat-ish green
why we dont have combat green at the first place
This is a good blue
they are kind of useless in most situation now
This had good blues (end of the thread)
are they trying to make green become smth more utility?
they look like that (or just because we have only 2 green)
Well i'd argue current ones suck because they didn't cook long enough
Green is kind of limited by the fact you are always gaining/spending time but also by the fact you don't really care about time
tbh beacon rr is more like a challenge place rr
this has gotta stop happening
ez materialism/hroller?
B-G-G is like guaranteed the worst
high rolled
it taunts. it hates and it laughs all the same. a hand for a sock puppet to only speak rhymes and dissapointment
(it was redemption)
redemption is great
I did not get to finish redemption
I got no white beacons
yes pls
Vivid Reminiscence - At the end of every third challenge, if the last 3 chosen beacons were all of different colours, get their effects again. More missions cannot be chosen this way.
||New Mission||
+1 ^^
Holyshit more than 3 grays if it wasn't the last mission
oh yeah definitely
Let your intrusive thoughts win
Or just make it ultra rare or something
it should work with white, dgray and gray
its rare and hard to pull off, definitely a dream
white and white

It is too easy to pull off with greys tbh
only one you can realistically pull it off with is open chests no? since 1 mission at a time
boons defo isnt since its usually 2/3, and you cant do that within the 3 challenges to proc the mission effect of duping beacons
like you have gray - blue - purple, or lets say gray - aqua - green
to proc the beacons again, thats not alot of window to complete the quests
vgreen is enough in sky/cork if you need 8 minutes for mission
or simply 2 chals
gray-aqua-dgray
we do a little bit of trolling
definitely a cool mission though, alot of different choices, and its not unga bunga i picked equilibrium so i have a guaranteed god run
😂
Yeah, and odd number of beacons means you need 2 different cycles at least
aqua purple yellow with beacon rr to do materialism and purple at the same time
its kinda good with gb but i guess for it to actually have a reason to exist thered need to be some more missions that drain your time or limit it in some way
I mean, makes last gb nerf not affecting it at all
which means you can still get a quite large amount of pulls (after last nerf usually not so much unless you can stall very well)
Doesn't it still eat you to 0s?
i dont think that is needed
@mellow sequoia any opinions on some of the recent ideas? I’ve been in and out of this thread a bit the past few days but I’ve been busy
It does but apparently doesn't end your run
Ik, but it is still quite hard to climb out and the most time you can sac is 16m
Even less since you won't complete an objective instantly
posts a mid take
clueless reacts whoever disagrees
doesn't elaborate
leaves
Anyway, if some colour fixing was added i'd much rather prefer "all offered missions can't be of the same colour" rather than completely disallow 2+ missions of same colour. There isn't anything wrong with getting, say, 2 yellow missions out of 4 choices
And if all missions offered have to be of different colours that makes chances of getting certain missions very skewed, especially with 5 choices due to colour imbalances which definitely will be present (there are almost no purple missions suggested iirc, for example)
no same colour mission is ok if we getting tons of new missions
I think at least 2 of the same colour should be allowed
if we have similar effect mission in different colours we dont really need it
It is just a change that achieves nothing
Oh no you can get 3 mission choices that synergize bad oh noes
it can remove some situation like multiple same type missions trigger together and become insanely op
Again, doesn't exactly solve the problem
what problem are we solving
Idk!
wtf...
Don't fix what isn't broken
that's why i said it is ok if we getting tons of new missions
I guess i misinterpreted your first msg, my bad
yeah it is ok but not a must needed ( it might be a good idea to solve problem if they messed up again
)
Without having any stats on mission appearance chances (and also mission/color numbers with new missions included) it is hard to tell what would happen with such a change
difficult to find good ideas amongst all the yapping (respectfully)
im cautious of people making mission ideas that are OP because they want an easier time lootrunning
for op do u mean op for combo or op in single?
both
does a combo that req 4 rare missions and can get 1000 raw pulls with 0 rr op?
actually should be higher epulls
1000 raw pulls is a lot, but if it requires 4 rare missions (lets say 0.1% chance of happening) then no thats not op
if it required 1 rare mission and a common mission though, for example, that would be op
because we are getting more missions that means it is harder to get specific combo right? so idk what is op
what about only 2 rare missions and give u huge reward?
id rather larger rewards be more tied to time investment and difficulty of content than just luck
does time investment means combo or missions that harder to get?
i mean because missions are full rng so it is hard to tied right? so if u want it be tied that means high reward combo/mission harder to get(which means higher rng req)?
new Blue mission
Waffling: Gain 5% damage every second you spend on a challenge
(numbers may warrant tweaking.)
finally, we may know what they were waffling about
I clarify this resets after each challenge. Whoops.
feels like a boon ngl
#1171931570261729311 message (pretty weird to balance but the idea might give some inspo)
#1171931570261729311 message (this one's 4 mission suggestions in a row)
here's some more from me!!
there's also this guy's messages. they add a "new mission" at the end of their suggestions so you can search for em
i completely missed this but yes that's a really good point
they would only produce significant results if you have bbeat, and even bbeat isn't that good at giving rerolls bc of the 15m time limit
maybe make a beacon give beacon rerolls? orange, maybe?
what is this
the message I replied to was referring to my beacon reroll missions
also mission idea to make you not want rainbow beacons!!
whenever you complete a non-vibrant challenge, gain +3 extra pulls.
heck or even something to make rainbow even better, like
completing a vibrant challenge will grant you +1 flying chest
New mission suggestion, Counter balance: Gain +1 pull per challenge completed for each reroll you currently have. This will sacrifice all your current rerolls.
Here's an example of how it would work; by challenge 25 I have 40 pulls and 2 rerolls (120 effective pulls) I complete this mission and now i have 40 + 25 * 2 = 90 pulls and 0 rerolls (90 effective pulls) You may be wondering, why would anyone accept this? It has two main benefits, 1) End rewards sacrifices, this combines well with end rewards sacrifices because it allows you to stack up many pulls to go towards your next run
2) build up pulls for long runs by sacrificing your first rerolls early to midway through then getting more rerolls resulting in a high effective pull count at the end.
Let me know if this is a stupid idea, or too overpowered or whatever else you think.
does this mean u can still get rr after this mission?
yes
I'd rather have it be more dynamic but disable rerolls completely
this, but rainbow beacons only last for like 20 challenges, like orange
and possibly they can appear multiple times but idk
#1171931570261729311 message
Globus glinted
photos printed?
from this thread i kinda learned that putting something so powerful behind an rng would be frustrating. this fixes this somewhat, however consider this:
rainbow beacon will not appear for the first 20 challenges, but will appear right after that. not taking the rainbow beacon will make it appear less likely until it's completely removed from the beacon pool (kinda like gray)
^not a mission idea but a beacon change idea
this would heavily punish short runs but uhhhhhhhhhhhhhhh idk
cant aquastack vgray anymore 
But it gives more value to orange beacons and beacon rerolls
wait why
*you can but its highly unlikely
or unless you would wait until challenge 20 to finish your mission
that's true
yeahhh it would suck to not have a lot of mission options with more missions
also, lootrunning as a whole seems to be balanced around you getting rainbow or not getting further than like 30 challenges
Tbh I’m gonna be really disappointed if I can’t get back to my mythical 3000+ potential pulls. One of the “fun” parts of 2.03 was really pushing the extreme limits of curse runs by the end. I think the best I ever got was 2400+ pulls or something
Again idc about mythic rates just big number big lots of dopamine
I rlly liked 2.03 cause you could pretty consistently get to that “hard large time investment” by being smart and having good beacon pathing and not just controlled by rng of a few “rare” missions. I much rather reward be tied to how “smart” I charted the run and not exclusively “rng” mission
Idk I’m yapping about nothing just reading that made me think of 2.03
I’m of the opinion makes “runs” op and rewards “lackluster” rather than have runs feel “lackluster” and rewards be “op”
Idk. I lr an entire patch and now I’d rather get whipped by wet towels then do more lrs rn
the riveting gameplay of orange rainbow 10 red 10 green 2 aqua grey 2 aqua dgrey every run, so smart
Idk personal preference? Currently it’s “riveting gameplay” of get cleanse or equalib or just end the run. It’s much less “fun” for me
The fact the thread about mythic data being so dead shows majority of the ppl who enjoyed the old system do not like the new system. And since ppl who “seem” to like the new system are not imputing their data it just looks like everyone hates this new system
its honestly the same for me, what killed my interest in lring over time is how common mythics are.. i havent felt the mythic dopamine rush since the very first 2 weeks of 2.0.3
^
the system has had its ups and downs both in 2.0.3 and 2.0.4 and ultimately they are both meh, i just want the purple dopamine rush 😭
shut up elitist, cheap mythics are good for the economy
- new lrs in general arent the new shiny thing anymore
- mythic prices are dead so there is less incentive to lr
- thread was dead before 2.0.4
The Decision is final:
We shall remove mythics and add them after a decade
😭
jokes aside i dont even care about the price as much (but the price is closely connected to wether finding a mythic feels rewarding or not so i guess i sorta do)
And the mission pool is still really low considering many missions are useless
BLOCKED.
dang
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elitist blocked
its a tough balancing act cause we have to make lrs feel fun and worthwhile without mythics being worthless
not sure
not public info
but its pretty rare now
but no at this point killing rates even more is a fools errand and will just make lootrunning useless
the issue is the damage thats already been done. its an issue that will fix itself over a few years, but id rather implement a mythic drain system to fix it
"disco run" requires you to already own a disco
My “answer” to this is have more “consumable” items that r in reward chest. Have items I want to get every single time but will consistently have uses for it cause it’s a consumable like “speed surges”
we care about accessibility
i think we all need to realize that cheap mythics are actually a good thing for the game. now regular players can do things like beat EO and LI without needing to grind for HUNDREDS of hours
idk if people want more filler
Let them choose the filter then
Why force players to have 16 tomes when they r usless
toss them out
Type of idea
cheap mythics were funny for like a week and then it just went "oh god"
Still takes room in the chest that other items I would want would take
buuns what you are asking for will not be implemented
Idk item filter seems so easy for me to implement
"Oh God I'm no longer feeling the slightest bit of joy when I find a mythic"
Why force players to be stuck to the whims of the “developers filter”
That's what I'm doing sadly
i still feel joy when i get a mythic from a daily in a festival
cause i dont play the game
mythics are a bad chase item idea in general, cosmetics, vanity trikets, etc are just way more healthy
Especially when multiple players are saying specifically tomes are extremely annoying with how they take up 1/3 of reward chest slots on big pull runs
Salted already said he doesn't want a tier above mythic if I'm not mistaken
❌
Yeah but cosmetic in wynn just aren't the same as cosmetics in other games :/
Tealy plz explain defending tome filter I truly don’t understand
i run a casino
weird archaic confusing fix to a small issue
shinies have too many problems but the idea is cool
Just letting player “blacklist/whitelist” certain items cause they are extremely common conpaired to what I might by trying to “target farm”
Shinies when they offer almost no vanity value at all besides a glow that you have to closely stare at to see and I think is clientsided but don't quote me on that
Also I don’t think 1/3 of your reward chest being filled with usless items is a small problem
I’ve been raving about it since the start of the lring update
you can sell tomes
For like 4 emerald blocks of profit?
tomes are overvalued in chest loot
^
buuns what else should you be able to filter out
Imo every items. If I want to souly farm ruins by lring I should have the choice to be able to
Is that a bad take?
me when i filter out every non mythic item 😎
I don’t rrly understand why it would be. If I “generated” the item and I prioritize it when not let me have it over a dumb tome
buuns this is confusing and niche and unnecessary
I’m just saying if I would want “aquamarine” and it’s in the pool let me choose to filter it over tomes that r uselsss
I think players would enjoy that qol change
fanum taх is fun, wouldnt call it something that outstanding though
this is just 💀 tho
I mean I generated the item but it gets deleted cause some developers thought I’d rather have a tome? Like it’s just dumb to me
Someone actually address this instead of changing the subject
just like 2 lootrun tomes every week in each camp
Also an option. If I would see all 200 pulls I generated that would be a better fix imo
Agree
wynn coders adding a second page of loot: mission impossible
Maybe the entire pull system is a flawed system then????
I generated a pull how about you give it to me?
it is too late to change how pulls work tbh
It’s not to late for anything imo
salvage it by reducing chances of every common item by 75% (multiplicative) and add 1-2 ems in that 75% chance
Almost like you’d expect to be able to do if there wasnt some weird ass filter
It’s more like after 70+ pulls you active hurt your chest by getting useless items like tomes. The only “benefit” is the mythic chance and that lame to base almost everything around mythics
new mission: Knowledge Moratorium - lootrun tomes will not appear in the end reward chest. Gain an end reward reroll.
You lose like 10ems on average?
Yeah
You need like 100 pull runs to get runes (optimally i mean)
1/3 of chest is tomes….
isnt this old
aint no world where you want some common items over two mythics and heaps of le
What if there is
Yes but 1000 pulls still very possible with multi sac strats
Just saying if/when it’s a thing having your chest be 1/3 tome is very annoying
It is, but in reality you'd get an item you want earlier
Not if I just specified was able to filter out tomes….
sounds like a tomes issue more than annything
If I specifically filters out every items besides aquamarine maybe I’d get 13-20 of them but like….
Like, it isnt viable to create a filter system just because tomes are poorly implemented
Idk I’ll hop off the topic but reward chest filter should be a player controlled thing not some random dev. That’s my 2 cents
It’s like a dev has already “made” a filter to what they “think” I will want but it doesn’t really work the way certain players will want to play leaving this bitter taste of “well I would perfer this item but it’s being deleted for this useless item that holds no value to me but some random ass dev that hasn’t been on in 3 + months still thinks is relevant” idk it’s that type of stuff that lead people to stop playing.
IMO missions should add different viable ways to achieve similar end results, whatever those are
^
Imo missions should be balance in a way to make short runs and long runs both equally as fun and rewarding to do
Equally rewarding per time spent, I assume
I find it hard to make missions that would reward short runs without being too polarising or unsatisfactory weak
Because all combat risk you can add is voided due to equilibrium eхisting
I guess you can cook something with challenge cap and/or time
Having flat value would help short runs while not making longer runs enherently better. Example mission reward +30-50 pulls flat
Flat rewards help short runs scaling rewards help long runs
accepting rewards should drop all pulled items on the floor and make the player sift through them 
Yan putting a troll face reaction doesn’t stop basic game design theory?
I’m very confused by your use of reactions
short runs arent meant to be good
There meant to be viable tho? Or are long runs suppose to be meta? I prefer long runs anyways I just would think you would also cater to ppl who don’t want to sit down for 3 hrs to lr
The whole point of lring is only mythics?
why ever do a long run if a short run can give you really good rewards
Cause restarting runs is annoying
10 hr lr…
Don’t get me wrong I enjoy long runs. Just I don’t think everyone does
There’s alot of different reason to perfer one over the other
So force everyone to do long runs cause you enjoy them?
😭 we're not forcing anyone to do long runs its just obviously better to reward a long lootrun more than a short one
?
I’m just saying balance lring in a way to where short runs can also be a viable strategy?
you have to be trolling
that is like avg tho lol
im not even gonna argue this anymore it should be quite clear why a long run should be significantly better than a short run
Me when he doesn’t debunk anything I say goes to try to insult me then blocks me cause idc about his middle schooler level insults…
It’s not rlly an agrument it’s just balancing a system to allow different styles of gameplay?
Long runs can still be better than short. Just to me currently there is ZERO reason to do a short run unless you are specifically target farming a unqiue that isn’t in common loot pools. It feels like an extremely niche thing compared to just letting to turn into a semi viable strategy. I don’t understand the extreme push back to saying short runs should be a semi viable strategy aswell as long runs. By making long runs meta you are kinda forcing players to do long runs?
balance wise a short run has to be somewhat inferior
because you can convert a short run into a long runn
but not otherwise
Ya I’m not trying to say make short runs better than long runs just let them be relevant in the meta? How is that so controversial
Flat caps makes short runs good while not breaking long runs?
its almost like short runs take 0 effort compared to a long run
Giving flat pulls in a mission is a shit idea, how is that controversial
you can design fun payoffs for short runs that don't just say "end the run"
I just disagree is a stat race anyways? It’s not like long lrs are hard if you are above the curve with boons. It’s all just a long rng check
Yan how many lrs have you done?
Ya so I’m just gonna disregard ur opinion no offense
On what points?
I just cause 3 ppl don’t enjoy short runs doesn’t mean it isn’t neglected
This is bad?
Equalib runs way less effort way more reward than anything else?
Effort only= time?
Lmao no effort means a lot more than that holy shit
It’s like talking with an 8 yr old
Ya this is why I just am gonna disregard everything you say respectfully
It’s the proof of concept the flat values help short runs or is that too complicated to get thru ur monkey skull
what effort is there in a short run? in long runs, you actually go far enough for mob power scaling to get pretty rough. there's also a time investment in long runs. short runs are a joke
Disagree I know quite a few ppl who prefer shorter runs
long run difficulty is invalidated by equilibrium IMO
it is a mission that actively hurts everything and limits the design space a lot
well that doesnt mean short runs should have meaningful rewards lol
Like I’ve said I perfer long runs it’s just why not design a system to work for multiple play styles nkt everyone has 3 hrs to sit down and lr
the concern should be more with nerfing equilibrium so that it becomes less of a joke