Endgame Content Feedback

Posting this to sum up feedback on my experience playing endgame in ssf hc Dawn of the Hunt. Its kinda long...Sorry!

Endless Atlas:
- Cool idea, like the feeling of expanding and exploring. Citadels and nexuses are easy enough to locate with the fog update, discovering good tower set ups, unique maps, or nodes with good corruptions/juiced content can feel rewarding
- There's a lot of information on the map and it can be tedious to sift through in order to make informed decisions. Sometimes I found myself searching for something like +1 monster level and having to read every individual node is a lot like picking up gear on the ground (it spams the player with info and slows down/prevents you from playing the game). It would be nice if that was more legible, or even filterable in some way on the overlay (let me highlight every map on screen that has this mod for example). Being able to filter by biome or adding a color coding system for biomes would also make the map much quicker to read and make decisions.
- Because of the Endless nature there is no benefit to moving in any specific direction besides away from the starting point. The only thing that matters is getting out to that initial distance where citadels start to spawn. I felt like my decision of where to go next is fairly meaningless, you just follow the path to the next tower. Would like it if pathing on the map felt more interesting/pathing decisions were more meaningful, and information was more readily legible so that those decisions could be made faster. (I'm thinking about the color coding and symbols used in Sekhema Trial which make your pathing decisions important and also require less time)
- Having to move back to the starting point to access realm gate/reliquary vault also feels overly tedious. Would prefer if Doryani or someone would take fragments and open portals, similar to how logbooks are treated.

Trial
- Ran a ton of these and enjoy it a decent bit. Can feel a little long sometimes, there's a couple gauntlet and escape zones that could maybe be downsized.
- Dislike how certain afflictions can brick your run, thinking specifically about the no armour and no evasion afflictions. Would like it if these were similarly toned down to 50% less like the ES affliction now. I ran several trials with the ES affliction as a primarily ES build and found it manageable but more challenging, which seems like the sweet spot.
- I like the overall change to jewel drop rates, you end up with plenty of them and you have to make decisions on the passive tree about how to best utilize them. Default time-lost jewel radius (small) feels very limiting. Basically seems like unless you have a radius upgrade they are almost always just worse than a solid regular jewel. Someone please chime in if they feel differently. Would be happy if time-lost jewels were much rarer and had a larger default radius.
- Would like to be able to corrupt Baryas

Ultimatum
- Did not run almost any of these, dislike the mechanics, felt like wading through molasses since most of the mechanics either force you to continuously move or keep you from moving. Didn't play enough to speak about the rewards. I do appreciate that you know what fragment will drop from the final boss now.

Strongboxes, Shrines, Essences
- These all feel fine. I like all the updates that have been made to them. Wish crafting with essences was a bit more expansive, but mostly just because there aren't enough alternative crafting mechanics yet.

Rogue Exiles
- Really enjoyed running in to these guys at first, and I like the idea of extra content that lets you target farm for uniques. I wish that the uniques they dropped would scale up with area level or something. They seem to only drop low level uniques that you would want for leveling/campaign, even in high maps. Maybe reevaluate the drop-rate, wonder if it was updated when unique drop-rates were updated? Would love to actually get a good unique off one of these guys in maps and then start using it. Wouldn't mind if that made them more challenging content.

Breach
- Running breach feels great with the change to how splinters are treated. You do need a build with good clear time, but I think there is a gradual increase in monster density from low to high maps that makes running breaches in low level areas still feasible for slower builds.
- Seems like white breach rings just don't drop any more, or are otherwise incredibly rare? I don't know what the logic is behind that decision, but it would be nice if Breach ring bases actually dropped, making crafting good breach rings a bit easier.

Delirium
- All of my deaths in hc came from running delirium mirrors in high maps and running in to a one shot. Not sure if the risk matches the reward of 4 - 6 low tier emotions? Maybe it is too easy mode but it would be nice to have a meter that shows the actual delirium percentage, or at least some indicator of the growing risk level. Unless I'm totally wrong the reward gauge does not correlate to delirium percentage, and is also not particularly easy to read at the bottom of the screen.
- Reforging distilled emotions to higher tiers is super tedious, wish this process was easier/faster, or the higher tier emotions dropped a little more frequently.

Expedition
- With the change to expedition I really liked this content, and its what I ran the most of. Its a great way to farm for bases and with enough artifacts and exotic coinage I was able to craft most of my late game gear. Olroth also pops up quite frequently, and feels like one of the easier pinnacle bosses.
- Textboxes for remnants really impact visibility. I'd like it if they were either smaller or more transparent and could be moused over instead of the default. I've actually missed rare chest markers quite frequently because a remnant text box was covering it. Not a huge loss but kind of annoying.
- Similar to breach splinters, I wish artifacts dropped in larger stacks with less regularity. Picking them up is tedious and they also crowd the screen when you are clearing mobs and they start dropping. (I eventually shrunk the size on my item filter but they are still kind of a pain)

Ritual
- Ritual feels like the content where the rewards are the poorest calibrated. The items that roll as favors seem quite bad, wish there was a way to roll more consistently high tier items, either as a tablet mod, an atlas passive, or just by default as area level increases. The low tier omens also seem very bad, while the high tier omens offer some of the best crafting options but are incredibly rare and inaccessible.
- Sticking with omens, all the omens that guarantee rolling prefix/suffix or additional mods seem essentially pointless if you are able to max out the affixes on an item with exalts (unless I am totally missing something, please let me know!). That means basically all the low tier omens are functionally identical to having an additional 1 - 2 ex to slam on an item, which at the point where you are actually running rituals in maps does not feel very useful. If these omens interacted with essences in the same way they do with regal or alchemy orbs they would actually be quite good, and maybe could warrant being slightly rarer.
- The high tier omens which let you selectively remove affixes are obviously great but feel very hard to come by without the presence of other crafting options. I used 1 orb of whittling that dropped from King in the Mist and it did feel very special and helped me towards a good late game piece of gear, but it was a long slog to get there.

If you read through all that then thanks for sticking it out!



最後にスレッドがバンプされた時間 時刻 2025/07/11 13:13:23

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