As of right now, Soul Storms work as the following: They take place every 40 minutes globally and allow one completion whilst staying in the same world, the system does not scale and for an endgame activity, it doesn't reward making a build that is "great" vs. one that "just meets the required." Soul Storms should be the primary endgame activity that rewards talented build makers and rewards players that put hours into theorizing different concepts that pay off by completing Soul Storms, so I propose the following:
- Soul Storms can now be started on demand in a player's world through a repeatable "side quest" that randomizes. This random side quest can be one of the following: "Defeat XX Boss" or "Clear XX Dungeon/Rift"
- Soul Storms last for 20 minutes; deduct one minute every death
- Upon completing the third generator, a new popup appears “Soul Storm Unleashed, (n)X STREAK!" From this point onwards, every incoming generator + any bosses that it spawns will scale their HP exponentially by 2^n, where n represents the streak of how many generators that have been taken down after the 3rd one was completed, damage remains default to avoid frustrating one shots. Every generator in Unleashed grant both the chests that are currently provided upon completing a Soul Storm instead of the standard single one, encouraging players to go push further. Generators continue infinitely as a race against time, rewarding builds that clear mobs, bosses, and generators with maximum efficiency.
0 Comments
Please sign in to leave a comment.
Post a new comment: