Interlude ideas
Just a thought, instead of removing the interludes when acts 5 and 6 come in, they could be used in endgame in a few ways. I suppose I haven't actually played them but I feel like the way the concept works is obvious enough that I already have some ideas.
Firstly, it sometimes happens that I forget to pick up some bonus stat or skill point throughout the campaign, and going back to get them tends to feel a bit annoying because you're just running through monsters that pose no threat to you. It would be great to be able to run one of these instead, with monsters that are based on the level of a WS that you use to start the interlude, and this allows you to get bonus stats or skill points you might have forgotten during the campaign. Tbh, this was the impression I got when I first heard about the campaign, that a lot of these 'side bosses' or 'bonus quests' would be optional things to do during the campaign to make things easier if you were struggling, and that more advanced players would be picking these bonuses up in endgame. Secondly, interludes seem like a great place for endgame tutorials. Jonathan was saying that people will only do a tutorial if you put up a wall that prevents people from moving forward until they do it, but from reading reddit posts I feel like dying over and over in endgame functions as a red wall for someone that's new to the game. I think I saw this suggestion elsewhere you could maybe use these for a bit of story-telling related to a new leagues sometimes, which might tie in later with the idea of using these as tutorials. I mean, if someone has missed a league in which you introduced a mechanic that has become a core feature, you might leave an interlude in the game which is related to that mechanic and shows you the basics. Finally, I think a lot of people would simply appreciate the world-building aspect of the interludes. I mean, me. I would appreciate it, lol. In fact, I kinda wonder if it might be a good idea to use some kind of mechanic like this to get into the pinnacle fights. The current way of coming across mechanics and having a bit of dialogue before you go on to farm the boss could be improved a lot from a story-telling perspective, and the interesting thing about interludes is that they could be there for people who want that immersion, or they could be skipped by people who would prefer to jump straight into the fight. Last bumped on Aug 22, 2025, 1:26:37 AM
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They interludes sound cool to me, and I LOVE that they are replacing cruel. Assuming they aren't a hastily thrown together placeholder and can stand on their own, it would be nice to see them kept on as optional content with some good lore dumps and incentive to run through them after the campaign. Maybe some farmable uniques that are tied to them or something of the sort.
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Like you suggested:
Place them as tutorials(lvl1 area) on one npc instead of throwing the mechanic directly into the right place in the campaign. Add all the helpfull league info into that league-interlude, open the appropriate window and highlight the text that should be read at that time of the mechanic. People that only game in Winter still have to learn the previous 3 mechanics most of the time, which often times overwhelms because its 4 mechanics to learn right now, during leveling and waiting in queue. Most of the times i have a friend who can explain the tricks of the skipped content, learning new crafting is nearly impossible. For example similar to the skillgem-previews: Ranly would have selectable options: -Interlude Ritual -Interlude Breach -Interlude .... +VLFBERHT+ https://www.youtube.com/watch?v=e80qhyovOnA&list=RD_euDhMDDRq4&index=10 Last edited by Lachdanan#4036 on Aug 22, 2025, 1:32:48 AM
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