Suggest separate indicator for added area mods in the future.
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Too late for this event, however, I'm suggesting if added area mods are used in the future, they should be indicated separate from the other mods.
I like the event, and think the mechanic is in general fine, but, it is clunky with absorbing the information for the player. It is important to know these, particularly in HC, but the player only needs to know it at a glace, or have it available to check. The problem with how it is currently, is that it needs to be viewed on the drop down menu, every time the area is changed. This would normally done by the player, when loading the map/contract/delve node etc. It then adds another step of this, once the player enters the area. This added mod could be highlighted, and it would help with searching the list, as they are mixed in with the other mods, though that alone would not improve the point above. In SC I ignored them, though it leads to encountering unexpected difficulty. In HC I have run the campaign with leaving the tab open, which worked. However at some point hitting maps and extra content, more mods get added, and it becomes a large section of the screen being obscured having this tab open. That leaves opening and closing it each area, which is not practical, but becomes necessary. I suggest having the added mod available to be shown and left open, on its own tab, and hide-able for those who don't want it. Just like the normal mods drop down, but a separate section. Constant mods, like the added enrage on lowlife could remain in the normal indicator, as the player knows they are ever-present, but it's there for reference. It's pretty important to be able to see some of these mods, but an annoyance to check it every zone reliably. There may be a better solution than I have suggested, but something is needed. Again, enjoying the event, and the mod pool being added seems fair and interesting for the event, with the experience I have had interacting. Reading them every zone, on top of the preparation for creating mods, both before and in areas, is an extra friction that could be lessened. Making a improvement to how it is communicated to the player would improve the gameplay. Last edited by Belegur85#5784 on Feb 14, 2026, 1:41:04 AM Last bumped on Feb 14, 2026, 1:36:08 AM
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