Feedback on Trial of Sekhemas and Trial of Chaos

I've just farmed 50+ 10 trial ultimatums in a row and here are some thoughts!

Overall I like the Chaos Trials and think they're a far more interesting expression of the roguelike system than the Sekhema trials. It feels like the player has more agency when it comes to the difficulty modifiers, and the modifiers themselves are in general interesting to deal with and make for more engaging gameplay without being just stupdily frustrating like some of the Sekhema effects.

**Rooms**

- Survive Until the Timer Expires: Monsters spawn painfully slowly, and almost 100% of the time, when they do spawn, it is just 2 packs of white monsters that you kill in a second or two and then just stand around doing nothing waiting for something to do.

By far the worst room, you can't speed this process up in any way by either character power or player skill, and it is pretty much an afk room. Monsters need to spawn much faster, and killing rares (at least, or maybe just killing anything) should subtract seconds from the timer. OR at least give the player something else to do while waiting around.

- Sacrifice Enemies In Blood Circles: Similar to the above, monsters spawn very slowly and are almost always white monsters, resulting in a lot of standing around waiting and doing nothing.

- Collect The Soul Cores: If you get pushed by a monster while putting the Soul Core into the altar, you DROP the soul core and the Soul Core gets teleported back to it's original spot on the floor, meaning you need to go back and pick it up again and insert it again. This is very frustrating and time wasting, especially as it can't be prevented by clearing out monsters near the altars, since more can and do spawn and then charge into you causing this issue. Presumably this is just a bug and not an intentional design.

Some of the soul core room layouts are definitely pretty tedious, and I often find my approach to this room is just running back and forth between cores and altars ignoring monsters as much as possible to get it done quicker. Least favourite room after the AFK room.

Suggestions to make these more interesting: Get rid of the switches and wall puzzles, they're not engaging, just annoying and cause more waiting and walking. Instead why not have each soul core guarded/held by a mini boss, so that there is some actual gameplay in these rooms, would make collecting the cores much more engaging than just running past everything and clicking on them.

**General**

- Downtime: Definitely too much pointless walking/waiting between the trials. Between the elevators, the stone doors, the time stops, and the sometimes very long hallways, I feel like at least half my time in a run is spent just getting to the next encounter. This does not make for engaging gameplay and seems like it should be very easy to improve, this is one area where Sekhema does it better.

- Where Are the Rares?: In many runs it seems like there are zero to very few magic or rare monsters, even when selecting the Lethal Rares modifier, I often run into 3 or less rare monsters over an ENTIRE run. I guess 30% of zero is still zero... Regardless, one shotting sparse packs of white monsters and an occasional magic pack isn't particularly engaging. Perhaps pack size and magic/rare monsters should increase with each modifier you select as a baseline.

- Endgame Scalability: This might be an unpopular opinion, but whereas Sekhema trials feel painfully long and tedious, Chaos Trials often feel very short. This is not a problem/criticism, having content like this that you can jump into for 10-15 minutes is a positive. But I think the Chaos Trial formula could also lend itself well to a more 'infinite' system, where you can keep progressing and stacking more difficulty modifiers until you die or cash out.

Or at least perhaps have Ultimatums with more rooms, 15, 20 etc. Since in Sekhema you're already going through dozens of rooms per run, this doesn't seem too crazy. Perhaps you can use currencies on Ultimatums like you can with Waystones, which increase the room count and give various modifiers to the run. This again doesn't seem too wild since the Trialmaster can already drop Ultimatums with various rarities and modifiers.

Perhaps have a modifier that increases the area level of the rest of the run, or maybe every X rooms, or when you defeat a boss, the rest of the run gets +1 to area level.

These options would provide some extra endgame scalability to the runs so that they can still provide an element of challenge and interest for powerful characters.

- More Difficulty Modifiers!: The current pool of difficulty modifiers is fine, but can get stale pretty quickly if you are doing a lot of runs. It would be awesome to see the pool expanded so that you are less likely to get runs where you are just choosing the same 3-5 that your build can deal with easily. I think this would increase the replayability significantly.

- Heart Tethers: Unable to use travel skills while tethered (only tested with Leap Slam and Stampede). Is this intentional or a bug? Means that if your clear skill/s are also travel skills you can't use them and thus cannot choose to stay in the heart tether and fight if you don't want to get stunned, and also have to try and walk/roll out of it while getting attacked and not being able to use your abilities. If this is an intentional extra challenge that's fine I guess, but it is very counterintuitive and is not indicated in the description of the Heart Tether modifier.

- Rewards: Having all the rewards be corrupted, while a thematically fun idea, in practice makes these rewards pretty much useless. In 50+ runs I have never seen even a vaguely usable item from the non-soul core loot. As others have said, if they are going to be corrupted they could at least have max quality, sockets, and affixes. Even so the majority would still be vendor/salvage trash, so I don't see how this would be too good.

- Chimera Boss: The flying off is not an interesting mechanic, it's just annoying, and due to the size and verticality of the arena, means that if you don't kill it before it flies off, you spend more time walking around to find the boss than you do fighting the boss. I don't think I need to elaborate on why this does not make for engaging gameplay.

**Overall**
Chaos Trials are probably my favourite endgame activity, I hope to see them refined and expanded on in the future.

For reference: Lvl 93 Titan.

Thank you for reading and have a great day Exiles.
Regarding Sekhema Trials

The honour system feels absolutely awful as a warrior. Especially with how slow everything you do as a warrior is, it feels like the honour system is there purely to punish your decision to play this class/this type of build. It basically just says sorry your character is no good here and there's not really anything you can do about it.

Of course you can hyper outscale the content to the point where you can one shot everything, and stack honour resistance, which then causes the trials to be somewhat doable, but even then you will still take incidental honour damage simply by virtue of being melee and having to be near things to kill them. This would be okay, except that it is pretty difficult to regain honour once it's gone.

It also means that random white ranged monsters are some of the most dangerous things in the entire run, moreso than most of the bosses, since they often start hitting you before you can even see them, often seem able to attack through doors, across floating platforms, from different levels of verticality, and getting near them to actually kill them almost guarantees that you lose some amount of honour.

Also no hit run on a warrior for the chest piece I'm not sure is actually possible unless you convert it into a ranged build somehow. That might be fine that some builds/classes just cannot do this, but it really just feels like if you choose to play a warrior (in the classic melee sense - i.e. actually hitting things at close range) you are suffering many downsides and not gaining any upsides mechanically speaking. Not exactly sure why this is something that the devs think needs to be punished so heavily in almost every area (survivability, action speed, movement speed).

Trials of chaos are a much better expression of this type of roguelike gameplay, since your build is still allowed to actually function in them and the modifiers are interesting to deal with rather than just frustrating.
Agree with everything in this thread times 10000000000. physical damage circles that expand in the entire play space, RNG literally deciding whether or not i can even finish the run, going for fourth ascendancy and having to complete the chaos trial MULTIPLE times cause im not getting the left face piece to fight the boss, gain this boon but take 2500 damage??, i could go on and on.
The Trial mode would be okay if it wasn't tied to ascendancy. I hate it so much.
Pass or fail feels entirely RNG. Keep it as *optional* content for rewards and untether it from character/build progression.
"
Aggedon#4911 wrote:
Regarding Sekhema Trials

The honour system feels absolutely awful as a warrior. Especially with how slow everything you do as a warrior is, it feels like the honour system is there purely to punish your decision to play this class/this type of build. It basically just says sorry your character is no good here and there's not really anything you can do about it.

Of course you can hyper outscale the content to the point where you can one shot everything, and stack honour resistance, which then causes the trials to be somewhat doable, but even then you will still take incidental honour damage simply by virtue of being melee and having to be near things to kill them. This would be okay, except that it is pretty difficult to regain honour once it's gone.

It also means that random white ranged monsters are some of the most dangerous things in the entire run, moreso than most of the bosses, since they often start hitting you before you can even see them, often seem able to attack through doors, across floating platforms, from different levels of verticality, and getting near them to actually kill them almost guarantees that you lose some amount of honour.

Also no hit run on a warrior for the chest piece I'm not sure is actually possible unless you convert it into a ranged build somehow. That might be fine that some builds/classes just cannot do this, but it really just feels like if you choose to play a warrior (in the classic melee sense - i.e. actually hitting things at close range) you are suffering many downsides and not gaining any upsides mechanically speaking. Not exactly sure why this is something that the devs think needs to be punished so heavily in almost every area (survivability, action speed, movement speed).

Trials of chaos are a much better expression of this type of roguelike gameplay, since your build is still allowed to actually function in them and the modifiers are interesting to deal with rather than just frustrating.


Also this. I just lost my third attempt as a ranged caster to sand spirit spam from offscreen. Fucking hate this mode.
"
Aggedon#4911 wrote:
I've just farmed 50+ 10 trial ultimatums in a row and here are some thoughts!

Overall I like the Chaos Trials and think they're a far more interesting expression of the roguelike system than the Sekhema trials. It feels like the player has more agency when it comes to the difficulty modifiers, and the modifiers themselves are in general interesting to deal with and make for more engaging gameplay without being just stupdily frustrating like some of the Sekhema effects.

**Rooms**

- Survive Until the Timer Expires: Monsters spawn painfully slowly, and almost 100% of the time, when they do spawn, it is just 2 packs of white monsters that you kill in a second or two and then just stand around doing nothing waiting for something to do.

By far the worst room, you can't speed this process up in any way by either character power or player skill, and it is pretty much an afk room. Monsters need to spawn much faster, and killing rares (at least, or maybe just killing anything) should subtract seconds from the timer. OR at least give the player something else to do while waiting around.

- Sacrifice Enemies In Blood Circles: Similar to the above, monsters spawn very slowly and are almost always white monsters, resulting in a lot of standing around waiting and doing nothing.

- Collect The Soul Cores: If you get pushed by a monster while putting the Soul Core into the altar, you DROP the soul core and the Soul Core gets teleported back to it's original spot on the floor, meaning you need to go back and pick it up again and insert it again. This is very frustrating and time wasting, especially as it can't be prevented by clearing out monsters near the altars, since more can and do spawn and then charge into you causing this issue. Presumably this is just a bug and not an intentional design.

Some of the soul core room layouts are definitely pretty tedious, and I often find my approach to this room is just running back and forth between cores and altars ignoring monsters as much as possible to get it done quicker. Least favourite room after the AFK room.

Suggestions to make these more interesting: Get rid of the switches and wall puzzles, they're not engaging, just annoying and cause more waiting and walking. Instead why not have each soul core guarded/held by a mini boss, so that there is some actual gameplay in these rooms, would make collecting the cores much more engaging than just running past everything and clicking on them.

**General**

- Downtime: Definitely too much pointless walking/waiting between the trials. Between the elevators, the stone doors, the time stops, and the sometimes very long hallways, I feel like at least half my time in a run is spent just getting to the next encounter. This does not make for engaging gameplay and seems like it should be very easy to improve, this is one area where Sekhema does it better.

- Where Are the Rares?: In many runs it seems like there are zero to very few magic or rare monsters, even when selecting the Lethal Rares modifier, I often run into 3 or less rare monsters over an ENTIRE run. I guess 30% of zero is still zero... Regardless, one shotting sparse packs of white monsters and an occasional magic pack isn't particularly engaging. Perhaps pack size and magic/rare monsters should increase with each modifier you select as a baseline.

- Endgame Scalability: This might be an unpopular opinion, but whereas Sekhema trials feel painfully long and tedious, Chaos Trials often feel very short. This is not a problem/criticism, having content like this that you can jump into for 10-15 minutes is a positive. But I think the Chaos Trial formula could also lend itself well to a more 'infinite' system, where you can keep progressing and stacking more difficulty modifiers until you die or cash out.

Or at least perhaps have Ultimatums with more rooms, 15, 20 etc. Since in Sekhema you're already going through dozens of rooms per run, this doesn't seem too crazy. Perhaps you can use currencies on Ultimatums like you can with Waystones, which increase the room count and give various modifiers to the run. This again doesn't seem too wild since the Trialmaster can already drop Ultimatums with various rarities and modifiers.

Perhaps have a modifier that increases the area level of the rest of the run, or maybe every X rooms, or when you defeat a boss, the rest of the run gets +1 to area level.

These options would provide some extra endgame scalability to the runs so that they can still provide an element of challenge and interest for powerful characters.

- More Difficulty Modifiers!: The current pool of difficulty modifiers is fine, but can get stale pretty quickly if you are doing a lot of runs. It would be awesome to see the pool expanded so that you are less likely to get runs where you are just choosing the same 3-5 that your build can deal with easily. I think this would increase the replayability significantly.

- Heart Tethers: Unable to use travel skills while tethered (only tested with Leap Slam and Stampede). Is this intentional or a bug? Means that if your clear skill/s are also travel skills you can't use them and thus cannot choose to stay in the heart tether and fight if you don't want to get stunned, and also have to try and walk/roll out of it while getting attacked and not being able to use your abilities. If this is an intentional extra challenge that's fine I guess, but it is very counterintuitive and is not indicated in the description of the Heart Tether modifier.

- Rewards: Having all the rewards be corrupted, while a thematically fun idea, in practice makes these rewards pretty much useless. In 50+ runs I have never seen even a vaguely usable item from the non-soul core loot. As others have said, if they are going to be corrupted they could at least have max quality, sockets, and affixes. Even so the majority would still be vendor/salvage trash, so I don't see how this would be too good.

- Chimera Boss: The flying off is not an interesting mechanic, it's just annoying, and due to the size and verticality of the arena, means that if you don't kill it before it flies off, you spend more time walking around to find the boss than you do fighting the boss. I don't think I need to elaborate on why this does not make for engaging gameplay.

**Overall**
Chaos Trials are probably my favourite endgame activity, I hope to see them refined and expanded on in the future.

For reference: Lvl 93 Titan.

Thank you for reading and have a great day Exiles.


Agree with this post.

I think ToC is much more enjoyable than Sekehamas and also accessible for more players and builds. Many of the modifiers are trivial for plenty of builds, just need to pick your poison.

Echoing a lot of other sentiments its still an annoying gate on ascendancies due to the time requirement to gather the correct RNG keys and one portal on trial master encourages delaying the fight till power level trivialises it.

Definitely agree modifier pool expansion and loot fix (corrupted items suck) as well as improving transition speeds would be great improvements.

Last edited by Fancysalad#2034 on Jan 17, 2025, 4:44:16 PM
The honor restoration fountains are way too stingy. You try to "greatly restore" honor, and all it gives you is very little. On the other hand, one wrong step, and more than half your honor is erased. This is ridiculously punishing. At least let us restore most of it back along the way.
"
LocoCN#9740 wrote:
Agree with everything in this thread times 10000000000. physical damage circles that expand in the entire play space, RNG literally deciding whether or not i can even finish the run, going for fourth ascendancy and having to complete the chaos trial MULTIPLE times cause im not getting the left face piece to fight the boss, gain this boon but take 2500 damage??, i could go on and on.


these are the best boon and i'm not sur why but they barely do any domage, i always pick it (and it's usualy get these 3boons) I farm trial with my mon but i also dit it with my titan (yes it was harder) but rding all these trial feedback idk feels like we do not play the same game rly. I can imagine for ssf it can be harder but in trade league just get some bis relics and that's it.
"
The honor restoration fountains are way too stingy. You try to "greatly restore" honor, and all it gives you is very little. On the other hand, one wrong step, and more than half your honor is erased. This is ridiculously punishing. At least let us restore most of it back along the way.


Did you tried to stack honour resistance on relics? I never run without 75% and every hit from enemy or trap is barely noticable. Did multiple 3-floor runs and all on 1st try thanks to this. It's really essential.
If you create a situation in the game where a gamer is saying "what a waste of time" you went wrong somewhere.

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