QoL suggestion for simulacrum splinter drops in distilled maps

Let's build off of the great QoL change for breach splinters dropping in one stack at the end of the encounter and do the same with sim splinters in distilled maps. Since there is no hard end point the game can recognize in this type of map, just use the end delirium keybind that's already implemented in maps with the actual delirium mechanic but make it something like "drop current splinters" which could be activated multiple times throughout the map if desired. Think of it like depositing your money in the bank and withdrawing that money when you want to, depositing and withdrawing as many times as you want to. I think the only potentially bad part about this for the player would be dying with no portals left before dropping/picking up splinters, but that's just how it is with everything that drops and hasn't been picked up before death.

The issue is that picking up a large number of individual items that usually drop far away or in backtrack locations for ranged builds makes running maps exhausting for the players. Whatever you can do to make it so that isn't required is a step in the right direction.
Last bumped on May 16, 2025, 10:45:10 AM

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