You only think temple is fun because currency is finally accessible

Early access should have just been ssf so they could focus on the game and not the economy.
The point is still being missed that this type of "gameplay" is only appealing because currency drop rates are high. If for example breach dropped 2x the currency of temple not a single person would be doing temple right now.

So as a developer you have to ask yourself are you making fun content or will players climb any wall if the grass is green enough on the other side?

For me and my son this season we played the least ever, and the temple mechanic was very unenjoyable. The amount of things rotting the game from the inside out should be the focus not slapping half baked roadblocks that incentivize players abusing the game for currency gain.
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All this uproar proves the fact that if any mechanic would drop loot "currency" and let players achieve more power it would be fun.

So why not make the base game actually drop things and be fun through-out? Why is it locked behind an obtuse minesweeper game?

Why can I not kill things like and ARPG with "meaningful combat" and be rewarded? Why is that NOT the gameplay loop. Instead we get garbled screens of haywire graphics, path of excel spreadsheet, and hours spent on 3rd party sites.

The game is missing in the game.


Kindly disagree when you say it was only fun due to loot (at least to a degree). To me it was fun because it was an objective other than maps to do. We had to build it, make it big, etc. Of course end goal would be maybe get the insane drops, but at this point in time, honestly speaking, unless you would go for mirror items, loot in temple was genuinely just an extra for me. My main goal was to finish the snake, but now, no way in hell am I gonna spend 200h trying to get to end unless the revert the lock medallion tech.
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BabaVoss#9386 wrote:
"
All this uproar proves the fact that if any mechanic would drop loot "currency" and let players achieve more power it would be fun.

So why not make the base game actually drop things and be fun through-out? Why is it locked behind an obtuse minesweeper game?

Why can I not kill things like and ARPG with "meaningful combat" and be rewarded? Why is that NOT the gameplay loop. Instead we get garbled screens of haywire graphics, path of excel spreadsheet, and hours spent on 3rd party sites.

The game is missing in the game.


Kindly disagree when you say it was only fun due to loot (at least to a degree). To me it was fun because it was an objective other than maps to do. We had to build it, make it big, etc. Of course end goal would be maybe get the insane drops, but at this point in time, honestly speaking, unless you would go for mirror items, loot in temple was genuinely just an extra for me. My main goal was to finish the snake, but now, no way in hell am I gonna spend 200h trying to get to end unless the revert the lock medallion tech.


Then why were people ignoring temple and running abyss when that was dropping more currency?
"
BabaVoss#9386 wrote:
"
All this uproar proves the fact that if any mechanic would drop loot "currency" and let players achieve more power it would be fun.

So why not make the base game actually drop things and be fun through-out? Why is it locked behind an obtuse minesweeper game?

Why can I not kill things like and ARPG with "meaningful combat" and be rewarded? Why is that NOT the gameplay loop. Instead we get garbled screens of haywire graphics, path of excel spreadsheet, and hours spent on 3rd party sites.

The game is missing in the game.


Kindly disagree when you say it was only fun due to loot (at least to a degree). To me it was fun because it was an objective other than maps to do. We had to build it, make it big, etc. Of course end goal would be maybe get the insane drops, but at this point in time, honestly speaking, unless you would go for mirror items, loot in temple was genuinely just an extra for me. My main goal was to finish the snake, but now, no way in hell am I gonna spend 200h trying to get to end unless the revert the lock medallion tech.


why do you need the snake?
why is the temple not fun now?

you say its not about the drops, buit the end goal is you say to get insane drops.

error.
Last edited by ZaruenVoresu#5823 on Jan 3, 2026, 6:23:14 PM
they're gonna do the same stuff as poe 1. complex systems to artificially gate item progression when in d2 stuff literally just dropped on the ground. community will support it. it is what it is!
I actually liked the temple because it was not the current form of mapping and you could build a chain that was a nice gameplay loop. Who cares about the loot I think you're missing the point completely.
I enjoyed doing what I wanted with the temple, I felt I had control of the content and could profit from it if enough time was spent. The currency drop rate could have just been lowered or adjusted the % of the rooms when attached in the way the temple builders were doing. They could have just adjusted the numbers so rarity did not scale so high so quickly.

Then allowing the juiced temples to stay, and profit, feels like a slap in the face to those who played mapping. Now it is still abused, just by those streaming so people see the Streamer making profit in a mechanic that when they themselves go to try, find out it is not the same and almost a rug pull as you thought you were getting what said Streamer was getting.

If you would have just cleared all temples, people would have gotten mad, but it would have settled as everyone would be on the same page. at this point it feels like a Tax break for the rich and a tax hike for the poor.
I'd really like super-stone monoliths that let me fight a very very hard boss in my map for good currency booms.

Kind of like metamorph -- mechanically telegraphed fights that I can skill to win and get rewarded for it.

The best part of the game is fighting bosses while engaging with all aspects of their fights (instead of just gibbing them).

so I'd really like them adding that into the really rewarding pipeline for those of us who want to fight like that.

I like the bosses in the temple, but it doesn't feel like a random dungeon crawler enough for me to enjoy it, even when it was vomiting out currency. I can get currency doing anything, you can have >100divs the first weekend just playing in a focused way. Temple just wasn't fun and still needs some rework, and my qualms weren't and aren't the reward system.

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