Building two snakes is a stale and solved meta, now we need new combos that aren't about snaking.

Having a completely solved way to engage with the league mechanic isn't good game design. The changes to locking rooms is to make it so if you are just building two snakes you are very vulnerable to destabilisation, its clear they are trying to disrupt this. The problem of legacy temples remaining untouchable was meant to be addressed by the golem/spy master swap making them no longer 100% optimal, but this isn't enough.

There needs to be some really compelling and cool new combos you can do that a full snaking temple cannot access to give people something new to chase, this is how you make the temple better without just letting people all do exactly the same optimal strategy.
Last bumped on Jan 3, 2026, 2:59:25 PM
2 chains? Brother please, let your temple destabilize entirely and come back here after 200+ Hours when you've even managed to get a single chain built. The changes to the lock medallion have created a barrier of entry that for most players is simply not worth trying to overcome. They locked the vast majority of players from interacting with the only mechanic in the game that had any sort of depth to it as well as yielding good results for your time investment.
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Khryptix#8385 wrote:
2 chains? Brother please, let your temple destabilize entirely and come back here after 200+ Hours when you've even managed to get a single chain built. The changes to the lock medallion have created a barrier of entry that for most players is simply not worth trying to overcome. They locked the vast majority of players from interacting with the only mechanic in the game that had any sort of depth to it as well as yielding good results for your time investment.


Where is the depth in just building a long chain around the edge using the exact same room combos that everyone else is? It's optimal but it's boring and it needed a nerf, the problem is there just isn't a good alternative and they really should have come up with some before they took the hammer to it.
Well it certainly had more depth than running T15 corrupted maps with the same tablets we've had for leagues now. Or doing simulacrums, or the same pinnacle bosses over and over again. You didnt have to follow what everyone else was doing, the snake tech was just the most efficient, but not everyone played for efficiency.
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Khryptix#8385 wrote:
Well it certainly had more depth than running T15 corrupted maps with the same tablets we've had for leagues now. Or doing simulacrums, or the same pinnacle bosses over and over again. You didnt have to follow what everyone else was doing, the snake tech was just the most efficient, but not everyone played for efficiency.


I agree the temple is cool and has more depth than the current endgame, but its clearly got a meta problem that GGG are trying to address. I want more cool shit with rooms interacting with each other and paths like the way generators work, more rooms changing other rooms into other rooms and so on. The current way temple works is just a big map you do over and over again that's exactly the same every time and prints you 100... 20 divs+ where you can just respawn over and over again.
my personal opinion is that ggg intended the temple building to be either pathing towards the architect and atziri, or build in a random manner with no patterns.

playing inside the temple is actually better than playing outside the temple. when you die in the temple, you don't lose progress and can continue playing in the temple.

it would be great if strongboxes and essences, etc, etc, can spawn in the temple.
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