rituals MUST have their own area being fully accesable to player

Rituals is just one of those QoL problems they haven't addressed since the start. Probably a good thing, though. So far they tend to apply bandaid fixes that add more clutter/frustration to the game.

Seems pretty simple to design some round ritual templates and simply overwrite the section of map. So like on Forge you end up with a big circle dropped into the middle of the narrow hallways.
"
"
what if you get elite that spams damage areas and temporal chains fields everywhere?! or get surrounded , since some mobs have ridiculous speed..

this isnt even a challenge, its half baked mechanic that doesn't work properly (spawning part).


Totally agree, the spawn algorithm on ritual is "creative." However, I don't like when the only challenge in the game is how fast you can clear the screen. Ritual, even in this borked form, forces me to consider defense in a different way from normal mapping.

For example, tiny ritual zones means stun threshold is actually important. You will get hit by lots of mobs at once and you absolutely need the ability to react.

I would be fine with them make the ritual spawn area more consistent. I would also love if passives could make the spawn area smaller while also increasing the amount of tribute mobs are worth.


smaller areas literally invalidate less tanky classes and glass cannon builds or subpar builds. all of you saying is just sounds like stockgholm syndrom. areas should be consistent period, no passives involved, but map itself and its mods like corruption could influence area of ritual somehow, that will be good implementation
"
Rituals is just one of those QoL problems they haven't addressed since the start. Probably a good thing, though. So far they tend to apply bandaid fixes that add more clutter/frustration to the game.

Seems pretty simple to design some round ritual templates and simply overwrite the section of map. So like on Forge you end up with a big circle dropped into the middle of the narrow hallways.


ggg should just make so in tight spot areas ritual always spawn in non populated area on side, simple as or ritual area can be elevated
Last edited by TOP_BOMJIK#4977 on Feb 3, 2026, 12:04:07 PM
"
"
most a maps basically drop you in box and rituals because of that forced in corner where you get like 30-40% of intended area which is just dumb, why you wont make templates for spawn places of rituals to avoid these wierd corner rituals?!


I've had the exact same thoughts a few days ago


i had few tight spot rituals, it felt ok till i got one where i was literally forced down to patch of land that can fit 10 zombies at max .... that felt terrible
Would be nice.
What, you don't like the "Vision" of your character being a walking aoe that has to delete the screen before invisible blobs of insta-kill damage appear beneath them? Do you even parry?
The sequestration of moveable terrain is a rare boon to melee and hinderance to ranged play.

Keep them as-is.
Last edited by LeFlesh#9979 on Feb 3, 2026, 1:32:43 PM
"
smaller areas literally invalidate less tanky classes and glass cannon builds or subpar builds.


I mean if you don't have enough defense or you build isn't great, you shouldn't do ritual. At least until you fix either of the problems. You could also just skip the small size rituals. I don't see this as a problem. Do you just want to play cookie clicker, or does difficulty actually matter?

If you want the game to be brain dead easy, then we can just agree to disagree.
Last edited by darrenrob82#3531 on Feb 3, 2026, 6:37:52 PM
"
"
smaller areas literally invalidate less tanky classes and glass cannon builds or subpar builds.


I mean if you don't have enough defense or you build isn't great, you shouldn't do ritual. At least until you fix either of the problems. You could also just skip the small size rituals. I don't see this as a problem. Do you just want to play cookie clicker, or does difficulty actually matter?

If you want the game to be brain dead easy, then we can just agree to disagree.



i can sustain big instances of damage and outheal that damage in seconds, but i am no tank to bear constant damage that is forced on you by halfbaked spawn of ritual were you just get surrounded and nuked in few seconds (main reason why i died in interlude ((totally mu fault for charging ahead)), not bosses kek).
"
Do you just want to play cookie clicker, or does difficulty actually matter?

If you want the game to be brain dead easy, then we can just agree to disagree.


So for you, rituals spawning in non suitable places is a well tough intended mechanic that add difficulty instead of a bug or something wrongly coded?
And people need to check them build or dont like difficulty?

I think this is one of the funniest thing i read on this forum and i read a lot of craps. Rituals arent hard, literaly first mechanic you can do easily when arriving on maps.

Give me super hard well tought mechanic and content. Not wrongly coded stuffs that one guy see as a challenge for some weird reason.
SSF player

Report Forum Post

Report Account:

Report Type

Additional Info