Temple Checkpoint System Rework Needed!
|
I have been out pacing my gear with my temple progression. I now die continuously and have to run 10-15 empty rooms to get back to temple clearing. To state the obvious, I am getting so frustrated that I have started turning of the game due to this problem. I would suggest a checkpoint every 2nd room with a permanent teleport friendly checkpoint every 4rth room. I've noticed the current checkpoints that pop up here and there get disabled the further you progress. I hope to see some changes made soon as temple is the only real endgame.
Last bumped on Feb 28, 2026, 10:47:51 PM
|
|
|
Hey, the mobs do not respawn though. Why not clear every mob towards the end temple.
|
|
|
SSF
Yeah the checkpoints are... uh, questionable at best. I've posted about this a few times too. It would be less frustrating if they just didn't have checkpoints at all. In general, the temple is obviously too big, and the rooms are too small. It actually doesn't really feel like the rest of the game. Mostly everywhere else you have room, not rooms. lol They need to not lock the doors, its so stupid. It makes it terrifying on hardcore, like, its smarter not to play it. You can just get unlucky and stuck way too easily. Like you said, the temple scales reeeeaaaaallly hard too. Especially if you don't really know what you're doing and accidentally buff the fuck out of it. I'm level 60ish and the temple is EASILY like 4x harder than the content it spawns it. Its not balanced at all, lol. Which, I'm not surprised- Ive kinda figured out the pattern by now that planning isn't really the strong suit of 3gs. I mean, look at the rewards. Remember your first time, you're getting exalts, lesser orbs- like its super strong early. Then at 60 you're still getting the same thing. You beat this crazy boss in a fucking room where you have nowhere to stand and you get 5 armor upgrade thingies. lol The only thing good about the temple is you get a shitload of exp. |
|










