Temple Is Cool But Has Problems

There are a few things I would have liked to know before running a Vaal Temple:

1. Checkpoints only spawn at the end of hallways, or in 'side rooms' that don't continue any further. This is absolutely awful if you've set up a large 'grid' of rooms not realizing this, leaving you almost not Checkpoints to use for convenience. Additionally, if a Checkpoint spawns at the end of a hallway, you can only use it after beating that hallway, making it pointless.

2. A warning is not given that your attempts have become limited when you hit the level threshold for that to happen in a temple run. I don't think that's a good mechanic to begin with, after 68 levels of no restrictions, but if you are going to stick with that, explicitly warn the player that that is the case.

3. In sub-68 Temples, deaths to anything but Xipocado do not lock or disable any rooms. Xipocado, however, will force-clear and empty out all remaining rooms in a temple if you attempt to fight him early, and lose. This is never mentioned or hinted at in any way. I don't think this is a very good mechanic, but a warning of some kind should at least take place that fighting him early has risks.

4. Being able to 'store' multiple runs of the temple is good, but it would be better if it were unlocked from the start, rather than an unlock via medallions.

5. Certain rooms act as 'dead ends', unless you use specific other rooms to continue the chain. Also, you cannot place extra copies of the same rooms in sequence, but only some times. Neither of these mechanics are explained at all.
Last bumped on May 23, 2026, 2:34:02 AM
Temples were so bad in my opinion, I stopped regularly playing about a week into 0.4. I didn't even get to fight the boss because I bricked accessing the boss room.

My complaints:
- Beacons in maps opening portals to the temple. GGG should really move away from pulling you away from what you're in the middle of doing. A significant source of frustration for me, anyway. Maps are on a timer for getting closed - get rid of it or don't pull people away from it. If I go do a temple run through a map opened portal and don't have time to return to my map after it should persist. So if I decide to go to my hideout and logout in the middle of running a map, it should never close if they will keep adding stuff that takes the player out of the map.

- The way GGG nerfed temples without making things remotely even for people was the nail in the coffin for me with 0.4. Even after they opted to fix it. The community blew up. I had already stopped playing but was keeping my eye on it. The overall impact of temples to the game seemed rather negative.

Just not a fan of this mechanic, at all. Even looking at the changes for 0.5, still seems like it's going to be detrimental.
I actually really like the idea of it, providing crafting benches and an evergreen area to level and get new gear in is a huge help if your campaign drops are otherwise unlucky. You can at least grab a fresh base and slam it into a few benches and hope.

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