Making Sects and Shrines Better - Brainstorming
So both sides seem currently less than pleased with sect/shrine functionality, so I though maybe we could hold a civil (lol) brainstorming session! Remember, brainstorming is for all ideas, not for calling people stupid. I'll go first:
Limit the amount of total shrines per area, say to 15 (or have no limit but still do the following, but I like a limit for pvp reasons). Within this, limit the number of shrines per sect to 5. So, say Flame, Conquest and Dream each have their 5 shrines, the area is now "full". More shrines from a sect = better perks, fewer shrines from other sects = better perks, so it will be beneficial to nuke other shrines. This makes it easier to focus conflict and is less bonkers than having like 80,000 shrines everywhere.
Let the games begin.
Edit: I somehow managed to include a link to a photo of a blister on my finger, so if you saw that, my bad. Rofl.
Limit the amount of total shrines per area, say to 15 (or have no limit but still do the following, but I like a limit for pvp reasons). Within this, limit the number of shrines per sect to 5. So, say Flame, Conquest and Dream each have their 5 shrines, the area is now "full". More shrines from a sect = better perks, fewer shrines from other sects = better perks, so it will be beneficial to nuke other shrines. This makes it easier to focus conflict and is less bonkers than having like 80,000 shrines everywhere.
Let the games begin.
Edit: I somehow managed to include a link to a photo of a blister on my finger, so if you saw that, my bad. Rofl.
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Comments
On that note, some sort of hard limits on the number of shrines you can have might be needed, or someone could lol shrine enough of an area that even a very strong, active sect would have a lot of trouble even finding an appropriate place to start building themselves. At the same time, some kind of limit makes the system a bit less cumbersome overall.
I could swear we've had at least some discussions on a rework. I will try to find those.
Every zone has an area lore-centric object that resembles a neutral shrine. Influencing the shrine is a push-pull struggle that can be initiated at any time. Controlling the shrine lets you stuff relics in it and blanket the zone with those benefits. The relics crumble if the shrine is captured, but only remain dormant if it is turned neutral.
Work on a proper capture system. The truly onerous aspect of the entire system is that:
you must play shrine tetris
there's 700000 shrines
defiling is boring for the aggressor, sanctifying is stressful for the defender
Simply add upkeep to 'per area shrine controlled'. Slapped some cool new toys on it. Streamline the dumb relics. Fix/delete Aegis. Adjust Bulwark. Bam bam boogie.
This seems super appealing to me, as a lore dork.
But what I mean is that your sect would have to build in order to benefit from the shrine formula, which basically looks at all of the shrines that are yours, and all of the ones that aren't yours, and calculates damage. Instead, it would look at your shrines, and our shrines, and calculate the numbers that way (which is how it would always end up working anyway in a less contested area than DP anyway).
My big issue here is we're starting way after these giant sects - there aren't many 'less contested' areas that are remotely worthwhile. Why are you looking at penalizing me for trying to get involved, etc. To get started, we have to start somewhere, so if this is how it works, I have no idea how new-to-the-game kids would get involved and that seems like it would stagnate quickly.
When DP first started getting big, Conquest wanted to move in on Leechwood. And I mean, Conquest built shrines, so it could attack shrines. Conquest had no option to rely on shrines from other sects to boost their defiles because those shrines didn't exist. Just a big, strong Leechwood network. That's also why I said (similarly to other posters) that there does need to be some kind of cap on how many shrines you can have in an area in general (you could technically start outside the area and try to work your way in but damn, that really would be hard mode). However things get tweaked, nearly everyone seems to agree that would make life less painful for everyone.
Let everybody idiot sect fight over one single ancient lore shrine in every single area and control of it lets you project 3 relics area-wide or whatever. Probably revise relics. Hammer out a new capture system for said monoshrine or kinda refine defile/sanctify in a world without bulwark and Aegis.
Whether you like it or not, a huge part of sects and shrines is about PVE and grinding. There are other conflict systems that don't rely on that - Raiding, obelisks, champions, aspect monoliths, shardfalls - but sects at least will retain the PVE/grind/long term effort part. Flame has spent a a huge amount of effort and time to raise the shrine network up, as have the other sects with significant shrine networks, and whilst new sects should have a chance to grab spaces, that shouldn't hinge on who can bring the big team at prime time. Rather, it should hinge on who's willing to bash, grind and put the effort in to raising shrines.
As for the "One big sect per circle" nonsense, magick at least has three sects of comparable size and a fourth, new sect of equal size to hollow. If it's all about big shrine networks and PVE bonuses, why is magick spread out the way it is, and why is flame the only one actually stacking PVE buffs?
edit: lol like y'all are doing right now with obelisks with only me around after logging in to 19 minutes left.
It's that we're putting in time and effort into maintaining the big shrine network. Currently. Actively. We're doing what the system wants us to - bashing up belief, grinding up the necessary resources, learning how it works and putting substantial effort into growing the shrine network.
If you don't want to grind, if you don't want to bash and put the effort in to shrines, relics, etc, that isn't a problem with the sect and shrine system. It's a problem with you. You're acting like flame is some big, utterly dormant sect that's just left a blanket of shrines across the continent, when that simply isn't true. Shrines and sect stuff move glacially slowly. You're looking at multiple power-bashers bashing for hours and hours just to make and level up a single shrine, and then plenty of effort needed to maintain them.
Yes, the shrine system needs changes. No, those changes do not require removing the PVE or time investment element from it. Not every conflict system in the game has to be about PK PK PK.
But, the more I think about it, the more I think PK-ers will end up sadface if we make it strictly capture. We could have a capture element of some kind, but the only reason I am here like some dirty reservist in a bad uniform is because people cared enough about their shrine network to try to call in dirty reservists. I think you might not get the same effect with a strictly capture system.
PvE here is already fast enough without the shrines and they really trivialize the world bosses that are still the best thing about Imperian. People might join sects other than Flame/Conquest/Leechwood if doing so didn't mean they were literally halving their bashing dps.
PVE to me is your Rokas, Miichelle, Rei, Curran, etc etc.
Edit - I don't mean lazy as a character flaw, I just mean they don't want to put in a lot of effort for whatever reasons.
Like a daydream.. or a fever
Edit: Aegis scaling is currently reported to be 50/75/90% reduction. 25/50/75% would still be just as terrible as you make it sound, but for the sake of transparency I just want to point out that right now the required win rate for defilers is TEN to one.
Perhaps sects and shrines are meant to be as much or more about time, effort and working on shrines than PK, and perhaps that's why this system isn't working the way you want it to. Yes, the system has issues, and I agree with @Naruj about the solutions, though other than actually making it harder for you to defile with no shrines, it wouldn't have changed much about the current conflict.
You absolutely SHOULD need to win a large majority of the teamfights to make progress defiling a solid shrine network. You currently aren't doing that, yet keep acting like the problem is entirely with the system, not with the fact that your 'superior' force can't reliably win fights with 2:1 odds and Khandavan backup.
Is aegis perhaps too strong? Yes. Should it go away entirely? No. Defiling shrines should be an uphill battle, because all you're doing is going to teamfights every few hours. The defenders, on the other hand, had to spend time and effort raising the shrines, working on relics, and then they also have to fight the same fights. You're asking for your 50-50 winrate at just the teamfights to translate into progress because you've "put the time in" and "roleplayed this", when the defenders have spent way more time just on those shrines than you've spent on your entire sect.
What about this is so hard to grasp? You're a brand new sect asking for the system to drastically change to suit your playstyle and negate the time and effort spent by older sects, because you don't want to put in the same time and effort. That's not ok. That isn't 'fixing' the system or 'balancing' it, that's nuking the time investment of other players because you're upset about that investment paying off.
It is already far less time and effort intensive to defile than it is to raise and defend shrines. If you can't handle that, quit your sect and walk away.
And like @Ryc pointed out - Flame sprung up fast due to good planning and did so within the current system, so it's perfectly possible. This means the problem is not the system, nor balance, the problem is Hollow not being capable enough.
This is akin to getting Aspect. In the early days of the game, it was nigh impossible to get there with only a few managing to do that. Now, almost everyone gets there.
I did not say this. Why are you directing this at me? Do I hate aegis with a burning passion? Yes. Will I just be patient and wait it out? Absolutely. I think it would be silly to get rid of aegis, but I think it should be toned down. If nothing happens and it stays the same? Guess what, I'll still be here, doing this. Tada! (I think you're confusing me with @Sarrius, who extra hates aegis and wants it to die a death.) Besides, we WERE going to put shrines up until everyone started moaning about it. Now we're just ... not putting shrines up because we're both contrary and irritated that we're going out of our way to make this conflict more reasonable for your team and you're still yelling at us and stuck in the same old IDK HOW TO DO THIS.
Realistically, you could say that our sect is the only sect who has really, recently, put this defile system to the test. Why shouldn't we have input? Because we haven't been playing for a hundred years at the same system? That's rude, foolish thinking - like saying highschoolers can't have a political opinion because they're young. You can disagree all you want - but you can't tell us we shouldn't be allowed to have an opinion. That's thoughtless. Look at it this way:
We all agree: shrines shouldn't cost so much to build, because gross. Who wants to 'work' in their game?
We all agree: aegis lvl 3 sucks to defile against. If we had it, you'd hate it just as much. Should it go away? Probably not, idk, idc. Other people feel differently and that's OK.
EDIT: To be fair "what about this seems so hard to grasp"? I could be just as condescending, but I'm not. Change is good. If a multitude of people on both sides agree that something could use fixes on both sides, why be mad? We haven't found a solution to everyone yet, no. But we will. Stop being so irritated all the time. This is the most activity Imperian has seen in a while, honestly. Players who were considering going elsewhere have stayed because they can find their PK here. Why lose that? Why hate that? It's just a game.