Alternatives to Campaign Skips lets discuss
" Sorry bud bust almost the same can be said about t1-14 maps. Also, mapping has league mechanics just as campaign has. I mean, didnt abyss and temple influence campaign experience in both previous leagues? They did a lot. Even if we don`t exclude tablet shaneningans from this equation, saying league mechanics are exclusive for mapping is a stretch. Last edited by SalamiHaze#9389 on Mar 28, 2026, 2:38:03 AM
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I don't really like the concept of a "skip" to the endgame that I think most people imagine.
But I did think long and hard about what IF GGG were to implement a campaign skip, how do I think it would look? Well, I think it would be wrapped up in all sorts of RNG and opportunity cost and it wouldn't necessarily be 'just' the opportunity for a campaign skip... I'll put this crazy rant in a spoiler cuz it's a lot but I think it'd be kinda fun. The gist of it is mostly to be a way to grind gear in a low-stakes roguelite dungeon crawl but if you end up liking your character at the end of it you can keep it. You can also go in with gear with the intention of crafting on it - but there is some risk, and some cost.
Spoiler
Imagine you're level 80-90 and you've got a bunch of half-baked almost-good gear in your stash and the grind is getting kind of stale. You're up for a change of pace but you don't like the fact that making a new character is going to economically "stunt" you or whatever trade people imagine these days.
So instead you can go on a "Heist" 2.0 - you get to choose an archetype - spell caster, assassin, warrior - and maybe a few more. This part could even get a bit creative. They all come with a level 45 or so character who's got random gear within the archetype you picked and a tree started that is maybe good, maybe shit. Not completely random, but it's far from being fixed. Nothing that can brick your character, but I suppose some level-appropriate uniques could come into play here. You've got to pay a fee to go on this heist, and it's not trivial - not multi-divines but perhaps just enough gold that if you're level 70 and out of the campaign, into a few maps, and feel like you're not quite going in the right direction and want to try again - you would likely have enough to get started. To make this thing applicable to be something that people might want to run without making a new character is that crafting currency is more common to drop during it, and you can give your heister items to go in with (separate from their inventory). The heister can't wear your items, only carry them. And you can't bring currency out of the run with you. You will eventually have to choose - you either do this for crafting gear - and you can craft the stuff that falls on the ground along with what you brought in - or you do it for a new character, and in turn only leave with what the character is wearing. Since stuff is pretty low level, you'll probably mostly be crafting stuff for the heister unless you bring in gear with you. Your heist is composed of around 4-5 sets of dungeons that have interim and final bosses which kind of imitates the structure of an act. By the time your character leaves it should be ~level 65. You can still exit the game and go back and play your old character and then log in to the in progress "heister" from your hideout, and pick up where you leave off so you don't have to do it in one long session. The run ends when you choose, or if you finish it, or if you die. But there's some interesting twists: - You can't "remove" the gear your heister wears, ever. You can only replace it. You can still craft on it while it's being worn and replace runes and stuff though. You'll get the "are you sure you want to destroy this item" prompt when replacing stuff. - You will be given plenty of opportunity to adjust your skill tree and get all the ancillary campaign "bonuses" in alternative manners and other skill gems will drop along with support gems - you can mold your heister into what you want. The starting seed is just to get you going and maybe be lucky with something good but you will have some autonomy over it. Not as much as if you were to start a fresh character the traditional way though... - After each "dungeon set" or gauntlet or whatever you want to call it, you can opt to send up loot (that your heister is NOT wearing), and/or end the run, and if you choose to leave, you can still start off at the same level with the same heister next time - you just have to pony up the gold fee again. You could also start fresh with a new heister. Maybe you can keep 3 on the go at a time. - After you complete the whole 4-5 set of dungeons, you have a choice: Send up the remaining loot you crafted along the way including the loot you brought in with you and crafted on, and you must say goodbye to the heister - OR - lose your heister's entire inventory, but keep the heister and anything it's wearing as a playable character at it's current level. - All of the gear the heister is wearing can still NOT be removed even when it becomes a playable character. It can only be replaced. - Reiterating that you can NOT send up currency, or leave with it from the dungeon, in anyway. Your best usage here is to use every orb you drop to it's fullest extent. Extra currency drop rates will exist here so that you can really slam away on stuff. It should feel like a fun slam-o-bonanza with no efficiency guilt that you're not saving your orbs for trading. - You can pay extra gold at the beginning or in between sets to influence drops - maybe you want to see more axes, bows, wands, helmets, etc. - there is really no difference between this and going on a 200k boots gambling spree with Ange already but this way you're also gonna be able to slam away with all the ground orbs. - Gold does not drop at all during this mechanic. - Reiterate that death is permanent. If you die at any point, you lose everything including things you may have brought in with you during the run - unless you spent extra gold for "insurance" in the beginning - which should be VERY expensive, and per item. - As a fun bonus the final boss can drop a unique map that lets you bring your normal character into a much higher level "heist" that has crazy currency droprates and only drops white high ilvl items and any rarity affects the chance for exceptional bases. Still can't leave with currency so you will be slamming (hopefully) exceptional bases here. Probably a ton of kinks to work out here but I think it'd be a pretty unique system to play around with. Who am I to say anything, I don't respect my time either. Last edited by karsey#2995 on Mar 28, 2026, 3:01:12 AM
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" Because the current campaign is boring slog with many obstacles and the endgame is a form of freedom. |
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" When you are doing campaign, you are basically halting progress on your economic progression in the league since nothing good drops in campaign. And the whole point of ARPG's is loot and player power. So if I spend 9 hours doing campaign, that's 9 hours I could of been in maps and getting currency to improve my gear/character. Is it really so hard to figure that out? I mean, think of an average player with 30 mins to 1 hour a day to play. It will take them a whole week to get to end of campaign especially once you have 6 acts. Not to mention, skills and gear is locked based on level so you might not even play what you want until end of campaign. |
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“Halting progress on your economic progression”
There’s your problem right there. Mindset of divs/hr When in reality I probably make more and don’t worry about that kind of stuff If that’s how you enjoy the game great. You have a small less than a day of play roadblock from endgame. An “average player”. Doesn’t play 30 mins to an hour a day That’s someone who is swapped at work and has responsibilities and understands they won’t get to what other people get to Stop with that rage bait I actually have that currently and several can chime in on how much “a day” I even play. Let alone the a day idea sometimes I don’t even have a day to play Mash the clean Last edited by Mashgesture#2912 on Mar 28, 2026, 4:35:46 AM
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" I think a better idea is almost the reverse of this: an alternative campaign mode where you get endgame loot. Really though, I think the true solution to this is probably not possible with the current mindset of any arpg dev atm. I mean, seriously think about what it would take for people to not have this complaint any longer. A campaign skip would be insufficient because you still have 80 levels where any gear you put on is just a placeholder until you get to the point where you can wear the highest level gear. That's the essential problem here. People don't want to waste all the time in what effectively feels like a tutorial when all they want to do is theorycraft using the knowledge they already have. Really, for people to no longer have this complaint, a dev would need to have some seriously out of the box thinking. Like, you would need to somehow be able to begin working on your final "endgame" build right from the start of game (quote marks because at this point it's no longer an endgame build really). This would require such a completely different approach from how arpgs function currently that a tweak to the current game is most likely insufficient; you'd really need, not only a new game, but a new approach to how arpgs are made in the first place. Something like, maybe you effectively start at level 80 with a "recommended" build, and then as you get gold and gear you can respec and reverse all the decisions that have been made for you. |
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" So what? I`m seriously fed up with all that think of casual bullshit when no casual ever even tried to think about people who want a little struggle. |
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" I haven't played for 3 weeks. I'm not a fanboy. No other arguments on your side then? Sad. Tell me a good reason why there should be a campaign skip, aka skipping a big chunk of the game. And no, "I don't want to play the campaign" is not a good reason. |
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" What freedom? You go into a map, kill everything you need in it, and go out. Literally the same MO as the campaign. |
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" Mapping is just tip of the iceberg of what you can do in the endgame. Do league mechanics, get loot, tinks, crafting currency, everything that can help elevate you further, improve your builds, get richers, do the most juiciest stuff possible, etc. Yes even within the CURRENT form of the endgame that is going to be improved in 0.5 and the game eventually will get bigger and bigger. More stuff to do. And what does the campaign bring, outside of another 10 hours of inevitable misery? I have 1000 hours in the game I run this campaign many times at this point. I despise it already, I despise it's length, I despise it's story-gated obstacles, I despise it's long mazy maps. I hate everything about it. So long story short. I need an alternative leveling system with bunch of straitforward maps without dozen of branches, scripted dialogues, packed nicely in 5-6 hours. If we could have something like this, then alright. You still have your original campaign. 20 hours, 100 hours, doesn't matter as long I am not forced to deal with it each new character I do. Last edited by default_mp3#9394 on Mar 28, 2026, 2:11:51 PM
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