Give agency to Pestilence Burning

Perhaps rather than RNG make the player choose from tiered difficulty corruptions. Have 4 tiers which correspond to the current system. Perhaps the easier ones to overcome have to be selected (up to 4) in the first tier. Then when corrupting more you have to pick up to 4 more of the tier 2 corruptions and so on. The last 4 corruptions would of course have to be selected by the player from the hardest tier.

This could be expanded further with more tiers such that the highest tiers have the hardest corruptions.

This could also apply to Crucible in some way.

You already do have agency I think.

You can mix and change the items you burn to semi-curate the list of effects. You can choose/keep ones that your build can handle, and undo/re-try with another materials when you get effects that makes it rough for your build. You can even use higher tier torn materials to get very few effects, making it very easy.

I usually go for stuff like this on my Mage:

And conversely you can do the opposite if you prefer the greater challenge. So there does currently exists a way to choose how difficult it is; just not a super-simple “check this box for ez mode” way.

I think the difficulty should affect rewards, and it sort of does; you get more reward for higher tiers currently. It would be hard to separate the effects themselves into difficulty tiers, because what makes things easy for one build can make things hard for another.

Yes but doing it that way is tedious and unnecessary. Fishing for corruptions is bad.

What I was proposing was not to pick the easiest corruptions. Instead you are given a choice to choose 4 corruptions of low difficulty at Tier 1. Then Tier 2 you have to pick 4 more corruptions of a slightly higher difficulty. Same for Tier 3 and Tier 4 you have to pick 4 corruptions from the hardest pool.

It basically takes away some of the fishing, still gives challenge that can semi be customized.

I don’t find playing the game tedious. Because you could then call any friction in the game unnecessary.

And the thing about tiered effects is what I already mentioned, one that is “difficult” for one build, isn’t for another build. So it would be very hard to tier them in that manner.

You might think losing all focus on focus use is crippling, and someone who has a setup playing off scaling on full focus who never uses focus, has zero issues with that. So what tier of difficulty would that fall into.

just burn torn sinew and call it a day. only creates 3 debuffs maxed and rewards more than what you put in. Trying to control the debuffs with regular items is tedious and unfun.

that’s why you get choices. At least it doesn’t nullify your entire build but still provides difficulty. The choices should still be challenging but perhaps you can make it so you don’t want to pull your hair out.

But hey if you enjoy fishing for your posted corruptions, good on you. I find fishing for corruptions a terrible design choice. Either dont give people an option or give them agency. I don’t want to fish for corruptions. It’s boring and takes you out of the game.

Agree that some of the debuffs destroy certain builds. Use all focus on focus use and 50% stagger resistance come to mind. If I get both of these, I switch to my character that doesn’t depend on focus or stagger to do well. Debuffs should make me say oh boy this is gonna be hard, ideally fun, rather than yeah screw this, and there are plenty of players who don’t have the option of using a totally different build. I also despise 50% less damage taken at high health. These three debuffs are fine on their own, but combined with a bunch of other ones make the fights tedious rather than fun. Though alternatively, they are the only debuffs that make me feel anything. The rest I totally ignore, making them somewhat meaningless.

You know you can control the effects you get yea?

To a point. I’ve had cases where no matter what stuff I am burning, I am being forced to accept a certain debuff. The process of avoiding them is painful. Like I said, it’s just easier to burn sinew rather than constantly swapping items in and out. You’ll be building out debuffs and everything looks fine, and then they change because its a combination of items determining the debuff. It’s not straight forward to control.

Here is a nuance/trick I learned by playing the game and using the system… if you submit more than a certain amount of things at a time, it will override and change the effect, making it a different roll than incrementally adding.

So sometimes if I get the case you are describing, I just remove the item, and add 4-6 or more of a certain material.

Also, another note. If you commit the offering, adding items after cannot change the existing effects. So you can lock in the current effects, then continue after. I use that when I get to 10 effects before the bar is at Tier 4; so when I add more the effects do not change.