So, Chaos Wastes used to be in my opinion some of if not the most enjoyable content in V2 but something happened along the way that made it agressively anti fun. To preface this, I think most of the added content is conceptually good, marked bosses can be enjoyable and Belekor isn’t awful on paper.
The real issue is that we added significantly more challenging content, but drastically nerfed potential player power. Boons feel insignificant or financially unviable pick up options, and most player power potential is tied to weapons, even more than before, since strong traits like Asuryans Wrath and Chain Lightning are now attached to weapons you may never see.
I think righting the ship is fairly easy and other rogue like games have given us a pretty susbtainal framework to base future CW changes on. For starters I have three simple suggestions that would greatly improve the user experience with Cw, without needing drastic balance overhauls.
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There should be minor permament progression tied to player power. Accomplishing a number of completed runs or finishing challenges inside of runs, should provide some bonuses to make later runs less challenging, such as increased coin aqquisition, starting the map with 1-3 random boons, starting future runs with green upgrade ect.
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Boon shrines should function similar to trial shrines, giving multiple options so that you arent given either a useless boon or one that breaks your build seemingly more often than not. Currently due to the cost of boons (and more importantly the cost of red upgrades) Boon shrines are generally ignored unless your group manages to couple a fortune shrine into a +pilgrims coin map.
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The economy is devestating at the moment, two red weapons costs 1000 coins, which is about a runs worth assuming you get poor rng, this is further exaserbated by players potentially dying or forcing situations were players are unable to pick up coins in order to survive. Of course not everything can go perfectly and losing out on stuff is part of the potential challenge, but as it stands currently a perfect run is basicaly required to even hit adventure mode levels of power, while fighting significantly harder content.
Ultimatly CW right now presents players with a series of levels they are supposed to complete without core stats that can make or break builds, having functionally 0 crit chance baseline on Necro for example removes her entire build utility. Rogue likes always survive off of those “blessed by ranald runs” I agree power needed to be toned down from launch, but by removing the power fantasy entierly 9/10 runs become a painful slog.
I would love to hear added feedback here, V2 is still one of my favorite games and the randomness CW provides is very appealing a few 1000 hours in, however I very quickly feel fatigued playing this game mode, and would love some QoL improvements to make it the somewhat causal beer and pretzle experince it should be.