Important Update:
This idea does NOT affect how Seasons function, it only affects what happens AFTER the Season within the Eternal realm.
- Fresh Characters start new.
- Cloned Characters start new.
- Fresh Characters become Eternal Characters at Season’s end.
- Cloned Characters are cannibalized by Eternal Characters they are cloned from.
The purpose is to give players who have no interest in playing outside their main Eternal character a way to justify engaging in Seasons, as they are designed, beyond the minute volume of new content that these Seasons bring.
It’s one piece to an overarching series of suggestions I’m trying to put forth to potentially improve the game both in and outside the context of Seasons.
Hope that clears any confusion.
I’m pretty sure that we can all have our cake and eat it too. Seasonal enthusiasts don’t want to lose out on the thrill and challenges of starting over fresh, whereas those opposed want persistent progression for their mains and don’t feel as though the game is engaging enough to re-roll a new character.
That latter point for those opposed is a little bit more complicated to address, and I’ll do that in other threads.
For now, though, I’ll stick to seasons themselves…
Function:
Just make it so that when we begin a season, we can either start with a brand new character or…create a “cloned” character that’s tethered to our main in the Eternal Realm.
It doesn’t matter which you choose, the season itself plays out the same, with your character starting out fresh. The only difference being that the cloned characters have an in-game lore explanation and additional function after the season concludes.
When the season ends, all items collected are transferred to the Eternal character that they were duplicated from, along with a sizable experience gain based upon a percentage of the Seasonal character’s achieved levels. So, while not directly building upon our Eternal characters, we’re indirectly doing so through participation in the seasons. It does what many want without destroying the fundamental purpose of Seasons that would be the case if Eternal characters were just given the ability to participate directly.
The percentage of experience gained through the season provides some level of justification for participation, alongside the Seasonal rewards, for those who want to focus on their main characters. It won’t likely, however, be as much experience as we would be gaining through grinding out on our main directly…meaning that, if all goes well and people engage in this system, the devs may not have to compensate as much for the power creep with their upcoming expansions…as these eternal players will be gaining power slower through participation in Seasons.
The experience boost, however, should still be a sizable percentage so that it still feels like decent progression.
Lore Explanation:
From a lore perspective, this entire system could be explained by the player receiving warnings of a dire threat looming upon the horizon, the expansion, and in an effort to prepare themselves for the impending threat…we embark on a journey that transcends the Sanctuary we know and dives into the infinite multiverse of Sanctuaries we don’t.
With Lilith unlocking our power, we’re now left to explore that potential by doing what not even the High Heavens and Burning Hells thought possible, exploring the lives of different versions of ourselves in alternate timelines…the seasons. Through the experience and wisdom of living these alternate events, we ultimately return to our bodies in the eternal realm, stronger for it. It’s likely Lorath, and perhaps a couple of new characters, whom sets us on this path, concerned by the risks to our psyche but, ultimately, believing that it’s necessary to stand against upcoming evil.
Just a rough idea, but with a little creative writing…it could work out just fine and set the entire mechanic up. It’s possible that these alternate timelines aren’t even real, but constructs of our mind…using our power to perceive every potential outcome to such detail that we’re actually living through it. This wouldn’t affect the fundamental nature of seasons at all, but would provide those without interest some incentive to participate. It also doesn’t seem like it would be very hard to implement either.
As stated before, this doesn’t address the lack of replayability, but baby steps…
Yes? No? Hate it? Love it? Cheese?