Conduits need a new endgame
Posted: Mon Sep 26, 2022 12:51 am
TLDR: It's my opinion that the current endgame of Conduits is uninteresting and does little to nothing to change the play experience of the average Conduit player, particularly when compared to those that have been added for the other classes who have them at the moment. I think moving away from Pocket Spaces and towards temporarily granting new capabilities based on the Conduit's skills and actions can both improve this situation and make Conduits a more interesting class overall.
As endgames have been introduced, the common threads I've noticed are that they increase the power or capability of that class and often make them more interesting to play. Dark Oppressors have the added gameplay objective of taking over or defending territory and receive buffs to their skills that increase their power. Wizards can fight for a seat on the Council of Keys to both obtain benefits available exclusively to council members and vote on the buffs or new abilities granted to all Archmages daily. Revenants who wish to obtain the Revelation of Maevel must hunt down every T3 class to gain access to their choice of a number of buffs and the ability to form pack-like bonds by conditionally sharing their Dark Enlightenment. These endgames are flavorful, nicely balanced buffs to their class, and fun.
In my opinion, Pocket Spaces are none of the above.
There is nothing new or interesting added to Conduit gameplay as part of obtaining access to the endgame. The conduit cleaves portals like always, opens wormholes as usual, or travels through permanent portals as usual. On occasion I've not even noticed I received a planar device until looking at my inventory days after the fact. There's no quest or objective involved like the other end games. Heck, even the lore seems to emphasize how boring the experience is with a message that, to me at least, translates to "by the way this device fell into your pocket".
There is nothing unique or interesting added to Conduit gameplay by the existence of Pocket Spaces. Once a planar device is used, anyone can access the pocket space. As far as I know the only interesting non-lore aspect of the Spaces is that the tiles can be flipped by infusion, which is even less relevant to Conduits as they don't have access to Greater Infusion and are therefore less capable of shaping the Spaces to their purposes. The changing location of the Pocket Space entrances does mean Conduits with Cleave Portal have an easier time of returning but are any of the Pocket Spaces even worth a Mark? Maybe Ossuary until your Lore grind is finished but the rest seem to merit a visit for their exploration badge and then immediate dismissal from memory.
Pocket Spaces add no meaningful improvement to the power or capability of Conduits. The exploration badge in each Space can be obtained by any class. Any class can take advantage of the unique tiles to grind Lore or search for new items. The only way I can think of that Pocket Spaces existing benefits Conduits and only Conduits is in allowing them to create a portal on any tile which they can then cleave to create a portal to a more interesting place they have marked (assuming there is not another permanent portal nearby they can cleave for a cheaper trip and they happen to have a planar device in their pocket). This point hardly merits acknowledgement when compared to the benefits other classes get from their endgames.
I suggest that planar devices start falling into the pockets of every class or disappear entirely and Conduits get a new experience that deserves being called an endgame.
I was very excited by the bullet point in the patch notes introducing pocket spaces that mentioned Conduits would start to "turn up ancient knowledge and power of that which was once forgotten" and I think the new Conduit endgame should take that idea much further than the current one does. A Dark Oppressor rules over a domain, a Revenant hunts in the tradition of Maeval and the rest of their pack, a Wizard bends the laws of magic. A Conduit explores, and in my opinion the exploration of the inner workings of the Nexus itself should lead to more interesting (and less literal) destinations than a few disconnected collections of tiles. Their exploration should lead to powers and feats no other class is capable of, ancient knowledge and forgotten powers temporarily rediscovered.
A Conduit that spends their time repairing and creating items should receive a flash of inspiration that allows them to temporarily "accomplish works of machinery and craftsmanship with an ease that would be impossible for mortals" and repair or create weapons or armor one or more steps past pristine condition. A Conduit that spends their time enchanting should "crack the inner workings of the Nexus itself" and gain access to unique enchantment capabilities until this new knowledge slips from their mind. Conduits that spend their time cleaving portals or opening wormholes should learn “the ebb and flow of Nexal energies” said pathways use and chart a course that imbues travelers with buffs or provide some other interesting benefit until the flow shifts enough that this mastery becomes useless. Generally, a Conduit should, to a limited degree and/or for a limited time, become better at whatever field they’re exploring with their skills.
As endgames have been introduced, the common threads I've noticed are that they increase the power or capability of that class and often make them more interesting to play. Dark Oppressors have the added gameplay objective of taking over or defending territory and receive buffs to their skills that increase their power. Wizards can fight for a seat on the Council of Keys to both obtain benefits available exclusively to council members and vote on the buffs or new abilities granted to all Archmages daily. Revenants who wish to obtain the Revelation of Maevel must hunt down every T3 class to gain access to their choice of a number of buffs and the ability to form pack-like bonds by conditionally sharing their Dark Enlightenment. These endgames are flavorful, nicely balanced buffs to their class, and fun.
In my opinion, Pocket Spaces are none of the above.
There is nothing new or interesting added to Conduit gameplay as part of obtaining access to the endgame. The conduit cleaves portals like always, opens wormholes as usual, or travels through permanent portals as usual. On occasion I've not even noticed I received a planar device until looking at my inventory days after the fact. There's no quest or objective involved like the other end games. Heck, even the lore seems to emphasize how boring the experience is with a message that, to me at least, translates to "by the way this device fell into your pocket".
There is nothing unique or interesting added to Conduit gameplay by the existence of Pocket Spaces. Once a planar device is used, anyone can access the pocket space. As far as I know the only interesting non-lore aspect of the Spaces is that the tiles can be flipped by infusion, which is even less relevant to Conduits as they don't have access to Greater Infusion and are therefore less capable of shaping the Spaces to their purposes. The changing location of the Pocket Space entrances does mean Conduits with Cleave Portal have an easier time of returning but are any of the Pocket Spaces even worth a Mark? Maybe Ossuary until your Lore grind is finished but the rest seem to merit a visit for their exploration badge and then immediate dismissal from memory.
Pocket Spaces add no meaningful improvement to the power or capability of Conduits. The exploration badge in each Space can be obtained by any class. Any class can take advantage of the unique tiles to grind Lore or search for new items. The only way I can think of that Pocket Spaces existing benefits Conduits and only Conduits is in allowing them to create a portal on any tile which they can then cleave to create a portal to a more interesting place they have marked (assuming there is not another permanent portal nearby they can cleave for a cheaper trip and they happen to have a planar device in their pocket). This point hardly merits acknowledgement when compared to the benefits other classes get from their endgames.
I suggest that planar devices start falling into the pockets of every class or disappear entirely and Conduits get a new experience that deserves being called an endgame.
I was very excited by the bullet point in the patch notes introducing pocket spaces that mentioned Conduits would start to "turn up ancient knowledge and power of that which was once forgotten" and I think the new Conduit endgame should take that idea much further than the current one does. A Dark Oppressor rules over a domain, a Revenant hunts in the tradition of Maeval and the rest of their pack, a Wizard bends the laws of magic. A Conduit explores, and in my opinion the exploration of the inner workings of the Nexus itself should lead to more interesting (and less literal) destinations than a few disconnected collections of tiles. Their exploration should lead to powers and feats no other class is capable of, ancient knowledge and forgotten powers temporarily rediscovered.
A Conduit that spends their time repairing and creating items should receive a flash of inspiration that allows them to temporarily "accomplish works of machinery and craftsmanship with an ease that would be impossible for mortals" and repair or create weapons or armor one or more steps past pristine condition. A Conduit that spends their time enchanting should "crack the inner workings of the Nexus itself" and gain access to unique enchantment capabilities until this new knowledge slips from their mind. Conduits that spend their time cleaving portals or opening wormholes should learn “the ebb and flow of Nexal energies” said pathways use and chart a course that imbues travelers with buffs or provide some other interesting benefit until the flow shifts enough that this mastery becomes useless. Generally, a Conduit should, to a limited degree and/or for a limited time, become better at whatever field they’re exploring with their skills.