I’m a Japanese player, and I used AI to help translate and organize this post, so please excuse any unnatural wording.
I have a few ideas about Arkheron’s early cognitive load.
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Player-made build cheat sheets
Let players save a simple build goal or wishlist and check it anytime during a match.
The game would not tell players the “correct” build, only how an item relates to the plan they made themselves. -
More controlled loot progression
Instead of exposing the full item pool immediately, early phases could favor simpler or more foundational items, while later phases introduce more specialized choices.
Some limited, risky item conversion could also reduce bad RNG without removing randomness. -
Clearer match phases
Long matches may feel easier to start if they have clear phase boundaries.
I first thought about allowing teams to leave between phases, but I can also see the matchmaking and population problems that could create.
My main question is:
Does Arkheron need less complexity, or does it mainly need to introduce that complexity in a more constrained order?
I am not a game designer, so I am more interested in how experienced developers would critique or reshape these ideas than in seeing them implemented exactly as written.
If similar ideas were already tested internally, I would also be very interested in what problems they caused.