Five suggestions for substantially improving D3 content-wise

  • #21
    Quote from bruteMax

    Guaranteed legendaries are a bad idea, and given their current state hardly serves as an incentive to plow through X levels of an inifinite dungeon.


    I don't believe the "guaranteed" idea should be generalized, in that most people do expect a legendary item to drop within a given amount of time for the drop rate to be acceptable (simply another way to look at guaranteed legendaries). Blizzard doubled the rate for legendaries to drop, creating a higher potential guarantee for legendaries dropping.

    As I've sort of said, most people expect a legendary to drop within a given amount of gameplay time. Adding in special monsters that have a 20% chance of guaranteed legendary drop doesn't actually produce a guaranteed drop--it creates just another opportunity for players to feel excited about the hunt.
    If a player successfully runs into and kills three special monsters and three legendaries drop, it would be equivalent to a player finding three legendaries without killing the special monsters, except in the first scenario the player actually did something to warrant a legendary dropping instead of randomly killing crap hoping for RNG's favor.

    Putting in monsters to hunt while grinding through crap and champ mobs would increase player satisfaction for finding legendaries. Right now, players hope to randomly hit the jackpot and have a legendary drop. At least in Diablo 2 players could feel accomplished for killing bosses when uniques dropped. Logically, bosses should have better items than their minions, and special monsters would indeed carry better items, too--all the more exciting to hunt them down.
  • #22
    yea i second the gaurnteed legendary drop.

    i like your endless dungeon idea, but i think it would need a little tweaking i was thinking somthing more along the lines of like a horde mode. where every level you fight off a mass amount of enemies, champs, and elites. every level gets harder then at like every 10th wave you have a big boss mobs to fight while dealing with all the other mobs.

    and after you kill the boss have a replenishment chest that has a chance to spawn some awesome goodies legendaries, high level gems, brimstones and crafting plans idk whatever they could think of.

    then maybe have like 100 levels and get somthing cool for surviving all 100 levels of crazyness...

    if you have ever played gears you might know where i am getting the idea, but im thinking somthing along those lines would be awesome...
  • #23
    Quote from JA0

    i like your endless dungeon idea, but i think it would need a little tweaking i was thinking somthing more along the lines of like a horde mode. where every level you fight off a mass amount of enemies, champs, and elites. every level gets harder then at like every 10th wave you have a big boss mobs to fight while dealing with all the other mobs.

    and after you kill the boss have a replenishment chest that has a chance to spawn some awesome goodies legendaries, high level gems, brimstones and crafting plans idk whatever they could think of.

    then maybe have like 100 levels and get somthing cool for surviving all 100 levels of crazyness...


    I really like the idea, and I really think this could fit in perfectly in the Diablo world without seeming out of place. Call the event "The Pits of Hell" and make it match up to the style of Act 3's hell areas leading to the spider and Azmodon. It's absurd to think there aren't loads more demons and boss-worthy monsters in Hell, even in Azmodon's chosen area. Even before/after killing Azmodon, Hell is most likely still filled with demons and the like for which to kill on the side.


    To further the guaranteed legendary drop idea, think about the keys and organs for getting the hellfire ring. These are guaranteed drops in the same way, and they are not necessarily guaranteed to drop (unless you are on MP10). Creating special monsters with a 20% chance drop, while making them spawn randomly throughout the act with potentially much area to cover in between, would be similar to the key monsters, except drop rates stay at 20% and the monsters are much harder to find.
    Giving players a target monster (that drops legendaries) to look for is only bad when players know exactly where those monsters are. This wouldn't be the case.
  • #24
    Horde mode would be great.
    Not instead of Endless dungeons though. Both should coexist just fine.
    The difference is just too big between the modes. In Horde mode you are forced to keep a specific pace (set by the incoming enemies), you cant play defensively or "safe". Things can turn bad much faster, and with less player control, in a Horde mode than Endless dungeons, which especially is risky for HC characters.

    Which isn't bad at all, that is the interesting flavor of Horde mode. Just means that both types should exist imo.
  • #25
    you can play horde mode defensively

    i could just cc all the mobs arround me until no new ones can reach. could just standthere all day doing twisters and frostnova killing mobs very slowly.

    only way around this would be setting a maximum of mobs which, when reached, kills you in a giant explosion :D
  • #26
    Well, hopefully Critical Mass will be balanced some day :P
  • #27
    Quote from Shadout

    Horde mode would be great.
    Not instead of Endless dungeons though. Both should coexist just fine.
    The difference is just too big between the modes. In Horde mode you are forced to keep a specific pace (set by the incoming enemies), you cant play defensively or "safe". Things can turn bad much faster, and with less player control, in a Horde mode than Endless dungeons, which especially is risky for HC characters.

    Which isn't bad at all, that is the interesting flavor of Horde mode. Just means that both types should exist imo.


    I think both modes would be very awesome to have in Diablo 3. If you think about it, if hardcore characters were allowed to participate (why not?), there would be several more world first titles that a large amount of players would be racing towards.
    At very least, adding such modes would give players another thing to achieve for a while, and the modes would probably be harder than any challenge in the game so far.
  • #28
    Yeah. Yet another reason there should be ladders in the game, so you could see how far people had managed to get, how fast people could clear levels etc.
  • #29
    Quote from Shadout

    Yeah. Yet another reason there should be ladders in the game, so you could see how far people had managed to get, how fast people could clear levels etc.


    Personally, I think it would be great to see a ladder/non-ladder system again. It seems like Blizzard would make much more money, and it would keep the game fresh and exciting for players. One of the many factors that made D2 great.
  • #30
    I'm not sure about the amount of enemies. I do wish we had more variety in terms of "monster group compositions", instead of finding the same groups of monsters every time.

    The secret level indeed kinda sucks. I wish it had more to it. But then again, only being able to access it from Act 1 would need to be changed as well imho.

    I don't think any of the suggestions 4 are going to happen :( they probably don't want to segregate people who play on their own from people who have friends. Don't get me wrong, I'd love having a "Left 4 Dead Experience" on D3 (as in, if you're playing on your own you'll be dying everytime).
  • #31
    Just to clarify :)

    When I wrote ladders I really do mean actually ladders showing who is the highest lvl or whatever Diablo2-style (except that lvls would be meaningless in D3 of course).
    Not ladders as in "periodic resets" which for some unknown reason was known as ladders as well.

    Imo ladders serve a purpose of 1) increasing the sense of a community, where you can easily see how the communtiy is doing in general, and how you are doing compared to them etc 2) Adding more competition to the game for people who enjoy that 3) Or simply be in awe over what insane stuff others can do in the game - just like people are drawn toward Krip, Athene etc. streaming their silly endeavors.
    Sites like Diabloprogress and similar already does this to a little extent, but it should be official, in-game, and with a lot more interesting types of statistics than what external sites can get.
    Such as the aforementioned ladders of who cleared most levels in an endless dungeon (ift it existed anyway), who killed the Ubers most times, who killed Ubers fastest on MP10, who found most legendaries, who has the best kill-to-death ratio in MP10 inferno SC and whatever else one could think of.

    Whereas server resets is meant for keeping the game and the "competition" fresh in the very long run, and reset the breaking economy of course. Which might certainly be interesting in its own right.
    I'm not sure most people would want that. Even though, by doing it D3 style, where all characters got thrown back into the "non-ladder" pool at the end of a season, its not like server resets would really harm those people who just wanted to keep playing their characters forever. However, psychologically it might matter to people, making them feel like they had to play ladder, even if they didn't really like the ever-repeating resets.
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