My idea for RoS endgame

  • #1
    Currently the endgame consists of 6 “difficulty” levels where all the monsters across every act are the same strenght. The problem with this system is that farming a specific difficulty gets boring really fast. It starts out difficult at first but when you get some decent gear it becomes extremely easy. Because the difficulty gap between torment levels is so big you are forced to mindlessly grind easy content before you are geared enough to progress to the next difficulty. You do the excact same thing 6 times till you reach the highest difficulty and then you are done with the game.


    When you finally get to the next “difficulty” its not actually more challenging, the only change is that monsters have alot more hp and they do more damage. Thats not more challenging content, it doesnt change your playstyle and it just becomes the exact same boring grind again.

    My idea is to actually make every torment level more difficuly by changing or introducing new mechanics. This could for example be done in the following way :

    1: Elite packs now consist of 5-8 creatures
    2: Monsters have a chance to do extra elemental damage
    3: Rare and elite monsters get another ability
    4: Normal monsters have a chance to get random (less powerfull?) elite abbilitys
    5: When you die you lose 5% of your xp. (you have to play much more carefully)

    Cant think of anything else at the moment but I guess you get the idea.

    This way every new difficulty will get some new mechanics you have to adapt to and it will alow for a more varied endgame.


    Rifts:
    Rifts can be used to make the difficulty more linear by adding mutiple difficulty levels. There could for example be 4 diffrent rifts: Common, Uncommon, rare and Legendary.

    Common Rifts:
    Common rifts are rifts you should be able to do when you were able to farm previous difficulty legendary rifts.
    Common rifts drop in the world while doing bountys.

    Uncommon Rifts:
    Uncommon rifts are hard to do with gear from a previous torment lvl and probably need some current torment lvl gear.
    Uncommon rift stones drop inside common or higher rifts.

    Rare Rifts:
    Rare rifts are extremely hard in previous torment lvl gear you most likely need current torment lvl gear to complete them.
    Rare Riftstones drop inside uncommon or higher rifts.

    Legendary Rifts:
    Legendary rifts require very good current torment lvl gear. When you are able to farm legendary rifts you should be ready to progress to the next torment lvl.
    Legendary Riftstones drop inside Rare and Legendary rifts.

    Rifts will only work in the difficulty where you got them. You cant farm legendary rifts in torment1 and use them in torment6.


    Gear:
    In each rift difficulty the items that drop should get more powerful (because your character cant get stronger by lvling up) to alow for good progression.

    It was done like this at the beginning of vannila diablo 3. Every inferno act used to have it own tier of gear that you had to farm to progress to the next act. A couple of weeks after release this was changed. Act 3 and 4 items were also added to act 1 and 2 making it much easyer to gear up. It was possible to farm act 1 to get the best loot in the game and you would always end up farming gear on content you could easily farm.

    Especially in hardcore it completely broke the game. The best way to progress would be to farm a certain goblin in act 1 for 10 hours a day for several weeks to get the best gear possible and then go straight to diablo. It should not be possible to completely skip content by doing stuff like that. The only way this can be avoided is by having each difficutly drop considerbly better gear then the previous difficulty so you cant just farm extremely easy content and skip the actual progression. Gear should be balanced so it will be inpossible to clear torment3 in the best torment1 gear. It should never be possible to just skip a difficulty.


    How progression will end up working:
    When a character gets to level 70 torment will open up. A freshly dinged lvl 70 will be able to clear torment1 bountys in leveling gear. While clearing bountys there will be a chance (50% from bags and a low chance from normal drops) to get common riftstones. When you get some riftstones and gear upgrades you can start doing common rifts.

    Common rifts are harder then bountys but you should still be able to do them relatively fast. Inside common rifts the loot you find can roll higher stats than the outside world. Rift bosses have 50% chance to drop uncommon riftstones and 75% chance to drop common riftstones.

    When you get some more gear upgrades from common rifts you should be ready to progress to uncommon rifts. Uncommon rifts are once again harder and drop better gear then common rifts. Bosses have 50% chance to drop rare riftstones and 75% chance to drop uncommon riftstones.

    These same steps continue in rare and legendary rifts.

    Because riftstones are not a 100% droprate there is a chance a solo player will have to go back to farm previous content to get more riftstones. Players who play in groups will each have a chance to find riftstones and should not have to go back to previous content.

    Legendary rifts in each difficulty will drop some new(build changing) legendarys that wont be available in lower difficulties. So it will always be best to farm legendary rifts in each difficulty.The best, most overpowered legendarys currently in the beta will only drop in torment5 or 6 legendary rifts so they wont be available too soon during progression.


    When you have good gear from legendary rifts you should be able to progress to torment2. The beginning of torment 2 (bountys) should be the slightly more difficult then legendary rifts in torment1. As said before each torment level will also feature some new mechanics like normal monsters gaining special abbilitys or rare packs getting bigger etc. This is done to keep the game interesting so it wont be the exact same grind all the way through.

    Each torment level should take longer to clear then the previous one. This can be done by simply lowering the chance to get better gear each step of the progression. Getting to torment 6 should take the most hardcore players atleast a couple of months.


    The idea behind these suggestions is that you get a game where the is constantly challenging content to do. There will be a clear path of progression through the game and you always have a goal to aim for. Because of gear getting increasingly more powerfull each step of the progression it will be impossible to farm easy content to completely bypass most parts of the game. (no more act1 goblin farming!)
  • #2
    So basically you're saying you've been playing Path of Exile..then you come here..Rename maps to Rifts and brand it as a totally new idea.
  • #3
    Quote from Azimon

    So basically you're saying you've been playing Path of Exile..then you come here..Rename maps to Rifts and brand it as a totally new idea.


    I haven't played Path of Exile. I based it on the way mmo progression works (new raid tiers dropping better loot) since blizzard based diablo 3 on WoW (lvl cap etc)
  • #4
    i think that monster should have resistances and defense and a way (auras, areas of effects etc..) to reduce players defense
  • #5
    Quote from Bullkathos1928

    i think that monster should have resistances and defense and a way (auras, areas of effects etc..) to reduce players defense


    Yea I was going to add that but decided not to. They could simply do it like how it was done in diablo2. Each difficulty reduced your base resist by a certain ammount, requiring you to get more resist to reach the same defenses.
  • #6
    Path of exile drops maps, which opens portals to closed of areas with a certain amount of mobs and an end boss...these maps can be modified to drop better loot, but the monsters gets bonuses (like extra frost attacks..the player is slowed the entire map etc..mobs get elemental resistance...or lower the players ...there's a ton of mods to the maps). The maps drop in various difficultuies and levels and is the only real end game for path of exile..a legendary level 73 map is hard as hell but drops the best loot in game. High level maps mostly drop from the most difficult areas of the campaign map.

    So basically..you're idea is already in play in path of exile.
  • #7
    Quote from Azimon

    Path of exile drops maps, which opens portals to closed of areas with a certain amount of mobs and an end boss...these maps can be modified to drop better loot, but the monsters gets bonuses (like extra frost attacks..the player is slowed the entire map etc..mobs get elemental resistance...or lower the players ...there's a ton of mods to the maps). The maps drop in various difficultuies and levels and is the only real end game for path of exile..a legendary level 73 map is hard as hell but drops the best loot in game. High level maps mostly drop from the most difficult areas of the campaign map.

    So basically..you're idea is already in play in path of exile.


    Yea thats probably alot better then what I suggested. It would remove the need to have 6 diffrent torment levels and instead just have 18+ tiers of increasingly more difficult riftstones.
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