- "Seasons" that reset every week or month.
- Rankings based on challenges (set dungeons, large Cursed Chest like event, etc)
- Rankings broken up for each class (classes are too hard to balance).
- Visual rewards (banners, wings, dyes, transmog items, achievements)
- Only available at level 70 (endgame)
- MrMonstrosity
- Wise Elder
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Member for 13 years, 6 months, and 2 days
Last active Tue, Aug, 22 2017 09:30:55
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- 98 Total Posts
- 171 Thanks
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Mar 14, 2014MrMonstrosity posted a message on Another Josh Mosqueira Tease, Patch 2.0.3 Hotfixes, Crusader in Game Guide, Crusader Art, AH FAQ Updated, Crusader Voice ActorsIf I had to guess we probably won't see anything like the d2 ladders we're all used to but rather something like this:Posted in: News
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Dec 5, 2013MrMonstrosity posted a message on The New Diablofans.com is LiveLooks pretty nice, me likePosted in: News
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Nov 19, 2013MrMonstrosity posted a message on Friends and Family Beta Test UnderwayJust downloading the client now I've never streamed and probably won't start but I'll be sure to share all of my experiences with everyone here.Posted in: News
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Sep 17, 2013MrMonstrosity posted a message on Diablo III Auction House is Shutting Down on March 18, 2014This is just insane. I'm certain they've already thought of a different way for players to "trade". Cough..Trading post..coughPosted in: News
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Aug 22, 2013MrMonstrosity posted a message on Expansion Recap, Rondrian Reviews Gamescom Gameplay, DiabloFans Influencing D3?, Loot 2.0 Panel Video, Josh Mosqueira Gamescom ISounds like we're going to see an idea similar to what I suggested for item achievements in "Loot 2.0, discovering its true potential". In order to use an items appearance for transmogrification you will need to unlock that item by finding it first.Posted in: News
http://diablo.incgam...rview-gamona-de
It also sounds like Loot Runs are a very similar concept as proposed here http://www.diablofan...review-a-dream/ . They even mention the random elite/champion/boss at the end of them, the random tile sets, mobs, etc. The only thing they don't mention is how we get access to them, maybe new drops from the purple named monsters? -
Aug 21, 2013MrMonstrosity posted a message on Expansion Recap, Rondrian Reviews Gamescom Gameplay, DiabloFans Influencing D3?, Loot 2.0 Panel Video, Josh Mosqueira Gamescom IThat's crazy if the legendary beam was actually sparkling... If the Nephalem Trials are indeed random spawning dungeons scattered all over the world that's also very similar to my ideas posted in "Patch 1.0.9, a dream". Hopefully we'll get to see what they're all about very soon as well.Posted in: News
Super exciting! -
Mar 22, 2013MrMonstrosity posted a message on Diablo 3 on PlayStation 3 VideoEither I need a new computer really bad (which I probably do) or the PS3 version is just 10x better looking.Posted in: News
Barbs rolling/dodges (maybe all classes?), better boss fights, and better graphics. What else am I missing? - To post a comment, please login or register a new account.
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There have been many recent discussions about how the ARPG genre needs to evolve. I have a question for the Diablo community. How would you feel if the Diablo series decided to stray from the traditional isometric perspective we've enjoyed for the past 20 years? Obviously, it's more than the camera perspective that makes an ARPG and Diablo game but would this change be too bold? Could it be made to still feel like a Diablo game?
Let me know what you think below. How would you approach future titles?
I've created a few mockups of Diablo III using a third-person perspective to add to the discussion.
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Can't wait to get my hands on this set, this is the Crusader playstyle I've wanted since release.
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Legendary "Activated" Properties
The first suggestion I came up with is probably my favorite. The idea would be to rework some legendary items or introduce new legendary items with unique properties that could only be activated by using the required amount or combination of specific gems. Activating these properties would work in a similar way current set bonuses work, except they wouldn't follow any specific order and would only require using the correct gems indicated in the item's tool tip.Interaction Between Gems, Legendary Properties, and Skills
This concept isn't exactly new, we already see it present in skills such as the Crusader passive below: Finery (Passive) - Gain 70 resistance to all elements for every different color gem socketed into your gear.If you have 5 different color gems socketed into your gear, you gain another 70 resistance to all elements. My suggestion is to bring similar ideas and properties to legendary items. Allowing our gemming choices to have a direct influence on a particular item either by modifying a skill or creating a more potent property would add so many new and much needed choices to socketing and gemming.
Matching Gems to Sockets
I'd like to make it clear before I jump into this suggestion that I don't think it's in any way the best solution for Diablo.This idea is direct spin off of the World of Warcraft's socketing feature. If each socket rolled with a random color corresponding to one of the already existing gem types we'd be given the choice to either gem the item to activate the socket bonus, or ignore it if we'd like to focus purely on the stats given by gems.0
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For example, playing in Nephalem Rifts you may come across some levels with a low monster density, but the very next level could be brought back up to 1.0.8 density. It's no longer just "go go go" but rather "slow" -> "fast" -> "medium" -> "slow" -> "OMG OVERRUN". I use the word slow as a comparison to the others, it isn't really that slow.
I know some people might not enjoy the change but give it a chance for a little before making up your minds completely. It's beta and things can still change. Going into the beta I started with the same opinion as many you but have grown to rather enjoy it.
As a side thought there are a bunch of interesting skill/items choices now which are connected or impacted by monster density in some way or another:
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I wish I could have got some more suggestions/questions in but I was having a hard time trying to avoid interrupting the other guests (hard with 6 people!). I'd rather listen to Travis and John talk about the design process anyway
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If you aren't familiar with the series I highly recommend you all take a look at the past blog posts on the official Diablo site. Here’s an overall description of the project: http://us.battle.net/d3/en/blog/11291161/. I've listed all of the blog entries related to the project up to this point below:
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Just read your thread as well, very similiar thoughts Great to see other fans with the same thoughts on how to improve the game.
I've shared it on the official forums here: http://us.battle.net/d3/en/forum/topic/10788148921
Also tossed a up a diablo reddit post: http://www.reddit.com/r/Diablo/comments/1s5c4o/nephalem_trials_adding_competition_to_diablo/
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With that said I think I've found the solution, and it's nothing we haven't seen before.
Nephalem Trials
Nephalem Trials aren't exactly a new concept. Blizzard first mentioned them at Gamescom and has since mentioned them many times as we've been nearing closer to the release of Reaper of Souls. It really saddened me when we got news of the feature being delayed.
Originally Posted by (Blue Tracker / Official Forums)
Oh really a "reward structure and tracking system"... My gut feeling tells me there's a reason why both Nephalem Trials and Ladders (never announced but hinted at) are both being delayed. The simple reason being that Blizzard wants these two features to be connected in order to create a new ranking and seasonal ladder system.
You have to admit that Blizzard is pretty damn good when it comes to creating rankings, ratings, or other systems which let players compete against each other either directly or indirectly. We've seen this demonstrated in World of Warcraft with its pvp arena, server first achievements and challenge modes. Starcraft's success and popularity is widely recognized as being directly related to its ranked system and ladder, did you see the competition at Blizzcon!? Even their new free to play game Hearthstone has a pretty good ranking system being added to it and most likely their newly announced Heroes of the Storm will follow suit. Diablo III is pretty much the only current Blizzard title that doesn't have any way for players to test themselves or compete against other players, I think it's about time we get something similar.
Endless Horde
What better way to test your survivability and killing speed then a trial made of an endless horde of demons. Play too defensive and you'll be eventually overrun, play too offensive and you'll quickly find yourself taking a dirt nap. Find the perfect balance in gear, manage your cool-downs, and hone your strategies either alone or in group play.
Each new wave is released at an increasingly faster rate, with each being stronger than the previous. Killing a wave earns players a higher score. The trial ends only when every Nephalem falls. Will you be forever remembered as the Nephalem champion that held his ground the longest against the burning hells?
Perhaps to even compensate for situations where a player might only have a limited amount of playtime, certain checkpoints could be reached letting players pickup where they left off and continue their progress at a later time.
Timed Dungeon
Inspired by World of Warcraft's challenge mode players test their efficiency to earn honors for the fastest run. Players compete against each other by clearing every monster in the dungeon. Players can even help their time by earning bonuses by opening chests throughout the dungeon.
To allow this to be a fair competition, every season will have a different map with a predetermined number tile sets, monsters, chests, and champions. A map's layout should still be randomized each time to ensure every attempt is slightly different and allows for a player's dungeon navigation skills are also a determining factor. Players will need to discover new builds and try different gear combinations to compete for the top rank.
Goblin Hunt
Race against time to kill as many of the devious little creatures as possible found randomly scattered throughout a dungeon.
There are many types of treasure goblins in Diablo III, they could possibly be even be worth different point values in this trial.
Rankings & Ladders
This isn't going to be the conventional ladder Diablo players are used to. Game time shouldn't be the main contributing factor when competing for top spot in a ladder. With the shift to skill based challenges, players with varying degrees of playtime will all be able to compete for top rankings. Advantages will still be present for players with more playtime in the form of getting their hands on more legendary items or earning a higher Paragon level to use in Nephalem Trials but at least time will no longer be the only decider.
Your highest score from each Nephalem Trial will be used to determine your overall "Nephalem Score" (yeah, yeah, I know another usage of the word Nephalem). There will still be individual ladders for each trial which would offer special rewards but the most prestigious honor would go to the players with the highest overall Nephalem Scores.
It would be impossible to balance classes so probably the best solution would be to have separate rankings for each class.
There could also be separate ladders depending on if you chose to play in groups with 2-4 friends. You might not be able to get a team rating, but you would still earn individual scores for your chosen class based on 2 player, 3 player, or 4 player games.
Seasons
Seasons don't have to mean wiping every character completely and starting from scratch. One of my most disliked features regarding ladders in Diablo II was when it came time for a ladder reset. I really enjoyed a fresh new competition but I didn't like losing my character's progress in terms of all the the gear I've worked hard to obtain in the process. Sure he was only moved to non-ladder but more than likely I would never touch him again. I could see how it may have been necessary in Diablo II due to inflation caused by trading and bots but that shouldn't be the case in Reaper of Souls where, it feels strange saying it, but there isn't going to be an economy anymore. With the introduction of BoA items and increased protection against dupes and bots it should be safe to not have to do a complete wipe. The introduction of shared Paragon levels is also another key reason why I feel it would be a pretty big disappointment if we were required to start from nothing. It would basically make the system we waited so long for pointless.
A season in Diablo III could simply mean resetting everyone's Nephalem Score back to zero and introducing new Nephalem Trial maps, monsters, and rewards. Blizzard could even introduce new types of trials in later seasons but that might be pushing things. There's already the great feature to create randomized dungeons, it would be as simple as Blizzard creating one new randomized dungeon for each trial when a new season is released. New combinations of maps and monsters should allow players to come up with unique builds, item combinations and strategies every season to compete for the honor of being ranked the top Nephalem of their chosen class.
Rewards
Rewards don't have to be given to just the top players in each class. It could work in a very similar manor as how Blizzard implemented WoW's PvP rewards or the Challenge Mode transmogrification gear where players need a certain rank in order to purchase cosmetic options such as new banners (improve these!), transmogrification gear or even perhaps cool new wings.
Save some unique rewards to hand out to the top ranked Nephalem of each class and ladder every season and you'd see people never getting bored.
Conclusion
Reaper of Souls adds so many improvements to the game but I believe in order to give some much needed improvements to the overall longevity of the game there needs to be a way to compete against one another. We might not be seeing any PvP introduced in the near future but there are definitely many options to implement competition based on the great PvE elements we already see in game.
Feel free to discuss other possible options for Nephalem Trials below, I know there were many types in some of the datamined information we've already seen but I'd love to hear your thoughts on new types they could implement.
Cheers,
Monstrous