Im loving the shat out of D3, and 1.05 looks dope! been playing tons gearing up quite nice.
what i would love to see is in future patches are Legendary baddies. There would be 5-10 different Legendary baddies. The Legendary baddie would spawn in spots where lam'o purple was supposed to be. The Legendary Baddie would be extra hard to kill with high damage and heath, the same 4-5 inferno skills as elite's with 2 extra Legendary random properties (Legendary Properties: invulnerable to melee, invulnerable to missile, invulnerable to each elemental damage fire, cold, etc, or once hit cant use potions for 1 min.) Drops of Legendary baddies would be 2x that of your magic/gold find. You would receive 10 achievement points for each Legendary baddie for a total 50-100.
Once the Legendary baddie is defeated a portal/worm hole/cave is made over the kill that open a new Legendary Quest. There are 4 legendary dungeons that you would randomly enter (Legendary Quests: act1 dungeon feels/looks a lots like Diablo 1, has 9 floors, act2 dungeon feels/looks Diablo 2 Arcane Sanctuary, maze level, act3 dungeon feels/looks Diablo 3 snow dungeon, has 9 floors, act4 dungeon feels/looks Diablo 2 hell, maze level.) A Legendary chest awaits you at the end, and when the chest is opened 2 elite packs with a chuck full of baddie are summoned. You would receive 10 achievement points for each Legendary Quest completed for a total 40
Legendary baddies would be very rare to spawn, for every 1 legendary item you would find with magic gold find at 50% you would get 1 Legendary baddie spawn. (higher/lower magic and gold % find does not help the spawn of Legendary baddies). Legendary Baddies/Quest only in inferno
Legendary baddies battles would last 10-20 min.
Legendary Quests would last 3-5 hrs (so long)
Legendary Quest Maze would have tons of door/portals leading you the wrong way or back to the start of the quest, with tons of elites scattered around. Trap rooms that act like mini games, walk over the switch all doors slam shut leaving who ever is in the room fighting off the spawned "trap" baddies. To open trapped doors kill all onslaught of spawned baddies, or die sending you back to most recent checkpoint. Trap door have HP that can be broken broken open only from the outside. HP of trap doors are half of elites (so it takes a bit of time for people who are outside from dieing or wasn't in the room when the switch was hit, and still want to get in can while the Trap battle is still on.
Legendary Quest that have 9 levels will gradually get harder each level down with more environment hazards, elites and baddies. each level would have a set mix of elements and baddies 1 cold, 2 fire, 3 poison 4 electrical, 5 cold and fire 6 poison and electrical 7 poison and fire 8 cold and electric 9 cold, fire and poison.
For example on level 1 a normal baddies in Legendary quest would be enchanted with 1 random property (extra cold damage, or extra cold resistance, or frozen skill – Will spawn 1 frozen orbs that will explode after a few seconds, causing damage to anyone in close proximity and freezing you in place for ~3 seconds. Level 5)
For example on level 5 a normal baddies in Legendary quest would be enchanted with 1 random cold property (extra cold damage, or extra cold resistance, or frozen skill – Will spawn 1 frozen orbs that will explode after a few seconds, causing damage to anyone in close proximity and freezing you in place for ~3 seconds. Level 5) 1 random fire property (extra fire damage, or extra fire resistance, or desecrator skill – Mobs create fire circle under party members that starts to burn you with fire damage .5 second after its creation.)
in short
10 different kinds Legendary Baddies (spawn where purple baddie are located, and are as rare as "legendary Items"), when the 1 Legendary baddie is killed Portal to a Legendary quests is opened. there are 4 Legendary quests: 2 are dungeon mazes with traps, 2 are dungeons that are 9 levels deep each level getting harder.
This idea kinda came from a purple worm monster in act 2, that when killed opens a hole/cave one or two levels but very fun.
i think this would add a lot to the game, thoughts comments? more ideas?
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what i would love to see is in future patches are Legendary baddies. There would be 5-10 different Legendary baddies. The Legendary baddie would spawn in spots where lam'o purple was supposed to be. The Legendary Baddie would be extra hard to kill with high damage and heath, the same 4-5 inferno skills as elite's with 2 extra Legendary random properties (Legendary Properties: invulnerable to melee, invulnerable to missile, invulnerable to each elemental damage fire, cold, etc, or once hit cant use potions for 1 min.) Drops of Legendary baddies would be 2x that of your magic/gold find. You would receive 10 achievement points for each Legendary baddie for a total 50-100.
Once the Legendary baddie is defeated a portal/worm hole/cave is made over the kill that open a new Legendary Quest. There are 4 legendary dungeons that you would randomly enter (Legendary Quests: act1 dungeon feels/looks a lots like Diablo 1, has 9 floors, act2 dungeon feels/looks Diablo 2 Arcane Sanctuary, maze level, act3 dungeon feels/looks Diablo 3 snow dungeon, has 9 floors, act4 dungeon feels/looks Diablo 2 hell, maze level.) A Legendary chest awaits you at the end, and when the chest is opened 2 elite packs with a chuck full of baddie are summoned. You would receive 10 achievement points for each Legendary Quest completed for a total 40
Legendary baddies would be very rare to spawn, for every 1 legendary item you would find with magic gold find at 50% you would get 1 Legendary baddie spawn. (higher/lower magic and gold % find does not help the spawn of Legendary baddies). Legendary Baddies/Quest only in inferno
Legendary baddies battles would last 10-20 min.
Legendary Quests would last 3-5 hrs (so long)
Legendary Quest Maze would have tons of door/portals leading you the wrong way or back to the start of the quest, with tons of elites scattered around. Trap rooms that act like mini games, walk over the switch all doors slam shut leaving who ever is in the room fighting off the spawned "trap" baddies. To open trapped doors kill all onslaught of spawned baddies, or die sending you back to most recent checkpoint. Trap door have HP that can be broken broken open only from the outside. HP of trap doors are half of elites (so it takes a bit of time for people who are outside from dieing or wasn't in the room when the switch was hit, and still want to get in can while the Trap battle is still on.
Legendary Quest that have 9 levels will gradually get harder each level down with more environment hazards, elites and baddies. each level would have a set mix of elements and baddies 1 cold, 2 fire, 3 poison 4 electrical, 5 cold and fire 6 poison and electrical 7 poison and fire 8 cold and electric 9 cold, fire and poison.
For example on level 1 a normal baddies in Legendary quest would be enchanted with 1 random property (extra cold damage, or extra cold resistance, or frozen skill – Will spawn 1 frozen orbs that will explode after a few seconds, causing damage to anyone in close proximity and freezing you in place for ~3 seconds. Level 5)
For example on level 5 a normal baddies in Legendary quest would be enchanted with 1 random cold property (extra cold damage, or extra cold resistance, or frozen skill – Will spawn 1 frozen orbs that will explode after a few seconds, causing damage to anyone in close proximity and freezing you in place for ~3 seconds. Level 5) 1 random fire property (extra fire damage, or extra fire resistance, or desecrator skill – Mobs create fire circle under party members that starts to burn you with fire damage .5 second after its creation.)
in short
10 different kinds Legendary Baddies (spawn where purple baddie are located, and are as rare as "legendary Items"), when the 1 Legendary baddie is killed Portal to a Legendary quests is opened. there are 4 Legendary quests: 2 are dungeon mazes with traps, 2 are dungeons that are 9 levels deep each level getting harder.
This idea kinda came from a purple worm monster in act 2, that when killed opens a hole/cave one or two levels but very fun.
i think this would add a lot to the game, thoughts comments? more ideas?