2.5 patch feedback by Zax

I think that Terror zones was cool idea, but it fails because of power creep of game. Who will benefit from terror zones? Characters who are alredy most powerful. Why? Well mostly because monsters with higher level are barely challange and because of Immunities.

Hammerdin, Zerker, Javazon/Light sorc with Infinity, these will again dominate while others who will face many immune monsters will struggle.

There are two ways how to deal with this:

1) Removing immunities from regular monsters
Maybe unpopular opinion for some, but it would solve the issue that many builds will simply not be capable to farm just as well or not at all these terror zone locations. But there is one downside to this. Terror zones have bigger chance to drop items from higher Treasue classes and items with higher level so farming them effectively raise number of items found on server. Its hard to say by how much as testing tools (characters) prepared by blizzard sadly are not well made for proper testing. But I would say that number of good item drops will be noticable definitely. So yeah, removing immunities will make farming better for everoyne and not just few, but at cost of more found items. Well its not downside of my proposition really. Its downside of Terror zone change, but I see it as downside vs my second more prefered solution.

2) Make terror zones impossible to farm solo
Terror zones would be great if it was actualy something where you need to group up and play with others to beat the zones. If monsters with higher levels above 85 would have significant boost to life, damage and most importantly to resistances making them randomly immune or highly resistant versus various elements, it would make these zones practicaly impossible to beat solo. This would achiev what what this game need. More group play where people actualy play together. Rewards is of course more higher TC items by killing higher level monsters. And we will not have issue with market being flooded by more elite items as they will be devided amongst players who play together.

If anyone from blizzard read this, please next time make some easy ways how to make items on PTR…It can be done with cure recibes where you can degenerate items easiyl with some changes just for PTR.

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I think generally speaking, with the introduction of any game content that pushes the ceiling on monster difficulty, this will always benefit builds that are brokenly overpowered.

At least with this new feature, it doesn’t lock away anything that is highly valuable other than opening another avenue for competing for the level 99 finish line on ladder.

The terrorised zones being terribly easy is the first thing I noticed. The second is the lack of variety within the terrorised zones themselves.

On top of beefing these monsters up, they should also introduce a guest monster mechanic to these zones, similar to how act 5 nightmare and hell functions. Throw in some Unravellers in Durance of Hate, or Oblivion Knights in Travincal.

Yes this is one of my notes as well… They need to be harder, more boss packs, super uniques, really make you customize some builds and strategy for different TZ areas based on a schedule.
Right now I can steamroll anyone with a Hdin, Orb/Hydra sorc, Light sorc, Zon ect… The meta builds propser.
Make some super uniques that are tri res, Magic, Cold, Fire, Light combo that only generate with a TZ.

Its a good start.

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Making Terror Zones so hard that it’s pointless to run them solo is not needed. I think we’re overthinking the new feature a bit… It’s simply an alternative way of leveling up, which makes reaching high 90’s characters a bit easier for those who don’t play 6+ hours a day.

If for example the new feature was a way to obtain some new ultra overpowered charm or whatever, then yeah, I can see making it impossible to run solo. Oh wait, they already did that, and soloing it is possible… :rofl:

I understand that there are many who desire more of a challenge from the game, particularly those who have been playing for the past two decades and know the game through and through, and being one of those who has played for the past two decades, I do agree. However, I’d be more in favor of a significant difficulty bump from a 4th difficulty above Hell.

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Zerkers? :rofl: :rofl: :rofl:

Barb meta is Fury…

So make then irrelevant to Hardcore? Because impossible to farm just means more monster damage and super high life pools. Basically D3 at launch

Real experience at 98 comes from champion packs…

Maybe for you. People who are good at Hardcore can of course beat it in groups.

I dont care about experinece. I didnt talk about it once in my topic so why do you mention it in relation to immunities?

Zerker is meta, always was. I am not saying frenzy is bad tho. Its good too.

You really don’t think through anything do you… :rofl:

Because that is literally the reason why said zones were introduced? :rofl:

Why else would you farm em over level 85 zones? :rofl:

Frenzy clear is far superior to Zerker. Hell even the changes to WW make it more competitive than Zerker end game.

HC is not that hard for anyone else like you. Noobs like you would be ofcourse dying. Thats totaly fine. Good people would manage.

Ok so? I had no comment about experience. I talked about immunities.

:rofl: :rofl: :rofl:

Good players would ignore said zones. You obviously aren’t a good player as illustrated countless times by your inability to comprehend simply ideas…

We already know your ideal version of the game is all about ez mode on pallies…

:rofl:

You really are dense.

Well you obviously are not good player based on your comments about HC players dying. Good players would not die like you would.

Focusing on first few changes to one class without being able to comprehend its big mode with a lot of changes making game also harder than original… :roll_eyes:

Sure, say some other nonsense, because you know your comment didnt make any sense.

Ok then go away already, i am not interested in your trolling. You go to ignore list with your next troll post.

I would throw you on ignore but that does nothing to prevent the propagation of your worthless ideas.

You are the only one making the reference of death. There would be no incentive

Zones are for leveling. Drops aren’t any better than traditional Baal or CS runs.

Just goes to show you have no understanding of loot :rofl:

Every level 85 zone already drops TC87 as well as TC17… :rofl:

Oh god, big talk but not knowing basics, thats sad. So let me educate you:

TC87 doesnt mean monsters with lvl 85 can drop all uniques from that treasure class. So yeah your comment is useless because there is obviously difference vs Terror zones where regular monsters are 87 so unlike in classic 85 zones without Terror effect, they can drop all unique items.

Thats not all of course, as level of most monster increase, they will get better chances at dropping items from higher TCs.

Well you failed and keep trolling so welcome to ignore list.

There are literally 8 uniques that have a higher qlvl than 85… :rofl: :rofl: :rofl:

Qlvl 87:

  • Arachnid Mesh
  • Azurewrath
  • Tyrael’s Might

Qlvl 86:

  • Crown of Ages
  • Mang Song’s Lesson
  • Stormlash
  • Tomb Reaver
  • Unearthed Wand

This is the only gear you won’t find off REGULAR mobs in level 85 zones. Every one of these uniques can be found off championship packs in level 85 zones… :rofl:

i think you wrote an item wrongly and somehow wrote arachnid mesh instead of the correct item name

that belt can drop from non-85 areas too

Spiderweb Sash is a TC 63 item drop but for it to roll into Arachnid Mesh the monster level has to be 87 or higher.

Andy in hell has a TC of 69 and can drop a Spiderweb Sash but it will never roll unique as her mlvl is only 75.

Blood Raven, on the other hand, is only TC 66 but is level 88 so she can drop the unique belt.

looks like an actual faillure on my part…i remembered Meph//Council to be lower lvl enemies :S…after going to arreat they are indeed lvl 87-88…well i guess my brain likely associated the never finding of ilvl 85 uniques on meph/council to them being lower lvl and mixed things up :S

though to be fair…i didn’t know of TC being associated to boss as well…alway thought it was a chest only thing…so the entire time i was being reliant on the alvl for items hunt XD(at the exception of runes which i looked for drop chart listing comparaison years ago)…well doesn’t change things too much…or rather not at all…but nice to know i was wrong about something XD…can’t be mr.perfect everytime XD