Adding end game can be as easy as

I know that people have found their own end game in the form of trading, holy grails, speedrunning etc.

But hear me out, the end game is supposed to come after you get your best in slot gear and you want to see how far you can progress

Adding an item in game that can drop from diablo and baal with about 10% chance which when activated gives +1 to what the current are level is. Drops only in hell and only works for Chaos Sanctuary or Throne of Destruction

Stats to increase on +1 area level

  • +5% HP on mobs
  • +2% resistances on mobs
  • +5% damage on mobs
  • +10% Magic Find

How it works:

You clear Chaos Sanctuary as normal, you kill Diablo and it drops you that item +1 to current area level.
In a new game you go into Chaos Sanctuary and you can activate the item. Upon activation it will increase the area level for all unspawned mobs (similar to how it works in single player when you scale up the difficulty while in game)
If you clear it up and kill Diablo, there is a 50% chance to drop item for current level or 50% chance to be 1 higher. So if you cleared +1, there is a 50+ chance to be +2. Or maybe it drops both?

This obviously can scale infinitely, but since character power is limited, nobody can increase the difficulty infinitely.

So, if you manage to clear level 50 of this item it will have

  • 50x5% = +250% HP on mobs
  • 50x2% = +100% Resistances on mobs
  • 50x5% = +250% Damage on Mobs
  • 50x10% = +500% Magic Find

This will allow people to use best in slot gear without having to be stuck with magic find gear at the same time

Obviously, the numbers can be tweaked, but this can be implemented with very little coding and provides an end game where you can grind towards something…

2 Likes

Diablo 3 had a right idea here:

Inferno difficulty.
The only problem was that they made items that are required to finish inferno drop late in inferno, making it another difficulty.

If instead was a brick wall, with the exact same drops as hell – in effect lower drops than Hell by merit of being more difficult – Hell would be the de-facto place to farm for inferno.

They could make it even darker, with penalties to light radius, and remove all normal and exceptional drops, only allowing already rolled elite items to drop, with no higher rate.

The MAIN POINT of D2:R Existence is introducing this classic game to modern audiences. D2:R should NOT introduce ANY new mechanics AT ALL, because it will over time destroy the unique identity of Diablo 2. If you want new mechanics in Diablo, then suggest them for D4. Diablo 2 should stay intact. It’s a cult classic for a reason and even a few TINY changes here and there can cripple the original design and experience.

3 Likes

1 - If you read my post you will see that there are no new mechanics, just added difficulty to the same level
2 - They already introduced new mechanics with sunder charms

Inferno difficulty wouldn’t solve anything

The problem with such changes is that there might be various unforeseen consequences which will become apparent much later. Another problem is that people will demand more and more. Somebody might say that PoE has “maps” so maybe something like that should be implemented in D2:R. It’s not a terrible idea to have customizable dungeons, but it’s simply NOT D2. There is a place for customizable dungeons in Diablo, but that place is in Diablo 4. The more they change D2:R from D2:LoD, the more this game will become some kind of mix of D2/D3/D4/PoE etc. and it will over time lose its unique, classic identity.

1 Like

adding sunder charms and terror zones have bigger impact to the game than what i suggested which makes your post a bunch of imaginary crap

Both Terror Zones and Sunder Charms should be REMOVED from the game, along with ALL the new rune words. :* Understand dude, that I bought D2:R, because i LOVE D2:LoD, not because I want D2:LoD changed into something else.

3 Likes

Terror Zones and subsequently Sunder charms can be disabled, and are thus optional. You already have the power to remove them from your games.
:+1:

5 Likes

with this logic, they could allow hero edited chars to be converted to online chars. it would also be optional…

optional does not mean that you can chose to have it no impact on you in any capacity.

1 Like

The above 2 individuals appear to be with reduced capacity of thinking so they just repeat the same over and over thinking it makes any sense

… But they don’t allow hero edited chars to be converted to online, and they never will. Not sure why you’re pulling that rabbit out of your hat.

:man_facepalming:

They may have marketed it this way, but the reality is D2R was made for nostalgic old people who wanted to see Diablo 2 modernized. They have already made some pretty big changes that negate your idea that it’s the classic game brought to a modern audience.

And, as usual, you tell people that if they want new mechanics, to go to a new version of Diablo without thinking that the same holds true for those that want old mechanics going back to D2LOD. It’s an empty argument. D2R is not D2LOD with upgraded graphics. To many changes have already been made.

I think any changes to the game like this will have to account bind drops to keep it from completely changing the market, unless you wanted it to change the market.

You actually don’t need an item to drop. There is a txt file that controls monster scaling at each level up to 112. In response to adding TZ the devs should have adjusted scaling for monsters with levels higher than 90. With each level past 90 being harder and harder to achieve you could scale monsters to have higher health, attack rating, defense, and damage. I think that paired with the damage creep of player characters could make end game feel a bit more weighted, rather than 1 shotting p8 areas on all difficulty with your immortal nova sorc.

my point is that in a multiplayer game you cannot effectively opt out.

  • not for tz and sunder (as it affects possible multiplayer gaming when everybody is de facto tempted to use it leaving only you behind; without it, baal parties would be easier to find eg)
  • and also not for the hero/conversion example (where loot/exp grinding would become irrelevant)
1 Like

Why worry about what everyone else is doing? If the “leader” of the group dives off a cliff, will you follow suit? Isn’t the whole point of games in general the purpose of entertainment? Who cares about people getting #1 in ladder? I sure as hell don’t. Those that do have a hell of a lot more time on their hands than I do, as well as a massive group of friends that support them on their rise to the top.

If an optional feature in a game makes the game less fun for you, then turn it off. Very simple.

We are deviating from the topic.
I am ok with your opinion but disagree.

A challenge using every existing content of the would not add life to the game?

Like.
How would it not?
Add a new title upon completion, make a death cause you to reset your progress in act in the inferno difficulty, even in softcore…

…and make it completely optional, because Hell continues to drop the same loot, without lower rates.

I have problems seeing how it would NOT be an rewarding endgame challenge.

Are you saying you are part of the players that have been playing this game for two decades, and that you want a lot of changes?

I am part of the players that have played the game for very long, and like many, what I wanted was simply Diablo 2 with new graphics. Maybe a few quality of life features and reasonable balance changes, but certainly not mechanics destined to turn the game into Diablo 3 or PoE (especially not the constant change you can see in those two games, that would just drive me very quickly away from the game).

As for the original suggestion of the thread, from Alekk :

  1. If you don’t make the modifiers multiplicative, the changes are going to become more and more insignificant as you progress through it.
  2. “+100% Resistances on mobs” => I think you should clarify what you mean. As is, it reads as if you make them immune to all elements.
  3. “+500% Magic Find” => Magic find on its own is insufficient. A good chunk of the loot hunt in endgame is runes and bases for runewords. Plus, some of the loot needed is godly rares, which are more constrained by the luck of getting good affixes than by your Magic Find. Finally, keep in mind that Magic Find is affected by diminishing returns, meaning it’s not efficient to accumulate absurd amounts of it.
  4. Hit Chance is based on monster level. Increasing Monster Level too much would end up rendering attack-based characters incapable of completing the content not because the build isn’t good but simply because they end up not being able to touch the ennemies. For example, +50 levels to Diablo would make him level 144, making it a base 68.75% chance to hit him even if you ignore his defense. Factory in his block chance, you’d be ad 34.375% chance to get through for a level 99 character ignoring his defense.
  5. If you manage to patch up all the issues I have put forward, there is still the issue that this kind of extra hard content tends to strongly push players towards only playing the top tier builds.
  6. There is also the issue that it pushes them to always play the same two areas ad nauseam (especially with the need to grind them tens times to get towards your level of predilection).

diablo doesn’t have an endgame, and that’s the whole point.

1 Like
  1. They are additive for a reason, multiplying will make it into a d3
  2. Sunder charms drop all resistances to 95 if monsters are immune (above 100), which means that you can have -% on your gear to drop below 95. With resistance increase it will bring it back to 95 at some pont.
  3. Rune drops should not be increased. Magic find is sufficient for bis gear, as otherwise you sacrifice damage for mf.
  4. You don’t increase monster level, just hp/damage/resistances
  5. That’s fine, there will always be top tier builds. You need to play all other builds until you get to bis gear anyway.
  6. It can be done for other areas as well, but that must be tested properly as to not be too easy.