I’m fine with them patching monsters and fixing bugs. But I think there are a number of people who would agree this is making the game a little too easy.
Can we swing some of this the other way? I’m not saying add the bugs back into the game; but maybe buff some monsters?
These are examples, not hard proposals
Add more Magic Immunities would help with balance changes.
Maybe change Iron Maiden to be raw damage instead of percent (like current thorns) and then give it back to Abyss Knights in hell or something.
Add some more mana drain into the game.
Add a few, fun new items to the game similar to the “Monster Shrine” and the “Evil Urn”; except maybe they spawn a new super unique or something. I dunno.
Lets bring back the monsters that would permanently reduce your stats when they hit you.
Make more range attack have a homing effect and pass thru walls.
Make them able to target you from several screens away.
All champions/uniques/bosses should be able to one shot you regardless of your stats.
Nerf doll explosion a bit and buff all other monsters except maybe souls by a large margin. Hell, even a fallen should make it’s presence know when he hits you.
Maybe they’re gearing up for a harder difficulty, the return of “inferno”. Or maybe something like a monster power setting… Or both.
The same thing happened with Diablo 3 over time. It started out with 4 highly stepped difficulties. Then they added Monster power, which was eventually scrapped… Now its at what, 20 difficulty levels? With even higher difficulty coming from greater rifts?
I would like to see some scaling endgame content, if I’m being honest. The current endgame for PvE is a little too easy and I’m not a PvP person.
What I wouldn’t like to see is gear that scales with it. If something were added to the game, I would want it to not really add scaling, better gear. I would like it to be a “How much can your character do with what they’re given.” Not like Diablo 3 where you just gear upward never-endingly.
I’d like to see a higher difficulty where the best geared classes have a very difficult time trying to get through it solo, however when teamed up with others it becomes more doable.
I played D3 back when Inferno was a frickin nightmare to get through. Yeah it was frustrating, but I loved it! Having to go back to Hell difficulty to farm up gold just to repair your gear…
My biggest issue with 3 was it was all about scaling at the end. Once you farmed gear at your rift nothing was even a challenge anymore. And the only items that mattered were sets, everything else it didn’t really matter if it was rare/unique. You just looked at how it changed your 3 stats.
And sets were basically a must. Almost every viable endgame class was basically cookie cuttered around 1 set.
I don’t wanna see that happen to any D2. So the idea of, like classic D3, having 1 uber hard difficulty where the gear is still about on par with the gear you already had is awesome to me. The bounty system was cool though, I actually wouldn’t mind something like that.
Also in PoD and etc. with Uber Radament and all that stuff I’d actually be all for.
Ya, I don’t know.
As a melee character running an Act1 merc the game still has plenty of challenge and dangerous areas/monsters.
I also don’t think monsters need made harder for such characters entering Hell at around level 60-70 with less than stellar gear.
If you’ve made the choice to run an OP character in end game gear, and/or have your merc/army/pets take most/all the damage for you, then, ya, the game is probably (from what I’ve observed of such characters) feeling pretty easy, but, that’s the choice you made.
My character will likely(hopefully) hit lvl97 this evening, and there are still plenty of places I’ve got to retreat/regroup and try again. There are also plenty of places I don’t blindly run, and stop at doorways/corners to assess what might lie ahead… and yet other places I cringe to run.
So, ya… no thanks.
This, sure ok, then it’s a choice to engage… but globally I think it’s a bad idea for the less than OP classes, and especially the less than OP classes entering Hell with SSF gear at lvl 60-70.
Maybe some added life, damage, and altered movement of monsters to make PvM more challenging? Increased monster density would also play a good role in this part too. More monsters = more drops. This could be a game changer.
Maybe something like a new Monster Shrine that opens up a portal to an uber area. I just want something that’s challenging; but isn’t going to introduce a new power creep like Diablo 3. I’d like my characters to stay at their level of ability and a place with stronger monsters so it’s a challenge.
Magic Immunes would be a good idea, though might think about Lower Resist affecting magic res again (already saw a post about this somewhere).
The Bonecro isn’t a strong PvE build and while Magic Immunes would help reel in the Hammerdin a bit, it might be to hard on the Necro.
Iron Maiden concept sounds great.
Mana Drain yes sure, however I think it should be based on % of max mana, otherwise it will either drain a barb instantly or a sorceress not at all.
Shrine spawning a super unique only if it doesn’t become a thing to hunt for the great drops.
The drops should not be worth hunting these, it’s fine if the drop chance is worth popping one if you encounter it of course.
Always for making the game harder.
Maybe random event like encounter, darkness falls (like in The Tainted Sun) and you hear Ahh, Fresh Meat
Kill what’s coming for you to end the darkness, might have something interesting in the drops, but nothing brilliant enough to make you want to kill it.
Going to town might end it as well so people could choose whether to fight it or not.
Personally I thought the inferno diff was great, definitely not a walk through the park, but that made beating it feel a lot more rewarding.
Basically the opposite of what it is now.