Can TZ have increase difficulty?

Hello, new poster here (haven’t posted in years probably)
Some TZ areas are denser than others, making it pretty unfun to run through… areas such as Stony Field (Tristram feels fun but not as rewarding). Likewise, other areas such are Tal Rasha’s Tombs are super social - playing with other players grinding away, going from tomb to tomb.

My biggest issue with it all would probably be difficulty level, especially if TZ is meant for a new End Game section as oppose to Baal runs. It feels a bit too easy. Though, there’s a fine line between “too easy” and “too hard that it’s toxic”… so I understand that.

For areas that don’t have a lot of mobs, i wonder if Champion/Unique monsters can increase in these TZ areas that don’t have great monster density? Thanks everyone!!

Add Terror Boss Monsters for each Terror Zone. These don’t need to be new monsters or new models. Just use the Super Unique Monsters already in existence in the game. Give these “Terror” versions +1 bonus attribute and +2 Minions (if they have minions). Current non-Terror versions can have up to 3 special fixed attributes, and +0 bonus attributes in Normal, +1 in Nightmare, and +2 in Hell, this means the maximum special attributes for a Terror Super Unique in Hell difficulty will be 6 special attributes, in Nightmare 5, and in Normal 4. Number of minions will also still be scaled between difficulty levels, just with +2 for the Terror versions.

More details here.

I think they need something else. Maybe 2 or 3 at once so people can play a few in a row or pick the best one.

When you get stony field, crystalline passage, sewer, or like cold plain it’s pretty pointless to play vs waiting for the old optimal zones like chaos/ws/cows/halls of pain…
Only a small amount are really worth the time

Make Terror Zones more flexible for different player types. This is a big one and might need to wait until patch 2.7, but currently Terror Zones are targeted at only one type of player: A Min/Max player looking for higher experience and higher level item drops. While a large number of players fit this player type, there are also others that ought to be considered. The Completionist who likes to “do everything” and “collect everything” and the Theorycrafter who likes to build off meta characters and complete challenges with them.

How to make Terror Zones more flexible for different player types
  1. When you create a new game, the Terror Zone on creation is the one that is on the server for that hour. The Terror Zone in this game does not change with the hour change.

  2. You finish “clearing” the Terror Zone, and then a new random Terror Zone in that game becomes active. At this point you have two options. You can leave the game and create a new game, that has the current server Terror Zone for that hour, or you can go clear the new Terror Zone.

  3. After clearing the new Terror Zone, another new random Terror Zone triggers in that game (limited to a list of Terror Zones that have not yet triggered in that game). Basically, the Terror Zone in that game becomes disconnected from whatever the server is doing, so the Terror Zone only changes when the old Terror Zone is cleared.

This allows the Terror Zone feature to be used the way different players want to. The Min Max farmers and grinders who want to just play the same Terror Zone over and over will leave and create new games.

The Theorycrafter who likes to play an off meta build and thus takes longer to clear a Terror Zone doesn’t have to worry. If it takes him 80 minutes to clear a specific zone, that’s fine. The Terror Zone in his game is unaffected by what time it is on the server.

The Team Player who likes the story/roleplay aspect and likes to play with a party gets to play end game acting like a rapid reaction force to wherever the hordes of Hell are invading this time. And sometimes the Terror Zone is one his character shines in, and other times the new Terror Zone is something a different character in the party can shine in.

The Completionist gets a new goal to strive for: Clear all the Terror Zones in a single game.

Of course, the question becomes how to measure “clearing” the Terror zone. It could be kill every monster inside, but I think it should be killing every Super Unique monster in that zone.

If you buff the Super Unique in that area to “Terror” version of their basic self that would also give the Terror Zones a bit more challenge, and a bit more of the fantasy feel that Blizzard likes to have. And then it would make sense that when you kill the “boss” of the Terror Zone the terror zone moves somewhere else.
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