They could REALLY stand to whittle down the Terror Zone list into fewer, larger chunks. It seems like 1 full Act at a time would be TOO condensed, but I’ve made a revised, shortened list of 15 Zones, averaging 3 per Act. This really expands the zones and also finally includes all the left out zones like Tamoe Highlands and Canyon of the Magi.
These groupings would also help reduce the number of “dud” zones. They would help ensure that, at any given hour, most characters have some place they can effectively run regardless of build or element, and power-levelers have a better chance of there being some place worth running at all.
Rogue Encampment Wilderness: Blood Moor, Cold Plains, Burial Grounds, Stony Field, and all dungeons including Crypts and Underground Passage
Monastery Wilderness: Dark Wood, Black Marsh, Tamoe Highlands, and all dungeons including Tower and Pit
Beyond the Red Gates: Tristram and the Non-Existent (Cow) Level (combined since these are mechanically linked and would give at least some extra option besides Cows when TZ’d. It would also give people more incentive to GO AND GET THE FREAKING LEG!)
Deserts of Lut Gholein: Rocky Wastes, Dry Hills, Far Oasis, Lost City, and all dungeons including Ancient Tunnels and Claw Viper Temple
Tombs of Tal Rasha: Canyon of the Magi, all Tombs, Tal Rasha’s Chamber
Jungles of Kurast: Spider Forest, Great Marsh, Flayer Jungle, and all dungeons
Ruins of Kurast: Lower Kurast, Kurast Bazaar, Upper Kurast, Kurast Causeway, Sewers, and all Temples
Temple of Hatred: Travincal, Durance of Hate
Outskirts of Hell: Outer Steppes, Plains of Despair, City of the Damned
Demesne of Terror: River of Flame, Chaos Santuary
Slopes of Mt. Arreat: Bloody Foothills, Frigid Highlands, Arreat Plateau, Frozen Tundra, and all Hell Portals
Beneath Mt. Arreat: Crystalline Passage, Glacial Trail, Ancient’s Way, Nihlathak’s Temple, and all sublevels
Worldstone Keep: Worldstone Keep, Throne of Destruction, Worldstone Chamber
These larger groupings would also help fight the tedium of “clear zone, re-make, clear zone, re-make, repeat for 1 hour”. There would generally be pretty large chunks of the game that could be cleared in a single pass, furthering the original goal of TZ’s in making more of the game replayable.
Great… This would be a good change to TZ’s. Lets get the most popular streamer to beg Blizzard for this… Because thats the only way there’s even a remote chance of this happening. Anything posted here in the official Diablo II: Resurrected forums is largely ignored by Blizzard and pretty much guaranteed DOA.
I like this.
And TZ games would last longer, so they would be created less frequently- less strain on the servers.
Not that server strain is an issue these days >_>
Your argument would be understandable if Terror Zones weren’t optional. If you want brainless Baal/Chaos runs until the end of time, you can still do so.
Otherwise, the OG is still up and running, have fun.
I know, right? Ok, everyone go and start hounding the streamers. 1, 2, 3… GO!
I originally had Tristram in with Rogue Wilderness and Stony Field, but shifted it to being with Cows so Cows weren’t totally by themselves. IDK, there isn’t really a clean breakpoint. I felt this was the best compromise myself.
Because that would go so far that it’d roll back on the point of TZs to play more areas of the game. It would functionally just turn TZs into the Bosses (and Tombs) being Terrorized instead of zones because that’s how most people would use them.
I would like TZ levels to rotate not based on clock but on something related to the game instance. So that you’re not getting the same tz every time within an hour. I.e. if you want to farm tz you have to be flexible and adaptive.
TZ were not created to have variety in where you farmed it was a by product of what they created. They were made to allow people to complete the 99 grind more easily. That was the complaint that they said they were addressing. Not only that but certain people like different places, want to farm different places, so they could still do just that. Nobody is just going to run tombs cuz it is TZ’d 24/7.
Personally I just thought they should have got rid of the harsh XP penalty in the late game and let people get XP everywhere. But honestly I like that people can farm certain areas for drops that weren’t possible before.
Content that is 20 times as efficient and offers exclusive (plus a bunch of otherwise very hard to get) powerful rewards isn’t optional.
I’m not saying the idea of TZs needs to be scrapped, but framing them as “optional” is dishonest.
I think it’s a good idea to have a rotation of areas to farm so that players can avoid getting burned out always doing the same few areas over and over again, but I would alter a couple things :
Make TZs a slider between 3 options : deactivated, normal, max level. If you don’t want to do TZs, you can not have them. If you like level scaling, you can have them at an optimal difficulty all the time. If you don’t like level scaling, you can skip directly to the last difficulty and feel the benefits of getting the extra levels to catch up with the TZ max level.
When less than 20 mobs are left in the TZ, an extra one activates in addition to the existing one. TZs don’t get switched during the game, you just open more TZs as you progress. This way you get to play different TZs without needing to wait, and you can restart the game if you have a TZ loop that pleases you. That doesn’t solve the issue of subpar TZs, but the only solution to salvage them without making them irrelevant is to rework the area, and even then players will always avoid the least efficient ones, even if the difference is less important.
What? It’s not dishonest, the toggleable option is in the game… Just because one way is better than the other doesn’t mean it’s the only way. Now if you’re a min/maxing, then yes, it’s mandatory. But not everyone plays that way, or wants to play that way.
Not a bad idea
But i rather have better density in bad TZs than just keep farming only the good ones
Youre right about making 99 more accessible but you are wrong about the rest, they literally said their intend was to also add an alternative to baal, CS and nilah runs and more variety to the journey to 99
Created to provide an easier time to grind 99 was their stated purpose. It provided variety as well at the time (which is cool) but was not their goal it was a byproduct of what they produced. They then added something along the lines of “variety in places to farm” which already existed and existed even more so ever since they buffed those other areas. Keys, Act Bosses, Pindle, Shenk/Eld, Trav, Cows, TC87 areas I’m sure there is something else I’m forgetting but farming variety was already a thing.
Regardless of variety that came around I dont like that TZ breaks up the game list, but I guess it is what it is? I did however really like that more areas were farmable. Honestly the whole game should just be farmable and perhaps just let some areas be better than the others. I still don’t get why we need a rotation. Can’t everything just be TZ 24/7? Sure it would have been good if they just got rid of the XP penalty and kept buffing density or value of some areas, but if TZ is the only option why not everything all the time and let the people choose?
Again they didn’t have patch notes for when they were hashing out making TZ. We got written patch notes POST their creation. The did state verbally they were working on the 99 grind though before hand.
Largely only lists baal as the rest fall off a bit. And I wasn’t talking about variety of where to get XP, but in farming. Nobody lists key runs in their XP guide. Used to be cows and uber leveling tho. The variety was in response to the patch notes that were writting post the creation of TZ which were modified to list variety in farming which the game already had.
That was the line they eventually added in later on about variety in places to farm in their patch notes.
Regardless the entire game should be TZ’d up or at least close to it. If they only got rid of the XP penalty the game would be better off than sunder and TZ BS. I guess sunders are okay in the sense that they’re not smart enough to buff weaker abilities properly.
I thought you were talking about making each Act Terrorized at a time, not the whole game at once. That was why I mentioned Tombs for when A2 is TZ’d.
What you’re talking about is just throwing the whole TZ concept out the window and creating a different game mode where everything gives better drops and XP. I can respect the argument, but that is a completely different conversation that has more in common with /players x or general level scaling than with TZs.
As for their intentions, you’re arguing over semantics. Whatever sparked the idea initially, increased farming variety is currently stated in writing to be part of their intentions for TZs. Making everything “terrorized” would remove that and shove everyone back to the same old farming spots from before or worse because the lvl85 “pits” wouldn’t be special at all any more.