I’d like to see the dev’s do a “final hurra” and add a final difficulty “inferno” to provide a high-end PvM challenge. I don’t expect them to add new areas of the game but could see them implementing a 4th tier of difficulty. In my mind, this would be designed for GROUP play – requiring multiple players in the same area stacking abilities to beat it (unless you’re crazy). New runewords/items would NOT be introduced to provide your characters new power – simply you’ll need to work in groups to clear each area.
Monster Changes:
Monsters: +200% damage, +350% life, +10% elemental absorb (fire, lightning, cold), 30% physical/magic resistance.
Champions/Unique: As above. Spawn with +500% life and 4 additional NEW modifiers and can spawn with multiple auras. Has a second immunity that is either magic/physical/poison.
Act Bosses: Spawn with modifiers SIMILAR to uniques! Magic/Physical resistance 30%. Each act boss ALSO spawns with a unique mob near its location for added difficulty.
Inferno Cows: 25% fire/cold/lightning/poison absorb. ALL have the “extra fast” mod.
Item Drop Changes:
No new items would drop; no new items would be added to make this difficulty easier. HOWEVER, when an item drops, the variance in a mod would be improved by mitigating the lower 30% of the roll. For example, a magic ring (in hell) can spawn from 0-90 mana. In inferno, the ring would spawn from 30-90 mana. This would make the drops “better”, only on those that have varying stats.
All areas would be a level 85; all act bosses level 99 (might affect people who aim for reaching 99 first in a ladder?).
Almost ALL characters (solo) would be better to farm hell (more efficient timewise).
Act bosses would be increased to all be monster level 99 (maximum value).
Ability Changes:
Crushing Blow would deal half as much damage as it does in hell
-120 all res (instead of -100).
Reward Quests
All would not provide any new skills/stats. Larzuk excluded.