Meh
An extra difficulty would be better than nothing but it’s very sub optimal
I’d rather have a challenge increasing mechanic that is
- progressive
- gamified
- designed to equalize areas to all be interesting
You also have to understand that to do so you need to adress mlvl, density and add all resistances to monsters including magic, but also preventing it from creating immunities cuz that’s a crappy mechanic
So in the end you would have monsters with extra dmg extra Life mlvl 85-86 with 95 all resists
That’s why I really love these 4 concepts
- the demonic list
- every time you kill a super Unique, the whole game gains +1mlvl(unactivated mobs, capped at 85-87), when all areas reach mlvl85, the buff to mobs is dmg/life/xp/noloot/resistances
Ideally super uniques would gain more buff than regular mobs, making each next one harder and harder. There could even be some shenanigan with them being allowed to higher mlvl lvl and TC so down the line they can drop everything to compensate the fact that no-loot bonus doesn’t affect them
This would incite people to hunt them
Finally we would have a reason to kill blood raven
We would have a reason to revisit the den of evil for Corpsefire, the barrack for the smith, maggot for coldworm, etc
All especially all those more unknown
People would learn about all the Super uniques and potentially their story
There are like 60 of them
Killing them all could even trigger a special event. Potentially using legendary super Unique removes from the game or some never seen like Reziarfg
http://classic.battle.net/diablo2exp/monsters/act5-reziarfg.shtml
People would create games and hunt parties to kill them all, have better farming areas and ultimately trigger the Event
- Restless Darkness
When you full clear an area, sunbeams appear like in the den of evil and you character says something
At that moment, a time starts
10 minutes(example time) later a message springs
“Darkness has engulfed The far Oasis, evil walks again on this land”
the area is repopulated with monsters, stronger ones
This buff to monsters is similar to what playercount provides
- dmg
- life
- xp
- no loot
But also
- mlvl*
- all resists(including magic and up to 99 )
- maybe even a bit more density
- King of the Hell
Game with hell baal quest completed have this mechanic. This mechanic determines the total number of monsters in the game and the least of them are left, the stronger they become.
For more details:
You have a tracker displaying the % of the game that is cleared. This is where the leaderboard gets it’s data. Highest % reached, highest % boss kills, fastest time to reach 100%
- The 9 circles of hell
where hell becomes harder each time you complete it. On the last Hell act bosses are harder than regular ubers. First to complete the game on this ultra hard difficulty
Not to mention that increasing the difficulty of the game is one thing but the game also needs extra activities to do
Like
- holy grail
- bounties
- gear customization
-etc