I agree that an arena would be nice accompanied with a Pvp point system
But I disagree it being pvm
They first need to make the existing game areas interesting before adding stuff
- 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
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
But also
- mlvl*
- all resists(including magic and up to 99 )
- maybe even a bit more density
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:
The PERFECT endgame solution!
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%
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
Every hour the game asks players on the server to kill X type of monster, they are then considered p10&mlvl85(placeholder difficulty), giving more Xp, more items but also way harder to kill and more dangerous. these monsters also giving Points toward the bounty leaderboard
Ie: Go to Natalya and she say “I got report from the order that there is an invasion of Urdar, go kill them and they’ll reward you”
every new game, Natalya has a contract for you
monsters are gathering in a specific area, gathering troops to launch an assault on a city
she mandates you to go cleanse this area
monsters are empowered and guided by a leader boss
this empowerment consists in dmg/mlvl/life/noloot/resist/density
More Evil urn like containers all over the game
For example: blood raven Mausoleum, crypt, like A5 red portals and A3 sewers and plenty others are interesting areas due to their alvl. But the density is god awful
What about making the chests/containers spawn packs of monsters like evil urns?
It’s already a mechanic that happens for other stuff like tombs and barrels too but rarely and with a single monster
What about making them happen very often, with higher quantity of monsters and higher quality of them like the evil urns
Another thing way they could behave is a “slow spawner” somewhat like Nests and sarcophagus
Instead of spawning them all at once when you click the chest/popable it slowly feeds a couple of normal monsters, then champions, then minions with an elite and then the chest/poppable drops like a Super chest to reward your time
Those system could be applied to multiple areas of the game which would create a opt-in density booster that has a cost/sacrifice which is taking time to interact with them
Example, Act 1:
- barrels hide quill rats
- tombs have skeletons , spectres and zombies
- rogue corpses spawn corrupted rogues
- etc
Here’s the full list of them
https://diablo.fandom.com/wiki/Containers