Terror Mode
In this mode all TZs are active allowing you to farm any TZ(s) you want to without the wait
Sundering charms will have a much lower drop rate due to all TZs being active
Drop rates for set items, unique items, and runes would be slightly increased
Andariel, Durial, Mephisto, Diablo, and Baal have an increased to drop 1 random set part and 1 random unique item on every kill with higher chance of it being an excetional item in Nightmare and the higher chance of it being an elite item in Hell
In Terror Mode all monsters would scale to level 60 in Normal, level 75 in Nightmare, and level 99 in Hell using the same scaling as normal TZs do
slightly higher drop rates for champion, unique and super unique monsters
Experiance Penalties do not exist in Terror mode as the monsters are always a higher level than you
Keep in mind that monsters cannot scale to levels above 99 as 99 is the games maximum level cap
Guaranteed drops? What a way to spoil the suggestion. No thanks.
I can lower that to a greatly increased chance of unique and set drops if that is better
You can change it to whatever you want… Your suggestion is falling on Blizzards deaf ears and blind eyes anyway.
not that Blizzard even looks at the feedback anyway
You are right about his one
Just this. Cut the rest because it’s the wrong direction and would just make the game easier. Also 99 is not a hard cap of the game.
I’ll add that I’d add an option to replace the level scaling with monsters being max level from the start, for people like me that dislike level scaling.
be honest. You just want to have the desecrated TC right from the start to farm andy gear.
Nah. I really extremely strongly dislike level scaling. That’s the worst concept that has ever been invented for games with leveling systems. Why would I ever want to level up if that makes all enemies level up too, usually with more power gains than I get (you then need to find better loot to compensate the difference, but not completely, because the difficulty curve needs to rise)?
This has turned me away from Grim Dawn, Diablo 3 and Wolcen. It’s really by far the worst mechanic an ARPG can implement. The only reason I tolerate it in D2R is that I can keep it deactivated until I get to the level where it doesn’t scale anymore. If not for that, I would have returned to base D2.
I was agreeing with your statement that the only thing to be kept from the original suggestion was having all TZs active, rather than a single one. (And maybe the lowered sunder charm drop rate? I don’t really have strong feelings about that part.) The rest looks terrible.
PS : If the worry is having access to all items before getting to a certain level, I wouldn’t be against having item drops still indexed on character level. The point is really that monsters becoming stronger when you get a level up is extremely bad design.
PPS : As a reminder, the XP given by monsters is proportional to their level, and when monsters are higher than you, there’s an XP penalty equal to CLvl / MLvl. So, in the end, for monsters above your level, the XP is : [Something] x Mlvl x CLvl / MLvl, that is to say, MLvl disappears from the equation, and it becomes [Something] x CLvl. There’s no benefit to XP for battling higher level monsters when they are already at least at your level.
I fully understand and feel the same. It’s just so common here in the forums that people only want to get loot and xp easier, that I automatically assume.
The only reason level scaling kind of works in D2R is because it doesnt affect the campaign and only affect TZ areas which are optional. Besides this u need a pretty high character lvl before Terror Zones become better than doing ordinary Diablo/Baal runs when it comes to xp gains, at this point the lvl scaling becomes less of a problem.