Implement a players zero option that stops experience from accumulating but leaves the monster scaling to players 1.
Increase the character limit (remove it all together, or pay model it [gross]) so that twinking is supported better.
Imagine pvp brackets (leaderboards on ladder?) for level 10/20/30 duels or whatever being a thing. Supporting low level gameplay and speed runs lends itself to streamers which directly lends itself to more publicity and sales.
While you’re at it add players 0-8 to bnet (non-ladder only), but only for experience and difficulty scaling. Leveling to 99 is a chore that you should not need 7 friends or random public games to do online.
Do you have a use case in mind? In what situation would you turn this setting on? Curious where this idea came from.
(Also once you hit like level 93 or whatever you’re basically getting zero experience in p1 already lol.)
Yep lots of hypothetical use cases.
- Beating hell at super low levels without being rushed
- Speed runs with self imposed low level caps
- Twinked character duels with no risk of leveling from monster kills
Some of the best gameplay in D2 is the progression (until it’s not at 90+ like you called out). There’s lots of ways to progress but it mostly comes down to better gear or levels. Capping your level forces new challenges, and probably gives way more use for low-mid level gear.
Ahhhh, so for challenge runs and such. Okay that’s a neat idea.
The better way to implement this is a “stop experience gain” toggle, but the /players command exists so use it I guess.
If /players x exists in tandem with “stop experience gain”, you could have CRAZY challenges like “Beat the game in /players 8 at level 10” become possible. Content for days for streamers (not that they need help generating it).
Can you even start ancients without being 20-40-60?
Lets have players negative 1-8 so that enemies heal you when they attack, this way my grandma can play Diablo 2 with me
I forgot about the 20, 40, 60 level requirements for Ancients. The devs would either need to remove those level caps, or the idea only works for PvM at those caps (or with rushing around the Ancients) which does complicate things.
To also respond to it being “a waste of developer time,” a toggle that turns experience gain to zero is likely a trivial bit of code:
if (isNoXPToggled) { setXPGain = 0; }
Aside from the Ancients level caps issue, I think this would take seconds to minutes of dev time. Yes, the UI Frontend team needs to do some small work too, but this seems like baby small work load for lots of potential gain. It’s probably fairer to say it’s a Waste of QA/Tester time. 