Feedback Time!!!
First of all, thanks blizzard for listening to the greatest mind on this forum
Now keep listening to it so your product is optimal
What are the flaws of your terror zone mechanic?
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obviously like all PTR stuff, balancing values isn’t the best, atm it’s too much exp which trivialize the path to 99
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incentivize even more game creation spam
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people will just login or participate when it’s a meta zone
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lack of extra appeal
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lack of player agency in the mechanic
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making it a Mlvl scaler you heavily penalize melee builds through the hit calculation
How to solve those ?
First of all the mlvl should be scaled up to a maximum of 85 to normalize all areas. When an area is alvl85, it’s then scaled through Playercount like modifiers, by that I mean dmg/life/do/no loot and add some resists to that including magic
Then the Exp penalty should be reworked to be less aggressive on the last levels. Just enough to make killing monsters twice as fast as killing Diablo/baal/nil
Then comes the replayability and player agency
- once you full clear a terror zone, the terror moves to another zone within this same game
When the Terror affects an act 5 times, a Uber boss will spawn in it
act 1 the butcher: applies open wounds, spawns blood golems, etc
act 2 Horazon: cast Elemental, can stone curse you, summons super uniques
act 3 Lazarus: Casts Fist of hell(Unholy Foh), guarded by doom Knights which he can revive at will, casts Terror that works on Chars, etc
act 4 King Leoric: every time he gets hit by a damage type, 2 skeleton warrior appear with resistance to that damage type, his attack is the reworked version of Vengeance,on hit it has 33% chance to cast ice blast, 33% chance to cast fireball, 33% chance to cast charged bolt
act 5 Reziarfg: attacks with powerful spikes from bellow, spawns multiple worms like poison creeper, biting creepers, carrion vines paired with Sand maggot eggs
- add a special boss to terror zone. The server has a counter of how many of these bosses have been killed and when a certain number is reached, a new terror zone unlocks for the hour. This incentivize people to play less fun terror zone to spawn a potentially better one.
- cubing essence of terror in a zone could probably terrorize it too
Now in terms of appeal, people are talking about density but while I understand the reason behind that and how fun it could be, this would only make melee feel even crappier in comparison since you increase the number of single targets to kill one by one, putting it in a even greater disadvantage than it already is compared to aoe builds
Ofc some density bonus to lacklustre areas would be great, but it shouldn’t be major nor widespread
Instead It should come based on the concept of terror
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breakables in terrorized zones have x% chance to work like an evil Urn
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shrines have double effect in terror zones, they also act as evil urns
And ultimately, this could be gamified
Making it a leaderboard with the most “terror monsters killed”
And not to mention that these changes allow for a better single player compatibility of the mechanic, being able to generate more terror zones by clearing previous ones
Once again, thank blizzard for doing this but not too much so they don’t think it’s a done deal