- 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
perk of that activity: empowers the lore of Super Unique and the thrill of chasing them, learning their location
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
perk of that activity: gives replayability and time investment reward
Like playercount, unactivated monsters still can be modified. Meaning they can be buff up until you activate them
for example: PER % cleared monsters gain +%8 life, 5% xp, +2%dmg, +1% resist(cap 95 to avoid generating immune) and some loot bonus(mf&noloot). also areas under lvl85 gain +1mlvl each 4% cleared up to 85, then when all areas are at least 85, the +1mlvl applied to all
So based on those Placeholder values, if you have cleared 80% of the game, all hell areas will at least be 85, monsters will have % increased life, 160% increased damage, at least all their resist up to 95
Then you have special tokens that randomly drop throughout the game that when you have the right ingredients unlocks special areas that can be open through cube recipe but only at a certain %game cleared threshold
Ie:
- cube something in harrogath corner at 75% to face Bul Kathos revived by nilatak
- cube something near the tainted glasses of act 4 at 85% to turn it into a portal that leads to Diablo 1 hell architecture map filled with sucubus and doom knights
- cube something in town with at least 95% game cleared to turn all remaining monsters into clones of bosses (boss mod)
And at 99% it could generate a special event.
- Could be a Super Special boss Spawn that drops a special item. For example, Tathamet using the model of Reziarfg
http://classic.battle.net/diablo2exp/monsters/act5-reziarfg.shtml
or
- All remaining monsters turn into Bosses (Like bossMod)
This makes all alvl85 which makes the whole game farmable
- It incites people in staying in the same game
- favours party play
- incentivize killing monsters rather than skipping them over more rewarding ones
- less stress on servers caused by spamming new games
- insanely challenging content
- solves the boredom of 99 grind by introducing all monsters in the mix to the time sacrifice of setting up your game
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%
perk of that activity: solid time investment reward, pushes people to play all over the areas of a game
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
- Demon Hunting ( the one that blizzard watered down and made into terror zones)
Every hour the game asks players on the server to kill All the monsters from a specific area
the monsters from these areas are empowered up to mlvl 85 and get a Playercount like bonus, dealing more damaged having more life, more resists , giving more Xp, more items
these areas are also filled with traps, breakables that act like evils urns and shrines that act like monsters shrines. All this making the area more difficult and keeping you on your guard
when you full clear an area and report to Natalya, she gives you another areas to clear
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 in the tombs of Tal Rasha , go kill them and they’ll reward you”
calling it demon hunting also fits with the fact that Natalya being the canon assassin of Diablo 2 turned into a Demon hunter after Isendra the sorceress got killed by the assassin order