The fatal flaws in maps/ rifts

and its something we will encounter in terror zones as well

this is the EXACT reason why i left POE and a large factor in my leaving d3 … maps just became “follow the leader” and u couldn’t even get an attack off before everything was dead.
same thing in d3 rifts.

people think “oh its better”
yeah its BETTER if monsters can stay alive long enough to allow every player to interact with them.

this means raising their damage resistances and hp and lowering their damage.

their hp needs to be raised because that is what allows them to stay alive the 2-4 second needed for all players to group and participate

the damage needs to be lowered because the extra time they are alive means they are going to hit you more often because they have a longer time to both reach casters and hit them and more attacks vs melee… so to maintain the same amount of damage as current builds, their damage and threat level needs to be lowered take into account the extra hits you will take, so the damage received remains the same

the ALSO needs to NOT be power creep enough so any one player CAN solo kill players 8 fast enough that the rest cant keep up.

unless players can play “together” you will encounter the same issues d3 and poe had.

and this gap has the potential to be much worse in d2 do to how much lower melee clears inherently are due to complete lack of any aoe… and with sundering charms blasting away any restriction of elemental caster clear speeds, while doing nothing to improve melee clear speeds, it is going to be profoundly worse.

the issue with this. is… it requires the devs to actually balance the game.

something which will clearly never happen.
made all more apparent since they allowed sundering charms to go live.

terror zones had a chance of working before sundering charms, because you would need to rely on your teammates to clear your own immunties, which would have allowed more of a delay.

but as it stands now… terror zones wont be able to keep people together, melee character are going to get left behind as everyone else teleports away

and sundering charms LOWERS their resistance…

meaning this is going to get a whole lot worse

4 Likes

This has nothing to do with terror zones. This is issue of balancing game and character damage. Many skills should be rebalanced so they cant easily kill stuff on higher player setting than /players 3

2 Likes

why punish yourself by playing multiplayer in d2r?

2 Likes

He’s not wrong. Multiplayer content that requires you to move a lot isn’t very compatible with this type of game in general. Bosses are a different matter. Maybe we need super super unique monsters that are much more meatier?

How about they just allow P8 on bnet game creation?

With 2-3 friends on P8 mobs will stay up plenty long enough unless you’re all hammerdin/fohdins

this is exactly how i feel with my barb. I run 20 terror runs in row and if there is a light sorc I can hardly hit a target before arriving at place and everything is dead.

But they wont nerf anything. These clear whole area with massive damage… for damn sake it was always a logic of: “damage many monsters but with lower dmg” OR “damage one monster with high damage”… but there is no distinction here.

I think 2-3 more terror zones active at the same time could work, so you split up and farm more solo…
cos this multiplayer experiecnce where 8 players go together and one clears everything is MISEARBLE!

He’s right. My dog s*** barb using an IK maul with beserk has no issue two shotting level 96+ monsters on P8. Meanwhile my Barb could barely kill a single cow on P8.

The monsters HP/resistances need to be raised.

I don’t know why they assumed “hammerdin players” were the reason for TZ being easy. That’s not the case at all. It’s simply too easy. There is nothing Terror about Terror monsters.

I don’t think most people will end up group farming TZ. Diablo has always been a race, and no one will slow down on purpose for you. At best people will split and finish the zone in 30 seconds.

ganna say terrors zones dont seem to have this issue because i have never actually played with in group terror raid… like… at all…

D3 rifts are quite the opposite though (at least if you’re pushing the high ones), enemies are way too tanky and the thing is one big DPS check

Plus the goofy implementation of the Area Damage mechanic and pull effects.

Maps and rifts are an attrocious endgame

I personally prefer to have the endgame to be the campaign areas but with activities

Maybe open up a couple of side areas as dungeons

Have challenges

Challenging mechanic that increase the difficulty

Pretty much the type of activities I would have love to see in D2R

https://us.forums.blizzard.com/en/d2r/t/terror-zone-is-only-but-a-single-of-many-stone-in-d2r-road-to-greatness…-there-is-still-plenty-of-room-and-need-in-d2r-for-additional-endgame-activities/141750

Especially the king of hells mechanic where the more % cleared a game is the harder the mobs become but also new challenges and bosses unlock

2 Likes

Personally I like the concept of endgame Wolcen has, the execution failed imo but the concept is very nice.
But before adding an Endgame to D2r they should first find a team of developers to do it, I mean real ones with actual skills

That would kill all public games because right now the online game experience sucks. Imagine what would happen if people didn’t have to participate in public lobbies to get higher player count? :rofl:

This will be great, more than a 2 min runs, long runs, yeah.