Jupp, sounds like a setup for more world tiers to me.
They will need to let the casual player feel the impact of a new item, but I do hope they manage to do so without overly big multipliers.
If the managed to create what you describe and both gameplay, skills and gear is interesting all the way through to the 5th level of hell, they will have really accomplished something great.
How many levels of hell did Dante write about again, 9 right?
Dude I remember killing Belial in Vanilla D3 to be able to progress to Act 3ā¦
Yes I played Demon Hunter but I did not abuse Smoke Screen that was the first thing they nerfed xD.
Belial was soo hard⦠I had a build that was supposed to let me take a hit on DH if Dodge chance fails me⦠But Belial was hitting so hard that he was one-shoting me easy. That was damn fun⦠I would not remember all this details otherwise⦠10.5 years after the event.
Also Ubers on Monster Difficulty 10 where ultra fun.
I just hope that we will not need to stack %elite damage everywhere (or particular damage reduction stat) to be able to take down that Boss at the end of tier⦠Because we should be using build that will let us kill monsters in the next tier.
Yes well we can say bosses were always gate keepers to progress further. But i think tier bosses will be more like āProve your worthā kind of challanges.
No longer the case, you can have as many as you want. Im 99% sure.
The problem with them is that you have find multiple of the same ones as you keep leveling up. They scale with character level or difficulty, one of the two.
finding a shako in D2 means you have that shako no need for anything else, but finding a shako in D4 in the wrong āplaceā means you have to find another one later that are better.
This is no different than people who twink in WoW. Most any game will have bottom feeders who canāt fight fair fights, so they go out of their way to fight people who canāt fight back. Some even believe in their heads that this behavior falls into the description of ācompetitionā.
My issue with chaos level is the poor design.
typically a map or arena (then another, until finally a boss map) & just waiting for mobs to keep respawning.
People often overlook how good Rift are designed in D3. Progressing through a mostly define path mawning down mobs as you go, & move to another level level is so much more smooth than arena levels of outriders and Tiny tina.
Where you go in circle looking for mobs or force to be at a location, horde mode like waves of mobs at a location until the game think its enough then you can move on.
Didnāt David Kim oversee SC2ās transition from 5 to 10 starting workers. Accelerating initial income to where you no longer have time to scout your opponent before you simply must blindly commit to something, anything or else fall behind. Brilliant as he may be, and great as it may be for pacing for the average player, this fateful change to SC2 is not a great punctuation to his tenure at Blizzard, in my opinion. I donāt grieve his absenceā¦but for all I know he was vehemently opposed to the change and was outvoted outright.
If runewords still exist as they were presented, itās better that they donāt do a second reveal and spoil the surprise additions. But itās just as likely that they found out all the rune combinations paled in comparison to the crazy legendary effects. Maybe thereās room for these runeword affixes on our legendaries?