Diablo is a very loot-centric game. Having something like a treasure goblin fits it perfectly. Of course, they can adjust it to fit into Diablo IV thematically. They could make the design more serious, or introduce some risks when fighting them. If you watch the Diablo 4 art panel you can see that they have these things handled pretty well.
Droprates and rarity of the enemy themselves would need to be balanced as well so that they are neither completely useless, nor the best thing to farm for in the entire game.
I’d personally like to see Goblins in D4 but not as a walking bank but as actual thieves that might come and steal loot if you let it on the ground for more than X sec. In addition they might “assist” some elites to craft more powerful weapons for their pack or self, thus further embracing the fantasy that the Goblin is “harmless” but if you them do “their thing” longer might make you regret
Make them easier to kill than in D3 but make them escape fast and instead of going into a portal make them go underground and pop out somewhere else, not too near but not too far either… IF you kill them they might drop a few items but certainly not “act boss loot” kind of gain
i.e. the “fantasy” of the Goblin should be changed, not the actual unit removed. Instead of making them be a “bonus out of nowhere”, make them be a “other monsters are a X% greater threat” if you leave them unchecked
I would like to see this too. When you engage them let them drop a trap to slow us down or summon a pack of elites to keep you occupied. It would make killing them more challenging and possibly more rewarding.
Treasure goblins in D3 were a fun aspect of the game. I actually think that the mechanic should be retained but with an appearance/audio adjustment to fit a grittier atmosphere in D4. “Embrace the darkness” they say, and not the dorkiness
/shrug i honestly find goblins great, they break the monotony of farming… when i’m doing rift key farming and pop a goblin pack i still get happy to see the explosion of loot lol… especially if there’s a gelatenous or two. haha. People need to remember… it’s a game, it’s supposed to also be fun.
I think Quin69 encountered a goblin while streaming D4 at blizzcon, it was actually pretty hard for him to both see and kill and kept kiting him into other monsters. I’d definitely like to see them be a bit more challenging and dangerous.
I love them. Treasure Goblins are one of the best parts of the game for me. I love that you have to put your greed over your safety and charge after it into a pack of mobs (usually), and I especially love the realms they can open. I find them a really fun break from regular things.
I also want secret rooms/items/areas back in D4 too.
Same, the other fun “non-grinding” part in the game is Cursed chests and kinda would like to see them return
Buut IMO yes, the TGs (again) need not necessarily be a “walking bank”… Long story short - it’s the implementation that matters (not necessarily the mechanic itself)
And that’s what got me killed at the end of last season. (I was only lvl15)
how about, when the escape portal opens, the goblin randomly decides to throw his/her loot bag into the portal (instead of escaping) then kamikaze attack you with those teeth.
Goblins are OK, even if their first instinct is to run. However, when cornered they should fight back and as an elite, they should be as dangerous as other midrange elites. Their appearance does not have to be “cute”.
It depends on the build you are using. I’ve run into jellies and packs with a WW build and killed them all and been driven nuts trying to kill them with crusader builds. I’ve had them stand in one place and do nothing, not even run, while I shot them with a ranged attack. Still, they are an elite. They should not stand there and do nothing when you trap them. Remember, I said they should only fight when trapped.
Let the Goblins have 125% movement speed of the player that attacks them first. then it drops gold stacks and legendaries that are trapped (move speed debuff, lose 90% all resist) while it drags you into agro range. So then the player has to chose to chase/loot, or cut off/kill.
There are so many inherent immersion issues in a game with magic as its central construct, that the only thing that could ruin it for me would be if they added modern technology and weapons.