I haven’t been keeping up on the forums so please forgive me if this has been touched upon already.
Why in the world did they change the echoing nightmare to not have drops? What is the point of it again in a loot driven arpg?
Edit:
Appears I missed something. Monsters dont drop loot, but you still get rewards upon completion. Is that correct?
Correct. You only get loot at the end.
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People were using the gold drops to gain immunity with Boon of the Hoarder and Goldwrap.
Also, the drops were a pointless distraction in a mode that is intended to be somewhat frenetic.
There is still a chest at the end that will still have loot, basically the same as what you get from killing the RG in a rift.
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What would have been interesting is if the monsters do drop loot but you cannot pick it up. That is, the game tracks what would have been available and then gives it all at once as a reward… so you can still explode monsters into gold piles but those effects (Goldwrap, etc) do not actually function.
[Edit]
And also, I do hope that hell udders will be in the Nightmare.
And one more question… do Echoing Nightmares have Fallen?
It’d be hilarious if Rakanishu’s Blade actually had an useful function.
Well, I suspect they’re going to generate a lot of Fallen Heroes, i.e. dead HC heroes.
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OP…
In SC, once you finish the EN you get loot, xp and nice augment depending on you teir. Even if you die in the EN you still get this.
In HC you will have a really good chance to die* and get to have zero rewards for death. Then you can make another toon.
*Death chance not known until season starts. Expect it to be very high.
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It would be funny if the reward for a Nightmare was saved and given to your next HC character as an “inheritance.” It just pops up in your mail but I don’t think mail works in season so maybe as a “gift” that one collects similar to the Challenge Rift. At least then, dying would not necessarily be a total loss. It may even be an improvement.
Despite the Shield pylon being gone, the new Speed pylon will provide a fairly effective exit strategy for HC.
The difference will come down to using the pylons in a different sequence between SC and HC. SC can use the Speed pylon earlier, whereas HC may want to leave it until later, if not the last.
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An issue though is that during the PTR, on every spawn wave, the spawned enemies zerged you faster than they normally would. I.e. They’d zip across the screen in under a second. And depending upon how much the full bar still needs to fill up, you could have up to 5 waves of enemies doing this. Without the ability to freeze, stun, etc., depending on the level, it could end up in a proc per wave.
Hopefully they’ve at least removed that by live.
Add to the waves is Predition spawning in the middle of them. The RGs didn’t show up in chat so you had to be careful to notice the spawning of them. Plus, he was surrounded by so many other demons, you couldn’t see his warm-up pitch to avoid his tp.