When questioning, first look at diablo 2, and see if what diablo 2 did makes the most sense / is the most replayable.
This is why blizz gets so much crit bc they dont do step 1, or talk about it, they just do, and it seems to turn out like diablo 3 as if they are choosing the wrong game to mold after.
So in D2, i certainly donât know all, or near, but obviously monsters get hp, dmg, and gain modifiers or affixes or however you want to call it as difficulty increases. This is because the game has static difficulties, a huge yes, for games replayability / benchmarking if a build is âmetaâ or âgood enoughâ or not to âwinâ.
Notice how normal monsters in diablo 2 have like (i forget the exact rules) but like 1, 2 âthingsâ going on with them? âFire enchantedâ f/e. Then in NM, itâs upped, same with hell? Thatâs difficulty scaling. Adding a cold AoE that CCâs you, instead of like D3âs âgrand ideaâ of having exploding dot fireballs as this universal thing that doesnât even cc youâŚ
Immunities are this brick wall that in one way are terrible bc they force a gear check to overcome, but amazing bc they force A check in general instead of just afking hell bc your nightmare youtube videoâd build is so perfected via info share that it can handle half of hell on itâs own.
This is why a hard check is super big to âcreate a new gameâ in the final difficulty, to give it longevity the leveling process to give it depth, even if itâs âhunt for convictionâ or âplay sorcâ or âfind charges on weapsâ or w/e. Itâs something besdies âcontinue on with your build, not facing a new challengeâ.
So, im all for immunities, just not how they were done in diablo 2 as far as the pole vault to overcome it, there should of been more options but not too many more.
Obviously getting a higher up char into the game like a bot to delete the screen for you totally should not of been a way to âbeat the gameâ but it was 1999.
Adding affixes both offensively and defensively (like diablo 2 did it both ways) is critical.
For example, immunities (hard, not soft) are an offensive-defensive all in one thing. Bc that countess canât die to idk your blizzsorc or w/e sheâs immune to, you can die, bc, she is now more offensive for having such a good defense.
If that immunity was soft, it wouldnt be a offense, or a very weak offense giving her a few more seconds or a minute to survive to attack you. I think d2 upped the number of packs and such per difficulty, its been a few years since iâve played since life and 2020.
I do not like the idea of adding visual effects or adding new attacks to higher difficulties. D2 did not do that at all, and it seems cheesy that the monsters gain offensive abilities at higher difficulties, which takes away from the experience that the first difficulty is the same playstyle as the later ones, just with way more defense (which is offense).
Like monster count and better monster defense and better damage is the way, but not adding new attacks and such. Thatâs my personal opinion ofc, based off how D2 did it.
What would be really cool tho an exception is if in hell mode if they actually did static difficulties would be to have a cell phone pop up and be like the new ability, so like the countess gets an iphone 12 and takes selfies that shoot lazers behind her head that can kill you like the camera flash. That would be the weapon. Then you have to find a âblock buttonâ weapon to block her from texting you so that you can get in for the kill.
Like we need tech as weapons, and block buttons as defense, to get d4 up with the times of 2020. Lol.