I know there’s been this topic lately but I wanna post the idea/suggestion here specifically by itself
So, here’s how to achieve that:
- Step 1 - Bring back Capstone dungeon at lvl50 (Elias boss probably again)
- Step 2 - Beating him opens 2 Portals (Slayer’s Realm and Wanderer’s Realm)
- Slayer’s Realm has the following characteristics:
-
- Increase damage by 20% of a certain type by choice on entering (Basic, Core, Secondary, Ultimate)
-
- 50% increased monster density and 50% increased drop rate
-
- Ancestral Items
-
- Hellforged Items (dropped by Hellbournes or Bloodseekers, w.e.) => Roll 50-150% increased inherent affix value, can be MW-ed up to 20 times but can’t be Tempered
-
- Has Infernal Hordes, Blood harvest, e.t.c.
-
- Endgame = Advanced (global bonus) Map system, maintain bonuses to keep slaying
-
- Goal = Maximize character power and keep bonuses to obtain gear
- Wanderer’s Realm
-
- 10% (baseline on all sources) Lucky hit chance and 5% to Overpower
-
- Contains new type of monster class (Overlord), Overlords have their “harsh” CC back (these can drop an item that has a stat specific to countering what they excel at, for ex. Knight overlord can drop “cannot be displaced”)
-
- Enchanted items (instead of Ancestral) - instead of rolling GA roll an extra socket
-
- Temper Scrolls (one-time-use version of a Temper manual - randomized choices)
-
- Vaults, Realm of Hate Vaults, Malignant Tunnels, Horde Tunnels, e.t.c., Cellars (as well as NMDs) can have Portals or openings to these types of events
-
- Endgame = Defeat all NMDs and Bosses using “Altar of Sacrifice” where you place relics. Relic = global double-edged nerf for you and monsters (hurt yourself to soften monsters even more, for ex. Knights no longer knockback or stun but you take 25% increased damage while CC-ed…)
-
- Goal = because of scarcer character power growth, goal is to use Relics smartly and survive attrition to achieve progress (and ultimately overcome all challenges)
And a bonus (extra/potentially-cool step) to not entirely split the playerbase completely (in fact might unite partially again)
- Players are allowed to traverse to the other Realm once, and bring an item of their choice back from there into their original Realm they play
P.S. => Bonus: a suggestion to fix Pit with as minimal effort as possible
- Step 1 - Instead of altar for Leveling Glyphs, drop several already preleveled Glyphs at completion of each run
- Step 2 - Maximum Glyph level that can drop is Pit level -5 (but not than -10), for example if playing Pit 55, the Glyph drops that are gonna drop are between 45 and 50. Each Glyph has one extra random stat
For example:
-
Exploit Glyph #1
-
- Level 47
-
- Critical hit Damage increased by 10% [x ], but 20 of Dexterity inside affected radius is neutralized (not counting toward Glyph bonus or player stats)
-
Exploit Glyph #2
-
- Level 50
-
- Magic nodes affected by this Glyph gain 5% extra rolls if they affect Chance%
(Assuming we were “hunting” for Exploit Glyph that is, and we got lucky to get 2 of them)
Whaddya say folks, happy with these ?