2 realms (perhaps a long term solution)

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 ? :thinking: :slight_smile:

2 Likes

sounds great, but not with this current crap D4 team, they cant even get codes correct in thier copy and paste seasons, what actually makes you think they will do this, maybe in Diablo 12 season 16

IDK, I just have faith I guess :smiley:

I mean the thing is:

IMO D4 has that special opportunity that no other games have, precisely because the game is set in the “Overworld” there is opportunity to experiment extra around events and long-term design of events

1 Like

i agree with you, its just i have zero faith in the D4 team as it is, season 9 will be over in less then a week after it starts, the ptr was pure cow dung