Adding an endgame progression system to tie everything together needed?

originally before expansion i assumed NM Dungeons would be the endgame, and seasonal mechanics would be added to them, and they would get some type of progression system to tie it all together and give us something to work towards. I still think this would be a good idea, similar to path of exile maps. I think this would put the game in a Great place. if its not NM Dungeons then come up with something else for this. What do you guys think?

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I’m game for that and this discussion of what a real ‘endgame’ looks like. I’m not sure what a progression looks like for nmd.

I would do something like breaches from s5 or realmwalker where you add in the story bosses as you go from port to port.
Each port gets tougher and tougher enemies until you die or you stop to start another one. No time limit, drops are obducite/equipment/gold as that is what you need to temper/mw or drops go to a room where you do not have to stop or you decide when to stop. Every x ports you can level a glyph x levels in did room.

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I and many others that I have heard here would love them to do more with NMD’s. like

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I’m not sure that’s possible anymore and I’m not sure they want that now it seems they just want to give ppl a :poop: load of shallow activities.

U may be right…202020

We need an infinite paragon frame that doesn’t damage us, but improves our gameplay.

Imagine a sixth frame when you reach level 300. In this frame you can put more chance of gold, more chance of amulet with passive, more mythic canche. Ah, I got a good amulet, now I can put my points to increase my chances of botting with 3 GA This painting could still have a reward every 10 levels. A chest of gold or a chest with guaranteed ga.

I’d like them to better fix balance issues and exploits and to add leaderboards to the pits like it was in D3. I thought that was great and added a lot of longevity and reason to try harder. Was also cool to see what builds and variations people were trying out.

I’m not sure why they put in all that work to create ladders for the gauntlet (which wasn’t great or interesting imo) and then remove it outright now. But I don’t miss it.

Blizzard has designed NMD as end game which has 100 tiers. No one can kill the boss and even elite in NMD 100, players has to fish for the NMD without boss in order to complete. The high tier sigil is very costly to craft as Whisper cache didn’t drop sigil, farming sigil mats from lower tier was part of end game activities.

NMD100 also more exciting to play as the normal mobs can one shoot if you let them jump on you. You have to walk through the dungeon constantly look over your shoulder, understand what type of mobs and elite will blink on you and result to instant dead. Also be aware of range mobs which can one shoot you from off screen.

Blizzard has already announce NMD is end game and will not bring back Greater Rift in their interview below:

“shorturl.at/2JJ4L”

This has changed in Season 2, after they accidentally nerfed NMD in their attempt to overhaul the critical/vulnerable damage multiplier. Monster in NMD 100 was heavily nerf to compensate players damage lost when critical and vulnerable damage changed to Additive. Whisper cache also drop sigils of the highest NMD, which eliminate the need to farm sigils. They have re-introduce Greater Rift in the form of AOZ and now the Pit to compensate the lost of NMD 100 as end game content.

This is the result of the dev not having direction in maintain the seasonal game. They just constantly trying to fix one part of the game and then create another problem else where. They even limit the damage of Pit when many players cry about getting one shoot, and increase the Pit HP to make it not too easy. The pit is a boring content for end game as the mobs in the final tiers has quadrillion HP which could not be completed mathematically with any normal build. I will not play high pit next season, as this is a false content used by Blizzard to stop any potential bug builds.