With the new Pit difficulty in Season 8, Torment 4 is Pit level 55 to 69, Torment 5 would be Pit level 70 to 84 and Torment 6 would be Pit level 85 to 99.
All these Pit levels will be reached and most endgame content will be to easy for many or some players.
To be clear, I don’t want real new Torment levels, potions that add more life and damage to mobs will be sufficient, also another penalty to armor and resis is not neaded.
We had these potions to boost up the new Helltides a few seasons ago and they were really fun.
They could raise the GA droprate and make special events like the butcher and goblins (or what are they called?) more likely.
This way a player who can do Pit 100 can still do other content without one-shotting everything.
The implementation isn’t that important.
A potion that can be stacked up 10 times and every stack will add 5 Pit levels to the difficulty of T4. Or maybe 3 types of potions, blue (+15 Pit levels), yellow (+30 Pit levels) and orange (+45 Pit levels),
These potions don’t even have to be rare and could be produced by the player with some herbs. Maybe a white potion for resetting the other potions would be nice as well.
I want to emphasize again, that the whole point of the potion is to give builds that can do Pit 70 to 100 something to do, outside of Pit and Bosses.
These potions can be used for Helltides, Nightmare Dungeons, Kurast Undercity and more, maybe even Bosses.
Let’s say you want to play with your friends, but they only can do Pit 70 and you can do Pit 100.
Having a potion that will make you do less damage (in percentage) will make it much more fun for everyone in the group.
Otherwise it’s like Season 6 all over again, where one Spiritborn did more damage than all other classes could do. You are doing a boss, your group is fighting the boss for 2 minutes, you hit him one time and he is dead.
It cannot be healthy for a game to have many difficulties, but players cannot play together, if they are not in exactly the same difficulty.
At first I thought you typoed “Option” haha.
Potion ~ Option.
Anyway…
I’ve been wearing my fingers out asking for & suggesting they use something they already have in the Game:
Profane Mindcages
No new consumable needed.
Sets Players World State to x difficultiy relative & scaled vs Pit levels since Torments have direct difficulty correlation to Pit difficulty.
+10 Pit levels per Profane Mindcage to a maximum of +50.
ALL Content - except the Pit - scales(this includes Boss Ladder scaling).
It only affects individuals so yes, folks can party, participate and play together but with their own tailored & customized difficulty.
For Season 8 that would mean…
Tier 4 = Pit 76 and each Profane Mindcage would… T4 = Pit 86, T4 = Pit 96, T4 = Pit106, T4 = Pit 116 & finally at 5x Profane Mindcages T4 = Pit 126.
A solution of this nature is among the options that would address the fundamental issue of t4 (ir)relevance.
The only difference is how it lands individually in peoples minds and egos. It appears this varies a lot… psychologists would have a field day with this community if they could get into understanding the motivations we can pretty well see.
As it happens, there is research interest and some is published on peripheral topics already. Maybe we’ll see some more.
—-
From what I can see, there’s a fair portion of the don’t make t4 harder supporters that takes issue in part because they don’t want better rewards at tier levels they don’t want to progress toward running. Think that through a bit…
Cause it applies to this solution just the same as adding more tiers or as planned is for s8 already.
Profane mind cages is probably the best idea. Torments 5, 6 and beyond may appear during one of the expansions. All this clinging to Torment 4 as the pinnacle of difficulty due to the fear of Torment 16 may not last.
“Fear of” is about right, but it’s not just fear of d3 tiers. It’s straight up FOMO, that there could be a tier that someone doesn’t want to progress to with benefits others get.
No matter the solution chosen, tale away the benefits and make it bragging rights only and watch how the table will turn…
The primary goal was to add some “oomph” to the T4 cap.
This was before the announcement re S8 and PTR.
Even still, it could work for those who want to add some more beef or challenge to the base gameplay outside the Pit.
One of the most miserable things is(for me) if you’re not running a very specific bit of content - in this case the Pit - one effectively gets zip for XP.
While the Pit would remain pinnacle XP - at least the remaining 90+% of the game would have much much increased rate of XP gain.
Psychologically speaking - how miserable is it to run 1k + Pits for XP? Idk how anyone can stand it.
Locking leveling progress in 1 zone(upper tier endgame leveling but still) and having to engage with one… single… zone… Or , maybe both.
Takes a truly eh special mindset I guess.
Also - I have always hesitated to use the word “Rewards” when offering the Profane Mindcage idea.
Tying “Rewards” to it, imo, would be erroneous.
The core point of it is XP and tailoring difficulty to desired levels for Player agency and enjoyment.
I won’t dive into what else you said but it is quite something to observe and analyze.
Been doing it most of my life.
We really do.
We don’t need another penalty to armor and resis.
And Torment 5 and 6 should not be seperated from Torment 4, so Mind Cages are really the thing we are looking for.
But what we need is to be able to play all Endgame content in a meaningfull matter.
You start in T4 with Pit level 55.
Nightmare Dungeons are about Pit level 55 to 60. As soon as you get to Pit 70, you will one-shot every mob in there and the boss may take up to 3 seconds.
The Helltide is hard when you can only do Pit 55. But with armor and resis maxed out, the risk of dying is gone. If you can do a Pit 70, Hellbornes are gone in a second, if you can do Pit 90+, the Helltide Boss is even a one-shot.
The Undercity is only about running as fast as you can, the mobs are dropping dead as soon as they see you. Every pack of mobs is a one-shot, the final boss takes less than a second.
Hell Hordes are a bit more difficult, when you do them alone, but Pit 80 should be enough to one-shot every pack in Hell Hordes. The bosses are quite easy as well.
The problem I am talking about is that the Pit is made to get as close to level 100 as you can, to maximize youre Glyphs, but all the other content stays the same.
You cannot adjust the other content.
More difficulty levels means more split playerbase. Not good, D3 had this problem with their billion difficulty levels and so does Borderlands 3 with those 10 Mayhem levels.
Adding more torment levels does not solve the balance issue. We dont need another X number of torments to further segregate people into different OW. It wouldnt matter ppl complaining about not being in T4 will complain about not being in T5 and T6.
They need to balance the game and deal with D3 seasonal metas that overshoot everything else by 1000000%.
If you change the difficulty level by using a consumable, like the mindcage, that’s not a problem. Everybody has his or her own difficulty, but everybody can play together.
Exactly like in the leveling phase.
It doesn’t matter if you are level 1 or 50 or even 60, you can play together, your character will do damage.
@Lazyloaf:
Most players aren’t complaining, that they cannot get into T4 and in Season 8 players who put in some time and try to get to T4 will get there.
Players are complaining, that their endgame characters have nothing to do. Everything has its own difficulty level. For Glyphs you want to get to Pit 95+, for Helltides and Nightmare Dungeons, after Pit 70 these contents are getting too easy.
Hell Hordes are ideal with about Pit 70, the Boss ladder is all over the place from Pit 70 to Pit 90.
So no matter how strong your build is, you will never have the ideal point where you can have fun in every endgame content.
If making Torment 4 harder is considered gatekeeping, catering to streamers, kicking casuals out of the game, etc. what makes you think having a Torment 6 will be any different?
That’s not the point.
The game should be fun for everybody.
If you are getting up to Pit level 60, you cannot max your Glyphs, but you can at least make them legendary.
You cannot fight the Boss Ladder in T4, but T3 will be ok.
You can play all other endgame activities and have a good time.
But if you can do Pit 80, you still cannot max your Glyphs, you will need Pit 95+ for that.
You can fight most of the Boss Ladder in T4, depending on your single target damage.
But you are too strong for Helltide, Nightmare Dungeons, Kurast Undercity, etc.
It’s not about if you can reach a cap, but how much you get punished for doing so.
Why does Blizzard gives us a reasonable Pit range from level 55 to 100, but most content is only suitable for a small part of this range?
Yeah this is part of the issue which hasn’t been part of the discussion… all has been centred around more “dramatic” concerns some have and want to prosecute.