First, let’s fix the issue with the Mats:
Step 1A = Make boss mats convertible into one another
Step 1B = Make boss mats convertible into other mat (Obducite, Veiled Crystals, TS, …)
Now, let’s fix the loot at Bosses
Step 1 = Make about a dozen “Marauder” class monsters (like the Butcher), make each drop a Unique
Step 2 = Now bosses don’t have to drop 4 duplicate Uniques every round, add a new Socketable (still keep the chance to get a Mythic, but at a more decent rate, somewhere around [3-5]%, not at 0.5% chance)
That’s it (kinda-ish), the key problem here left is what kind of a socketable (or a new item type) to drop, well can make it so that there’s a list of “non-standard” affixes that can drop (rarely otherwise but rather common from bosses)
Think of them as a “substituted version” of a potential GA roll
Here’s an example of such a list (but can think of a one of your own)
(Amulet rolls)
Cannot be vulnerable
Cannot be slowed
Cannot be dazed
Sockets in this item gain 50/100/150% Increased value
Damage over time can be stacked up to 2/3/4 times
Damage over time is increased by 50/100/150% Life-on-Kill (or Basic-attack, or Thorns) value
Overpower occurs twice in succession
Lucky hits occur twice in succession
Damage vs Elites increased by 25/33/50%
25/33%/50% of damage dealt ignores defenses
–
(Pants rolls)
10/15/20% reduced damage taken from Elites
25/33/50% increased Fortify/Barrier generation
25/33/50% CC reduction
Damage increased by 50-100-150% of DR%
Damage increased by 100-200-250% Fortify/Barrier generation
Damage increased by Lucky hit % bonus chances. Bonus doubled for [1.5-3] seconds on a proc. of LH
(Gloves rolls)
Damage over time applies 25%/33/50% faster
Basic attacks gain 100/150/200% Thorns damage
LH% vs Elites is 50/75/100% higher
(Boots)
Casting a Mobility skill silences all opponents on arrival for 1/1.5/2 sec
Casting a Mobility skill breaks barriers
Evade grants Overpower
Evade grants Barrier
Evade grants unstoppable for [0.75-2] sec.
–
Either something like that, or at the very least a socket for Paragon board (that way we know that we’re getting something “non-standard” that isn’t just a “number increase” from the Bosses)
P.S., some people may have suggested to gain (not decent but some amount here and there) of Boss mats from the Pit as well
#Fixing the Pit:
Now a bit about an easy win, fix the process of Leveling Glyphs:
Step 1 = Remove the upgrade altar
Step 2 = Drop several already preleveled Glyphs (at random) at a pit completion
Step 3 = Add one random affix (literally any at random, you can expand this to be more paragon-board friendly in the future but just start with one, either replace the lvl46 upgrade affix one, or add another right next to it for Glyphs over level 45)
Example: single level 50 Pit run dropped these Glyphs
- Headhunter level 52, extra affix = 11% [x ] damage to elites
- Exploit level 48, extra affix = Magic nodes affected by this Glyph have doubled values
- Exploit level 51, extra affix = 6% CDR
- Chipped level 50, extra affix = 60% [+] Damage vs Crowd-controlled
- Trapped level 51, extra affix = gain 1 extra level from Magic nodes and 2 extra levels from rare nodes affected
- Trapped level 48, extra affix = Socket slot
Closer level 49, extra affix = 15% [x ] Overpower damage
See how easy this was ?, that was 1 run with 7 Glyph drops (somewhere around 5 and 8 should probably be the ideal number to get per run, cause often people may not get the Glyph of the type they wanted, but since they drop preleveled already perhaps some might wanna try some other out), BUT
- The fact that there is a chance for “surprise” in a roll people will replay the Pit for that reason alone (as long as the extra affix is at least 1/3 of the time worth revisiting the Pit to go to)
The other part of fixing is fixing the Pit ofcourse, I’ll also keep this as part of a “total easy improvements package” discussion here, but consider it as a bonus
Step 1 = Reduce Pit round time to 6 minutes and remove timer from Boss chambers (a death vs Boss there renders the run failed though)
Step 2 = Randomize few/several versions of completion objective for the Portal to appear, something like:
- Kill 30 elites
- Kill 50 elites or champions
- Kill 200 burning or frozen monsters
- Ramp up kill-count to 200 in the following manner: Champion = 20, Elite = 30, every extra monster killed = -1
- Kill 30 summoners or shamans
- … expand the concept a bit even with some extra “summons” as you like, for example:
- Clean up 15 Skeleton Ballista traps
This will keep things “dynamic” (and potentially interesting for a while) while also heavily reducing the “punishment timer” of a single run, and there’s also additional benefit to this approach:
- The feature that is designed for progression is no longer risk-averse (or at least nowhere near as risk-averse as before)
Which fixes another issue from before => a loss at a pit run == costed 15 minutes (GUARANTEED) at minimum, so we reduced that down to ~6-8 (depending on the Boss fight round, keep that reasonable as well, not 6 mins) so won’t be as bad
Done