Fields of Hatred - Suggestions/Improvements

Hello all,

I was farming some Obols in the Fields of Hatred and started thinking on things that might help with the allure of the area.

Of course that no amount of changes in the PvP Arena will help if there is not at least a moderate balance of classes and builds.
I understand that we are not close to that today, but I hope the next expansion and the redesign of the Skill Tree will get us there.

The whole gimmick of the PvP area is the collection of Seeds of Hatred that will drop on your death unless you purify into Red Dust at an altar.
As someone who bought all the cosmetics and rewards, that requires Red Dust, during Season 0 I had no reason to go back there ever since.

Following the concept of “high risks, high rewards” the Fields should be a place where you can get loot and materials, not just cosmetics. (Sure it can’t be much more than other activities, just enough to players consider the risk)

– Progressive Rewards from Chests –
The chests are the perfect place to hold these ‘risky rewards’ since you need to have the PvP tag (Mark of Blood) active to interact with them.
So, to incentivize the ‘high risk’ it would be nice for player to hold onto a lot Seeds at once (literal money bags running around) and to force that I propose a progressive reward system for the chests.
The loot increases according to the amount of Seeds the player is carrying, up to Tier 5.

  • Tier 1: 0 to 9.999 (normal reward)
  • Tier 2: 10.000 to 24.999
  • Tier 3: 25.000 to 49.999
  • Tier 4: 50.000 to 99.999
  • Tier 5: above 100.000

Chests of Tier 2 and above no longer drop Seeds, instead they cost 20% of the Seeds the player is carrying.
This cost gives more meaning to the Seeds specially if the player already got all the cosmetics with Red Dust. It also ensures that the player has to keep killing mobs and be vulnerable in the open field and not on the horse cruising through the map after Chests.
And to bring even more risk, opening a Chest at Tier 4 or 5 will ping (that circular thing that usually indicates Unique enemies) the location on the mini map of everyone in the area.

– Respawn of Chests and mobs –
As the players kill mobs the respawn rate and mob density increases. This would make the map more responsive to the players actions and keep at least 1/3 of it populated so there is always something to kill. Same for Chests.
(I really believe that this was an existing feature of the area since S0… the internet says “no” so I wrote it here)

The Chests should relocate a minute after being opened. This is to give time to players to get to the ones that were pinged and open it themselves. The constant respawning and shuffling of Chests keeps the players on the hunt for loot and other players (nice for ambushes too).


I never saw the Vessel of Hatred mechanic in action (introduced with the expansion), but I believe my suggestions would combo with this mechanic very well.

Well, this is it. I would appreciate feedbacks on this and on some other ideas I had.
Tormented Cellars and Hell Gates
Tempering and Masterwork (reworked)
Thanks all.