[Idea - Suggestion] For possibly more content (including endgame)

Adding a boss altar in Diablo 4 would inject excitement or use the one we use for World Tiers currently and add to it, especially for fans who enjoy iconic battles like the Butcher. Here’s a streamlined idea:

  1. Boss Altar for Instant Battles:
  • Why: Injects thrill by instantly summoning bosses like Butcher.
  • Details: Choose tiers based on level, not resources. 1 to 4 players, scaling difficulty.
  1. Varied Bosses, Varied Times:
  • Why: Ensures freshness and avoids monotony.
  • Details: New bosses periodically, sparingly from the campaign, no excessive reskins.
  1. Enhanced Rewards Scaling:
  • Why: Rewards should match the challenge.
  • Details: Specific item power drops with scaling stats. Higher world tier, better gear potential.
  1. Dedicated Boss Arena with Stash:
  • Why: Focuses on the epic battle, adds convenience.
  • Details: Instant entrance to an arena, perhaps a small stash hall before the fight.

“Diablo 4’s proposed additions—like instant boss battles, diverse challenges, scaled rewards, and refined encounters—aim to uphold the excitement of classic battles while infusing freshness. They ensure that the game remains thrilling, rewarding, and streamlined for an engaging gameplay experience.”

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Runewords, or some form of them. Prior to the game launching Adam and the devs mentioned this was being discussed. Would love to hear where this stands.

#3 is a definite must have. High level content needs to reward high item level gear.

Better rewards from current events. AoZ dungeons with 4 item rewards is disappointing at best for it being the hardest content in the game. The Midwinter Blight event cosmetic rewards are very bland (like as little effort as possible was put into them) and not viewed in a good way. The event cosmetic rewards would’ve been awesome if they looked better or had effects like frozen, frost, snow, or holiday themed with lights.

The biggest issue I see with boss alters that don’t require materials to summon is that they’ll be the only content anyone does unless forced to do something else, like NMDs are the only source for glyph experience in endgame so they must be done. Adding an on demand boss summons won’t exactly make other options more appealing. In fact we have seen how simply the allure of Ubers has made everyone stir crazy for the Uber boss farm. The reality is, if you make anything give better rewards for less work, players will and have forsaken the entirety of the game to do them. I’m not speaking an opinion here, it’s just a fact. That’s the opposite of fresh and the definition of monotony.

The solution to any D4 issues isn’t to add stuff after level 100 either. As we are seeing with AoZ those systems aren’t capable of providing any real benefit to characters. The loot would just be the same loot we skip over and we just play AoZ for the sake of AoZ. Everything after 100 will always have this problem.

What they need to do is something that will probably enrage players. Make leveling take longer again. Then they will have created time for players to experience content other than NMDs. The step after that is to add more content that adds to the endgame progression they have in place. They don’t need to make another one after 100. Maybe they’d be better having players level to 50, then stop so it would be clearer that endgame starts there. Still scale enemies to players but don’t make it look like players got to level 100. Every 4 paragon points the enemies scale tougher but look like they’re level 50 just the same as the player. Maybe enemies could scale a little faster than the player, that would add more difficulty.

But the key thing is to make the endgame clearer for players who don’t have design degrees to see it. Then add content that will be viable to level and help gear progression. Add an AoZ type thing that scales better to actual progression so players have a reason to go in if they like the difficulty. Add boss gauntlets so there’s the feel of instant boss fights but they get harder as the rewards get better. More dungeons and some of them just be straight up completely randomized like rifts used to be. Etc etc.

But a major component is to make sure that there are more than one way to do everything in the game. Not just easier with less reward and harder with more reward. More everything to do. Change up the Helltide to behave differently at random, like one time it’s blood and fire but another is sylvan styled plant demons and beasts then another the frozen dark of hell. Each would feel different by focusing on different skill sets and it wouldn’t be so much the same. The sylvan one could give more fiend roses and plant spawns the hell fires would give ore in quantity, etc.

But forgotten souls can drop off any boss in the game instead of just Helltides. Glyph xp comes at the end of any dungeon or cellar but you have to choose loot or glyph xp, one is a chest and the other the glyph pillar but you only get one.

These are spitballed ideas and maybe not perfect in the form described but it’s a start, in my opinion.

I don’t think this is a good idea. While true it would be fun for a few hours, it would get old fast. Just being able to spam bosses without earning keys or summoning materials would quickly lead to burn out.

I do agree that the Tomb King and Blood boss, and their reskins, show up way too often. It seems like I fight one of these two bosses, or their reskins, 80% of the time. This is probably one of the biggest issues with grinding Nightmare Dungeons. You run into these bosses all the time and it kills the excitement of fighting the dungeon boss when its fairly predictable which boss you will get.

The solution to this is to add 50 or so completely new and unique bosses, unique fight mechanics, to replace the repeat dungeon bosses. Imo it is fine to have a boss to have 1 boss reskin that has the same mechanics. Just 1 though. Any more than that and the chance to run into the same boss is too high. Especially since NMD min/maxers will only do like 6-10 of the dungeons in the current season rotation due to glyph experience efficiency. Out of those 6-10 dungeons, it would be nice to have 6 unique boss encounters that are completely different from each other.

I agree that rewards should match the challenge. I don’t think that should apply to the normal non-event overworld. World events, dungeons, NMDs, World Bosses, Legions, Helltides, and Uber Bosses should reward based on the challenge though.

For the most part, I think that the current system does fairly well. However the most reliable sources of 925 gear are just from Uber Duriel and World Bosses. I am pretty sure Blizzard has mentioned this in the last campfire chat and will be making changes to add more sources of 925 gear.

I have mentioned the idea of a Colosseum like system where you enter and fight NPC bosses back to back. Like the underground pit fighting arena in WoW. Each match boss progressively gets harder and all of them have unique boss mechanics.

I am in full support of this idea.

To clarify some stuff up perhaps…, just wanna make sure people don’t get the wrong idea:

“Everyone’s got their own preferences for boss encounters.”

  1. Continuous Challenge Over Specific Item Farming: If you like a steady challenge over hunting specific items, this idea offers a continuous grind with tougher levels, focusing on better gear stats as you go. And don’t worry, drops will still be class-related, so no rogue bows for a druid, for instance.
  2. Grind for Enhanced Stats, Not Unique Items: For those who prefer improving stats rather than chasing unique items, this concept focuses on better gear through tougher challenges without the need for specific drops. It’s more about enhancing your gear’s stats while ensuring drops align with your character’s class.

don’t get me wrong in the end, i don’t mind the unique target farm system at all, but i would prefer focusing my time on a system like Nightmaredungeons (not necesarily the dungeon spamm while i do love this personally, but im more leaning towards, the sigils that almost all the time drop in Nmds, once you’re in the first 1/2 and completed em, you instantly got new keys to run them infinitely really, this is what i love.

i don’t like the game to feel like a chore in the house, i just wanna grind and speedrun those dungeons, considering AoZ currently gives 900minimum item power (would prefer 925) but welp…, in the end what i would prefer even more is good stats, cuz even as the devs mentioned in the last Campfire, it’s basically impossible to get any item if even 1 (not including ubers) on 100% stats, maybe not even 90% in some cases.

This is what i would prefer to see improve with my idea of using the world tier altar as infinite grind for boss farmings, ofc it gets tougher and tougher as you go, Bosses get more powers depending on world tier, your leve/gear, etc…,

Personally i would love to see (for example) a butcher in world tier 4 as a boss that has 3buffed powers on him (like in NMDS) when he gets HUGE on the screen, this would for me atleast be a challange to try different builds to become tanky while delaing lots of DPS, to see if i can beat the living shi… out of Butcher while getting good rewards in the process

Sorry for the long response, in the end, we all just want better and/or more content in the game right?