Make the game more challenging and add more character progression

Make Tier 1 start from Pit 20, Tier 2 from Pit 50, Tier 3 from Pit 80, and Tier 4 from Pit 110.

  • T1-T2: All ancestral dropped items and unique items are set at 1 GA.
  • T3: All ancestral dropped items and unique items are set at 2 GA, guaranteed.
  • T4: All ancestral dropped items are set at 3 GA, guaranteed, while unique items range from 3 to 4 GA, guaranteed.

Masterwork resets in phases: from 12 to 8, 8 to 4, and 4 to 0.

The game is more challenging, but everyone can easily min-max various types of builds.

This would also solve the tempering problem. If you mess up an item, no problem, you’ll get multiple drop chances later on.

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Bro, youre never gonna believe it …

But besides your pit suggestions, all your GA suggestions do is make the game way easier

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with current weighted RNG on the affixes, everything starting from 2 GA will be pick up and need eyeball to check through, which is very tiring.

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Feels very similar to MMORPG gear progression in all honesty. With the ‘best’ gear being gated behind the highest difficulty. It’s an interesting approach, but not entirely sure it would be welcomed by the majority who play these games for that ‘o snap’ moment when you get something awesome.

It’s basically enabling everyone to hit that 95% power mark, maybe even 100% at this point. Which arguably may not feel as rewarding in a loot finder game.

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I agree to some degree, but not everyone would find it easy, though. T4 would be consistently set at a high level, meaning the game could be harder. At the same time, you have the means to overcome it if you play a well-synergized build. This could allow for more meta variations by having access to good items.

The drop rate of ancestral items is still scarce. Not all item drops are ancestral; some are normal items taken only for their aspects. Normie 750 items will drop at every tier, while only ancestrals will be guaranteed to have good stats, hitting the dopamine levels hard. Maybe change the drop sound when an ancestral item drops, or simply add a loot filter for those who want it.

No thanks. This isnt an MMO its an arpg (but currently candy crush)

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Play it in SSF then, don’t trade, don’t play in teams, and craft your own items. I’m sad to say that Diablo 4 was built on an MMO philosophy. I don’t like it any more than you do, which is why I play SSF. Leaving it at Candy Crush level sucks. Do you have any suggestions? Anything would be better at this point

ok i see. i thought you were suggesting that all drops are ancestral.

No, no, just a few (2-3) when you get lucky, just as it is now, but guaranteed, giving you a dopamine hit once in a while.

Then turn up the volume a little bit: Tier 1 starts from Pit 30, Tier 2 from Pit 60, Tier 3 from Pit 90, and Tier 4 from Pit 120. Also, making T4 available at 110 or 120 would mean you can gain XP from any activity you choose, rather than restricting XP gains solely to Pits. I would also be in favor of bringing glyph leveling back to Nightmare Dungeons, as they offer more variety. Pits should only serve as Tier unlocks and build testing, with maybe leaderboards in the future for those who enjoy them.

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It’s less so about the difficulty and more about what makes it a Diablo-like game. This is one of the core fundamentals, essentially never knowing when you’ll get an upgrade because it’s not guaranteed at any point. You’ve taken out the element of surprise, and substituted it for consistency instead.

At that point it becomes a completely different game. Let’s face it, those of us who like the current system are gambling addicts plain and simple.

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Neither do I. Most of the time I do give stuff to people tho.

I mean not really. Sure you see people in the open world but outside of this thats where the similarly ends.

Well you choose to play solo. SSF is not offered in D4. I dont see them ever providing an offline or SSF mode.

Well your description is how you would gear in an MMO. MMOs have pretty linear progression when it comes to gear where arpgs are more on the RNG side and not linear. Sure if we look at diablo 2 for example you do have drop tables on monster level but the loot tables are massive unlike what we currently have in boss ladder.

I do believe some things like mythic and ga’s are far to common but at the same time the loot and itemization is not all that great.

Tbh, Id turn off smart loot, redesign this oversimplification of loot, make things rarer, add a magic find system (this is unpopular but it was such a addictive stat in D2), add additional affixes where if you use something and create way more interesting builds.

Id also remove 99% of multiplicitive damage and change it to additive so they could finally balance the game.

The game now feels too Lost Ark-like rather than Diablo-like, too much of a slot machine for its own good. I don’t see a problem with Diablo 4 fully embracing a philosophy and blending MMO with RPG, as they always intended. Instead, they’ve made a mess by not committing to any philosophy at all.

Any drops you can find in T4 are also available in T1, making the game feel flat. Other games have embraced Souls-like elements (I don’t like Souls-like games, but at least they had the guts to commit) and combined them with RPG mechanics, like PoE 2 and No Rest for the Wicked.

I don’t see why Diablo 4 shouldn’t introduce more character progression unlocked through harder content, especially if they intended to embrace the MMO aspect in the first place.

This is all good, I prefer what you said rather than the blant slot machine that it is now. And having now just one meta per class instead of variety is limiting.

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Almost every arpg are slot machines because RNG is the core mechanism for loot, crafting and upgrade systems.

But yes balance is a huge issue in the game.

why should he tho? this game has an open world, it heavily supports multiplay (infact kind of even needs it when we are talking about world bosses legion events etc)

I mean i do know some people would love d4 to be a solo player game, with its ssf mode… eventually moddable? But it isnt, and for the foreseeable future it wont be i guess.

id say the people who knew what they were purchasing can be happy that things become “slighty” more difficult. (lets be fair, its still going to be easy)

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I agree with you; that’s why, from my point of view, there is nothing wrong if they commit to the MMO philosophy and also apply it to the itemization philosophy. Of course, for those of us who know what we are doing, the game will be easier, but only 5-10% of players will find it easier, most players would still struggle a bit since the general level of mobs will be higher.

Even if you get a shower of 12-20 three-GA items per hour, good luck finding the perfect three-GA amulet or gloves, or a unique item with four GA max-rolled. It still requires grinding until you get the perfect one for your build. In the current state, you will never get one unless you trade for it with inflated gold or accept the slot machine nature of the system.

At least in my model, there is a chance to find the perfect item after grinding T4. Also you could gain XP from any activity you choose, rather than restricting best XP gains solely to Pits. I’m also fine with having Magic Find, like in Diablo 2, to increase your chances of getting better items. Any idea would be better than the current system, where you reach T4, but there are no better rewards compared to the previous tiers.

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but wheres the issue to kind of '“expect” people to learn a few mechanics.
i mean you know, a game can take you by the hand for so long. Suggestions id absolutely be on board with for example is the way poe 2 explains terminology. I also like the auction house approach from LE. Those are, at least in my opnion the things d4 could invest time into. ^^

when it comes to giant balancings, i think thats blizzards thing to decide. at the end of the day we wont have too much influence on that either way, since money talks :stuck_out_tongue:

I play D4 as SSF.
If you put enough time you will find everything you need, in season 7 it was outrageous easy.

I cleared the season journey, without having the prefect gear or perfect masterwork.
My amulets rarely have all the desired affixes or even the right GA. Same for the rest of the equipment.

The game currently is too easy, and the same time there is too much RNG in the game.
There is too much focus on the pits, and on bosses lairs.
There should be a shift toward the world it self, and NMD.

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I understand it may seem like a good idea, but actually making difficulty tiers dropping more rewards is making them practically useless. The moment you hit T1 you have access to everything in the game and T2-T4 are just harder aka aspirational. They offer 0, and I mean literally ZERO new content compared to T1 so by making them drop more rewards you’re essentially making them mandatory and turn them into pseudo progression.

T2/3/4 are not meant to be your character’s progression per se.

I agree with the philosophy might want to adjust the gate point a bit.

Given Blizzard’s track record they would screw it up just to frustrate us.

I don’t see this type of loot progression as a bad thing given RNG is still going to be present on items. We sell /salvage probably 99 percent or greater of gear anyways. Not to mention enchanting can be so frustrating and some builds the right affix’s dropping is damn near an act of God. Also tempering / master working is just a crap mechanic as well. But it doesn’t change if the tiers are raised and drops are changed as suggested it will still be a crap mechanic.

Given Blizzard is changing to more a MMO lite type of game complete with blocking content to forced group play and all…. Definitely not opposed to this idea.

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If you want a challenge play hardcore, you die that’s it you’re done like in the real world.

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