With the resistance and armor changes it’s an open secret, that new difficulties are coming.
I’m against the idea of adding new torments because the vicious cycle will begin again and we blink 2 and already at t16 with gigapowercreep.
What I propose is adding a final diffiulty like hell or inferno. This would roughly equal pit 100. No more xp, no more loot, just earnable cosmetics and maybe a torch charm?
It’s for players who oneshot everything at torment 4 already and you’re finished with your gear.
And the twist: once you clear pit 100 or a vaultlike capstone or whatever, torment 4 bosses will start dropping unique materials. Not too common but if you farm a specific boss you will get one eventually. Each ladder boss has a unique one.
Once you got one, you can interact with the difficulty statue but inferno can be imbued with the boss material.
Let’s say you got the Andy one. Now you can turn Inferno into the realm of maiden of anguish. Similar to s11 theme, the boss then invades the world. Instead of one activity like currently, the whole world. This would mean Andy ambushes you in different ways. You can find and battle every other bosses but the one you have imbued is well… good luck against her. And then the imbued boss could drop a cosmetic or maybe a hellfire torch with its power.
Multiple difficulties should be removed, like the original devs promised, because they’re “poor design”.
Rifts by any name should be removed, like the original devs promised, because they’re “poor design”: they’re boring, outdated and uninspired. We already had a far superior, hand-crafted endgame scaling system in Nightmare Dungeons.
Leaderboards are for botters, same as it ever was and the only people who actually benefit are the bot-authors that sell their bots and the bot-services that charge for said services.
The streamers will get nowhere unless they bot while they sleep too. Same as it ever was.
The entire open world should be scaled on your character, along with XP and drops: this keeps the entire open world relevant.
The level cap should be raised to 99 or 100 again like it was in Beta and release: they’ve removed half the game’s fun by deleting the constant levelling progression for a great many players.
The devs responsible for D2, release D3, release D4, PoE1, PoE2, Last Epoch all understood this..
At least D3 had 2 good years before RoS ruined it. At least WoW had 2 good years before it got ruined.
All of us that spent years on the forums and Reddit interacting with the original devs and watched the demos and reveals and excitedly made an educated decision to purchase a product we had researched got 3 months..
It’s unforgivable how the current dev team threw us away in favour of kids that did none of that then cried that the game wasn’t what they wanted.
Hm? Do we need more loot than currently in t4? Already drowning in it, I got like 200+ sparks without even trying too much and gave a few pranksters away
We’ve seen that it’s extremely easy to increase the difficulty of monsters since a potion does that. So we don’t need more levels. Enough with more HP for monsters, we already have that in the pit.
But we can have more meteors… monsters with more resistance, larger poison pools, enemies that drain mana, enemies that prevent the use of potions, etc. Hopefully the war map will do that.
I think that instead of having a final difficulty you just have a game mode where you can’t out level the enemy. If you’re pit 120 so are they. If you’re pit 10 so are they. The emphasis should be on surviving in a world that is native to your power at all times and therefore difficult, if not impossible, to farm. Once a character is created in this mode, much like Hardcore, it cannot be changed.
If Diablo 4 goes the same route like Diablo 3 did in terms of difficulty modes I will lose interest in the game.
Difficulty mode just needs to be more dynamic than what it already is, less about numbers more about emergent gameplay, less about vertical development and more about horizontal development.
Easiest way to add challenge is by normalizing stats. This can be seen in games like Lost Ark’s Inferno Difficulty. Players whine because this is similar to “resilience” but gets expanded to encompass more than just player damage dealt.