Proposed Seething OPAL changes 🍶

Im really not happy with current opals. You just dont know if they are working properly and its a feel bad. I made this post to maybe hopefully get some changes or inspire what is fun for devs in future.

Current opals:

Seething Opal of Equipment: For the next 30 minutes, enemies routinely drop additional Equipment, kills accumulate Reputation with the Zakarum Remnants, and you gain 15% increased Experience.

Seething Opal of Gold: For the next 30 minutes, enemies routinely drop additional Gold, kills accumulate Reputation with the Zakarum Remnants, and you gain 15% increased Experience.

Seething Opal of Materials: For the next 30 minutes, enemies routinely drop additional Herbs and Crafting Materials, kills accumulate Reputation with the Zakarum Remnants, and you gain 15% increased Experience.

Seething Opal of Socketables: For the next 30 minutes, enemies routinely drop additional Gem Fragments and occasionally drop Runes, kills accumulate Reputation with the Zakarum Remnants, and you gain 15% increased Experience.

Seething Opal of Torment: For the next 30 minutes, Enemies routinely drop additional Artificer’s Stones and occasionaly drop Boss Summoning Items or Infernal Compasses, kills accumulate Reputation with the Zakarum Remnants, and you gain 15% increased Experience.


NEW proposed OPALS and changes:

  • All opals persist through logout and crashes.
  • All opals now have distinct portal making power that you will always know how often it is working.
  • All opals last for 2 hours.
  • Finally all opals have a better chance to work on boss kills and entire party can benefit each other.

Seething Opal of Equipment: For the next 2 hours, enemies rarely create a portal to the Gear vault (orange portal) on death. The gear vault is full of orange gear goblins that drop 1 piece of legendary or unique gear with a higher than normal chance at ancestral. Also kills accumulate Reputation with the Zakarum Remnants, and you gain 15% increased Experience.

Seething Opal of Gold: For the next 2 hours, enemies rarely create a portal to the gold vault (yellow portal) on death. The gold vault is full of gold gold goblins that drop large amounts of gold. Also kills accumulate Reputation with the Zakarum Remnants, and you gain 15% increased Experience.

Seething Opal of Materials: For the next 2 hours, enemies rarely create a portal to the materials vault (green portal) on death. The materials vault is full of green material goblins that drop herbs and crafting materials. Also kills accumulate Reputation with the Zakarum Remnants, and you gain 15% increased Experience.

Seething Opal of Socketables: For the next 2 hours, enemies rarely create a portal to the Socketables vault (blue portal) on death. The socketables vault is full of blue socketables goblins that drop large amounts of gem fragments and some runes. Also kills accumulate Reputation with the Zakarum Remnants, and you gain 15% increased Experience.

Seething Opal of Torment: For the next 2 hours, enemies rarely create a portal to the torment vault (red portal) on death. The torment vault is full of red goblins that drop some boss materials. Also kills accumulate Reputation with the Zakarum Remnants, and you gain 15% increased Experience.

What do you think peoples?

6 Likes

You always post interesting ideas. I do hope there are at least some people on the D4 team with your creativity.

1 Like

Yah if it was this way then you know exactly what your opals are doing and have a feel good over and over. Super fun. The amount of drops could be close to the same by the rarity of the portal popping being adjusted.

Not knowing what your opal is doing is a feel bad.

Seeing your opal pop a fun goblin portal with loots is a feel good.

Always design to feel good.

Thank you for posting!

1 Like

This definitely sounds more fun than the opals we have now. I knew the seasonal mechanic would be light so people could explore the new expansion, but there might as well not even be a seasonal mechanic this time.

The Realmwalkers also need to spawn more mobs or move to their destination quicker. It’s a snoozefest following them.

1 Like

Thx for support!!!

I agree it’s rarely noticeable if it’s actually doing anything, but not sure how a portal would work really. And 2hr’s I think is way too long for one to be active. 30-45 minutes I think is decent.

You go to a new triggered area with gobs inside that drop loot. Its not a chance for items anymore its a chance at portals which then give you items from gobs. Portals you know are working when it triggers!

Maybe 1 hour is ok.

Gotcha, not sure I’d want it that way but it’s a decent idea.

1 Like

I absolutely love this idea. I have two big problems with the current scheme:

  • Not clear if the buff is active (already mentioned)
  • My Rogue build moves so fast that I can’t see the runes drop behind. There is no way to know that a Rune dropped (no sound, no trace on minimap).

A portal to goblins and/or chests would ensure that the runes that dropped are also picked up.

They are actually doubling the health on them next patch. Just lol.

They need to do something with them because they are worthless. This is the worst seasonal mechanic yet. I’d rather have no mechanic and go back to the old faction vendor rewards structure and not needing a worthless potion that I have to farm off boring content just to get xp from it.

The new vendor has half the rewards, no spark and 10x the grind. Because it’s so grindy by the time you get the rewards they are useless except boss mats.

I would be happy if they dropped from more sources or more then 2 at a time. Realmwalker is way to boring to farm and are spread to far apart. Just let them roam everywhere and all the time and drop more opals per run.

Also add:

  1. Seething Opal of Mythics: 30 minutes of increased Mythic drop rate
  2. Seething Opal of GAs: 30 minutes of increased drop rate for Ancestrals with more than one GA
  3. Seething Opal of Aspects: 30 minutes of increased drop rate for Ancestrals with Affixes/rolls player doesn’t have yet