Main Goals of the Changes:
- Give each activity distinct identity, variety, and depth.
- Increase replayability.
- Reduce predictability and boredom caused by existing formulas.
- Offer a better risk/reward balance — let the player decide how much they want to risk and what they want to gain.
Dungeons
Current Issues:
- Enemies are not very challenging.
- Bosses are too easy and their loot is underwhelming.
- Lack of meaningful gameplay choices.
- The only value comes from materials for masterworking.
Suggested Improvements:
Dynamic Path Splits
Introduce branching paths where the player chooses between:
- Risk Path — stronger elites with buffs, better rewards.
- Safe Path — easier enemies, weaker loot.
Seasonal Modifiers (e.g. from Season 7)
At the dungeon’s start, 2–5 modifiers appear; players can pick one or more, increasing both risk and reward accordingly.
Boss Mutations
Dungeon bosses gain random modifiers, such as:
- Two-phase fights (form change at 50% HP),
- Summoning elite enemies like Butcher-type or unique demons.
The Underworld (Kurast)
Current Strengths:
- Tribute and drop-modification systems give players control over content.
- Core mechanic is satisfying and well-balanced.
Suggested Improvements:
Secrets of the Underworld
Chance to discover hidden paths or random events during runs.
Special Tributes — increased risk, no longer strictly time-based.
Introduce more unique tributes granting access to alternate zones:
- More elite-heavy content or super-elite encounters with higher stakes.
Infernal Hordes
Current State:
- Arena with rounds and modifier choices has potential, but:
- Becomes repetitive after a few runs.
- Lacks diversity — one path (e.g. Hellbron + damage mods) is clearly the most efficient.
- Enemies feel “paper-thin” — they don’t evoke tension or threat (with rare exceptions like Lords) and serve only as a means to open a chest.
Suggested Improvements:
Expanded Modifier System
Introduce modifiers tailored to playstyle:
- Boss Killer — bonuses vs. elites/bosses,
- Trash Clear — AoE buffs, resource cost reductions,
- Range / Melee — based on class or combat distance.
e.g. elite events occur more in central zones; normal mobs avoid arena borders, etc.
Variable Victory Conditions
Every few rounds, a special randomized goal appears:
- Kill X enemies within time limit,
- Take no damage during the wave.
Effect: better rewards and more engaging combat.
Randomized Unpredictable Elements
Chance for spontaneous appearances like:
- Goblin waves (similar to Underworld),
- Trap chests,
- Arena Events (e.g. meteor showers, boss ambush mid-wave).
HELLTIDE
Revitalize Helltide as an endgame activity by introducing:
- a dynamic gameplay rhythm,
- real-time escalating challenges,
- a deeper systemic layer for advanced players,
- meaningful risk in the open world.
Helltide is no longer just about “grinding Cinders.” Now, the event unfolds in 3 phases , each lasting approximately 20 minutes :
Phase 1 – Scouting Grounds
Standard activity: monsters, Cinders, chests.
Goal: Collect Cinders, eliminate elites, scout key locations.
Phase 2 – Hellgate Assault
Three Hellgates spawn randomly – portals from which waves of enemies emerge, or which the player can enter, functioning similarly to Delirium from PoE.
Goal: Stop the invasion and defeat a miniboss.
Rewards: Bonus Cinders, crafting materials, and occasionally keys for special chests.
Phase 3 – Infernal Climax
Once all gates are closed, the Infernal General spawns – a unique Helltide boss
with distinct mechanics and loot, including a booster (like a brain) that empowers a selected Nightmare Dungeon sigil.
After the boss is slain, a final wave of demons attacks, followed by a 5-minute window to open premium chests (costing 500 Cinders).
New Currency:
Drops only from Helltide bosses (e.g., maiden, bug boss on hellttide, event bosses, Legion bosses active during Helltide).
Used to **craft upgraded “Infernal” Nightmare Dungeon sigils or exchanged at a special NPC for modifiers to Nightmare Dungeon like:
- +10% demons
- +1 elite per mob pack
…and more.