I don’t know about you guys, but I feel like the endgame is really shallow. I just zoom through content in torment 4 and oneshot all the mobs/bosses. The gearing system is really good, but the content interacts badly with it, because damage trivializes it too much.
Here my suggestions:
- Scale incoming damage on bosses and add diminishing returns, i.e. degressive scaling, when a certain health percentage per second of the boss is falling. In my opinion Torment 4 bosses should be killed within 1-3 minutes by the best builds, not within seconds.
- Add more seasonal challenges to the paid battlepass, that reward cosmetic items. Don’t only put them behind season pass levels.
- Add challenge-mode campaign, where we can defeat the campaign bosses again, and if we succeed, we get a big reward, e.g. a bag with a guaranteed mythic.
- Rework infernal Horde. The idea is really fun, but I think it should become a way to limit-test our builds at the far endgame. An idea would be to make the keys very rare, but have infinite waves, where we open the chest already after a single death. The rewards of the gearing chest should also go up the more waves we kill, and it should only be single-player.
- Make survivability stats more important. Now, that we have the armory, we should be expected to build resistance sets for different torment 4 bosses. For example fighting Beast in Ice should require us to have a certain cold-resistance percentage to survive mechanics. It’d be nice, if the difficulty could be more statistical and based on knowledge/builds, and less based on quick reflexes/precision like in the Lilith fight.
1 Like
Your ideas were fine-ish until here. What a terrible idea
1 Like
1 - So basically resilience like we have in World Bosses. I believe Soluss has also pitched this idea before as have a few others.
2 - Lot of people would complain about this one. The battle pass is not meant to be challenging in any capacity, just requires time to complete and claim your rewards. Adding more challenges with extra cosmetics that requires a player to purchase the battle pass would anger those who couldn’t complete the challenges.
3 - Change the reward to a Spark or two and sure.
4 - What you’re asking for is a completely different game mode of Infernal Horde, so just ask for that and call it something else. Don’t have to rework the current Infernal Horde in my opinion.
5 - I don’t agree with this as this isn’t WoW that used to require you to have resists for certain raids or bosses. It starts to suck the fun out of the game for me. Not to mention our stash space is not nearly big enough for all this gear we’d have to keep. I’ll respectively disagree on this one.
The issue is that, if we don’t have to build resistance-sets, the best resistance stat will always be % for all resistances. The fact we don’t have to build defensively for certain content makes the gear way more shallow effectively than it could be. Resistance against all elements as stat has become the answer to all the content, because no content requires us to have certain elemental resistances.
You arent wrong about the all resist issue. I have never used a single-resist stat on my gear. Theyre just annoying stats that get ignored at the enchanter.
But this game - armory or no - just isnt set up for the tedious inventory management that would require. It would be bad enough on PC, miserable on console.
1 Like
Yeah, ARPGs in general haven’t figured good inventory management systems out yet